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stringlengths 0
56.1M
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stringclasses 515
values | path
stringlengths 2
147
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stringclasses 447
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stringclasses 7
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package minigame.tug;
import flixel.FlxSprite;
import flixel.util.FlxColor;
/**
* The shadow which appears below ropes in the tug-of-war game
*/
class RopeShadow extends FlxSprite
{
public var rope:Rope;
public function new(rope:Rope)
{
super();
this.rope = rope;
makeGraphic(Std.int(rope.width), 3, FlxColor.BLACK);
update(0); // set initial position, visible
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
visible = rope.visible;
x = rope.x;
y = rope.y + 13;
}
}
|
argonvile/monster
|
source/minigame/tug/RopeShadow.hx
|
hx
|
unknown
| 552 |
package minigame.tug;
import flixel.FlxSprite;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* Graphics and logic for a tent in the tug-of-war minigame
*/
class Tent implements IFlxDestroyable
{
public var tentFloorSprite:FlxSprite;
public var tentFrontSprite:FlxSprite;
public var tentBackSprite:FlxSprite;
public var tentWhite:FlxSprite;
public var tentShadow:FlxSprite;
private var alphaTween:FlxTween;
public function new(x:Float, y:Float, colorIndex:Int, flipX:Bool)
{
tentFloorSprite = new FlxSprite(x, y);
tentFloorSprite.loadGraphic(AssetPaths.tent_floor__png, false);
tentFloorSprite.flipX = flipX;
tentFrontSprite = new FlxSprite(x, y + 77);
tentFrontSprite.loadGraphic(AssetPaths.tent_front__png, true, 160, 90);
tentFrontSprite.animation.frameIndex = colorIndex;
tentFrontSprite.offset.y = 77;
tentFrontSprite.height = 10;
tentFrontSprite.flipX = flipX;
tentBackSprite = new FlxSprite(x, y + 40);
tentBackSprite.loadGraphic(AssetPaths.tent_back__png, true, 160, 90);
tentBackSprite.animation.frameIndex = colorIndex;
tentBackSprite.offset.y = 40;
tentBackSprite.height = 10;
tentBackSprite.flipX = flipX;
tentWhite = new FlxSprite(x, y);
tentWhite.loadGraphic(AssetPaths.tent_white__png);
tentWhite.flipX = flipX;
tentWhite.alpha = 0;
tentShadow = new FlxSprite(x, y);
tentShadow.loadGraphic(AssetPaths.tent_shadow__png, false);
tentShadow.flipX = flipX;
}
public function flash():Void
{
tentWhite.alpha = 1;
alphaTween = FlxTweenUtil.retween(alphaTween, tentWhite, {alpha:0}, 0.4);
}
public function destroy():Void
{
tentFloorSprite = FlxDestroyUtil.destroy(tentFloorSprite);
tentFrontSprite = FlxDestroyUtil.destroy(tentFrontSprite);
tentBackSprite = FlxDestroyUtil.destroy(tentBackSprite);
tentWhite = FlxDestroyUtil.destroy(tentWhite);
tentShadow = FlxDestroyUtil.destroy(tentShadow);
alphaTween = FlxTweenUtil.destroy(alphaTween);
}
}
|
argonvile/monster
|
source/minigame/tug/Tent.hx
|
hx
|
unknown
| 2,105 |
package minigame.tug;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import minigame.GameDialog;
import poke.abra.AbraDialog;
import poke.smea.SmeargleDialog;
/**
* Defines the behavior for an opponent in the tug-of-war minigame
*/
class TugAgent implements IFlxDestroyable
{
/**
* How bad are they at adding row values, to determine if they're winning or not?
*
* 0.047 = 48% win rate
* 0.070 = 45% win rate
* 0.110 = 40% win rate
* 0.170 = 30% win rate
* 0.290 = 15% win rate
*/
public var mathDeviance:Float = 0.245;
/**
* How bad are they at remembering where the hidden critters are?
*
* 0.010 = 48% win rate
* 0.015 = 45% win rate
* 0.020 = 40% win rate
* 0.040 = 30% win rate
* 0.100 = 15% win rate
*/
public var memoryDeviance:Float = 0.130;
/**
* How bad are they at noticing the bugs in each row... visible or otherwise?
*
* 0.008 = 48% win rate
* 0.012 = 45% win rate
* 0.018 = 40% win rate
* 0.035 = 30% win rate
* 0.090 = 15% win rate
*/
public var observationDeviance:Float = 0.090;
/**
* How biased are they towards/away from winning the highest valued row?
*
* 2.00 = The AI treats the highest row as though it's worth three times
* as much; they'll blindly go for it even if it means losing
* 0.10 = The AI treats the highest row as though it's worth 110% as much;
* they'll just barely, barely favor it
* -0.50 = The AI treats the highest row as though it's worth half as much;
* they'll go for the other rows instead
*/
public var highestRowBias:Float = 0;
/**
* How frequently do we figure out which rows we want to win?
*
* 3.0 = crazy good
* 60.0 = never
*/
public var planDelay:Float = 12.5;
/**
* How frequently do we recount all of the guys, to counter our opponent?
*
* 0.6 = crazy good
* 5.0 = slow
*/
public var menPerRowDelay:Float = 1.8;
/**
* Which index in the sprite sheet do they use for their hand graphic
*/
public var handFrames:Array<Int> = [0, 1];
/**
* How does the character move their hand? Fast/slow? Precise, reckless?
*/
public var mouseSpeed:Float = 60;
public var mouseJitterPerSecond:Float = 0.9;
public var mouseDeviance:Float = 0.3;
public var mathDevianceTrait:Trait;
public var consecutiveMovements:Array<Int> = [2, 3, 5];
public var breakDurations:Array<Float> = [2.5, 3.5, 5.5];
public var chatAsset:String;
public var thinkyFaces:Array<Int> = [6];
public var neutralFaces:Array<Int> = [4, 5];
public var goodFaces:Array<Int> = [2, 3];
public var badFaces:Array<Int> = [7, 10, 11, 12, 13];
public var dialogClass:Dynamic;
public var gameDialog:GameDialog;
public function setBreaks(consecutiveMovements:Array<Int>, breakDurations:Array<Float>)
{
this.consecutiveMovements = consecutiveMovements;
this.breakDurations = breakDurations;
}
public function setMathDeviance(trait:Trait)
{
this.mathDevianceTrait = trait;
switch (trait)
{
case Perfect:mathDeviance = 0.000;
case Great:mathDeviance = 0.080;
case Good:mathDeviance = 0.205;
case Bad:mathDeviance = 0.245;
case Awful:mathDeviance = 0.290;
}
}
public function setMemoryDeviance(trait:Trait)
{
switch (trait)
{
case Perfect:memoryDeviance = 0.000;
case Great:memoryDeviance = 0.032;
case Good:memoryDeviance = 0.090;
case Bad:memoryDeviance = 0.130;
case Awful:memoryDeviance = 0.200;
}
}
public function setObservationDeviance(trait:Trait)
{
switch (trait)
{
case Perfect:observationDeviance = 0.000;
case Great:observationDeviance = 0.024;
case Good:observationDeviance = 0.065;
case Bad:observationDeviance = 0.090;
case Awful:observationDeviance = 0.130;
}
}
public function setPlanDelay(trait:Trait)
{
switch (trait)
{
case Perfect:planDelay = 3.5;
case Great:planDelay = 7.5;
case Good:planDelay = 12.5;
case Bad:planDelay = 18.5;
case Awful:planDelay = 25.5;
}
}
public function setMenPerRowDelay(trait:Trait)
{
switch (trait)
{
case Perfect:menPerRowDelay = 0.7;
case Great:menPerRowDelay = 1.3;
case Good:menPerRowDelay = 1.8;
case Bad:menPerRowDelay = 2.4;
case Awful:menPerRowDelay = 3.6;
}
}
public function new(mouseSpeed:Speed, mouseAccuracy:Trait)
{
switch (mouseSpeed)
{
case Fastest:this.mouseSpeed = 105; this.mouseJitterPerSecond = 1.8;
case Fast:this.mouseSpeed = 80; this.mouseJitterPerSecond = 1.3;
case Relaxed:this.mouseSpeed = 60; this.mouseJitterPerSecond = 0.9;
case Slow:this.mouseSpeed = 45; this.mouseJitterPerSecond = 0.6;
case Slowest:this.mouseSpeed = 35; this.mouseJitterPerSecond = 0.4;
}
switch (mouseAccuracy)
{
case Perfect:this.mouseDeviance = 0.1;
case Great:this.mouseDeviance = 0.2;
case Good:this.mouseDeviance = 0.3;
case Bad:this.mouseDeviance = 0.4;
case Awful:this.mouseDeviance = 0.6;
}
}
public function setDialogClass(dialogClass:Dynamic)
{
this.dialogClass = dialogClass;
var gameDialog:Dynamic = Reflect.field(dialogClass, "gameDialog");
this.gameDialog = gameDialog(TugGameState);
}
public function destroy():Void
{
handFrames = null;
consecutiveMovements = null;
breakDurations = null;
chatAsset = null;
thinkyFaces = null;
neutralFaces = null;
goodFaces = null;
badFaces = null;
dialogClass = null;
gameDialog = FlxDestroyUtil.destroy(gameDialog);
}
}
enum Trait
{
Perfect;
Great;
Good;
Bad;
Awful;
}
enum Speed
{
Fastest;
Fast;
Relaxed;
Slow;
Slowest;
}
|
argonvile/monster
|
source/minigame/tug/TugAgent.hx
|
hx
|
unknown
| 5,769 |
package minigame.tug;
import flixel.FlxG;
import minigame.tug.TugAgent.Trait.*;
import minigame.tug.TugAgent.Speed.*;
import poke.abra.AbraDialog;
import poke.abra.AbraResource;
import poke.buiz.BuizelDialog;
import poke.buiz.BuizelResource;
import poke.grim.GrimerDialog;
import poke.grim.GrimerResource;
import poke.grov.GrovyleDialog;
import poke.grov.GrovyleResource;
import poke.hera.HeraDialog;
import poke.hera.HeraResource;
import poke.kecl.KecleonDialog;
import poke.kecl.KecleonResource;
import poke.luca.LucarioDialog;
import poke.luca.LucarioResource;
import poke.magn.MagnDialog;
import poke.magn.MagnResource;
import poke.rhyd.RhydonDialog;
import poke.rhyd.RhydonResource;
import poke.sand.SandslashDialog;
import poke.sand.SandslashResource;
import poke.smea.SmeargleDialog;
import poke.smea.SmeargleResource;
/**
* Stores the behavior for the different opponents in the tug-of-war minigame
*
* All of the opponents (including Abra) are very flawed. After creating a
* perfect AI, I scaled Abra down to being like 90% perfect, and 50% perfect.
* I couldn't even come close to beating him until I scaled him way down to
* like 30% perfect -- so he's pretty bad at everything, and also slow with his
* hands and sometimes just sits around for 5 seconds doing nothing.
*
* I think this is just a very, very hard game for humans to play.
*/
class TugAgentDatabase
{
public static function getTutorialAgent():TugAgent
{
// smeargle
var agent:TugAgent = new TugAgent(Fastest, Good);
agent.handFrames = [12, 13];
agent.setDialogClass(SmeargleDialog);
agent.chatAsset = AssetPaths.smear_chat__png;
agent.goodFaces = [4]; // computer won; just look neutral.
agent.badFaces = [2]; // computer lost; good job player! you finished the tutorial
return agent;
}
public static function getAgent():TugAgent
{
var agents:Array<TugAgent> = [];
{
// abra
var agent:TugAgent = new TugAgent(Slow, Awful);
agent.handFrames = [0, 1];
agent.setBreaks([2, 3, 5], [1.5, 2]);
agent.setMathDeviance(Great);
agent.setMemoryDeviance(Great);
agent.setObservationDeviance(Great);
agent.setPlanDelay(Great);
agent.setMenPerRowDelay(Perfect);
agents.push(agent);
agent.setDialogClass(AbraDialog);
agent.chatAsset = AbraResource.chat;
agent.thinkyFaces = [4, 5];
agent.badFaces = [8, 9, 10, 11, 12, 13];
}
{
// buizel
var agent:TugAgent = new TugAgent(Fastest, Perfect);
agent.setBreaks([3, 5, 8], [0.8, 1.8]);
agent.handFrames = [2, 3];
agent.setMathDeviance(Bad);
agent.setMemoryDeviance(Bad);
agent.setObservationDeviance(Awful);
agent.highestRowBias = -0.20;
agent.setPlanDelay(Awful);
agent.setMenPerRowDelay(Perfect);
agents.push(agent);
agent.setDialogClass(BuizelDialog);
agent.chatAsset = BuizelResource.chat;
agent.goodFaces = [2];
agent.badFaces = [10, 11, 13, 15];
}
{
// heracross
var agent:TugAgent = new TugAgent(Slow, Perfect);
agent.setBreaks([1, 2], [0.6, 2.2]);
agent.handFrames = [4, 5];
agent.setMathDeviance(Good);
agent.setMemoryDeviance(Awful);
agent.setObservationDeviance(Bad);
agent.setPlanDelay(Great);
agent.setMenPerRowDelay(Bad);
agents.push(agent);
agent.highestRowBias = -0.40;
agent.setDialogClass(HeraDialog);
agent.chatAsset = HeraResource.chat;
}
{
// grovyle
var agent:TugAgent = new TugAgent(Relaxed, Good);
agent.setBreaks([2, 6], [1.2, 2.2, 3.2]);
agent.handFrames = [6, 7];
agent.setMathDeviance(Awful);
agent.setMemoryDeviance(Bad);
agent.setObservationDeviance(Awful);
agent.setPlanDelay(Bad);
agent.setMenPerRowDelay(Bad);
agents.push(agent);
agent.setDialogClass(GrovyleDialog);
agent.chatAsset = GrovyleResource.chat;
agent.goodFaces = [2];
}
{
// sandslash
var agent:TugAgent = new TugAgent(Fast, Awful);
agent.setBreaks([3, 5], [0.7, 1.2, 4.4]);
agent.handFrames = [8, 9];
agent.setMathDeviance(Awful);
agent.setMemoryDeviance(Bad);
agent.setObservationDeviance(Great);
agent.setPlanDelay(Perfect);
agent.setMenPerRowDelay(Good);
agents.push(agent);
agent.setDialogClass(SandslashDialog);
agent.chatAsset = SandslashResource.chat;
agent.goodFaces = [3, 14, 15];
agent.badFaces = [7, 9, 10, 11, 12, 13];
}
{
// rhydon
var agent:TugAgent = new TugAgent(Slowest, Bad);
agent.setBreaks([2, 3], [0.8, 1.8]);
agent.handFrames = [10, 11];
agent.setMathDeviance(Awful);
agent.setMemoryDeviance(Awful);
agent.setObservationDeviance(Bad);
agent.setPlanDelay(Bad);
agent.setMenPerRowDelay(Awful);
agents.push(agent);
agent.highestRowBias = 0.8;
agent.setDialogClass(RhydonDialog);
agent.chatAsset = RhydonResource.chat;
agent.goodFaces = [2, 14];
}
{
// smeargle
var agent:TugAgent = new TugAgent(Fastest, Good);
agent.setBreaks([2, 7, 9], [1.6, 2.4]);
agent.handFrames = [12, 13];
agent.setMemoryDeviance(Bad);
agent.setMathDeviance(Awful);
agent.setObservationDeviance(Perfect);
agent.setPlanDelay(Great);
agent.setMenPerRowDelay(Great);
agents.push(agent);
agent.setDialogClass(SmeargleDialog);
agent.chatAsset = AssetPaths.smear_chat__png;
agent.badFaces = [7, 10, 11, 13];
}
{
// kecleon
var agent:TugAgent = new TugAgent(Fast, Good);
agent.setBreaks([1, 5, 7], [2.6, 3.6]);
agent.handFrames = [14, 15];
agent.setMathDeviance(Bad);
agent.setMemoryDeviance(Awful);
agent.setObservationDeviance(Awful);
agent.highestRowBias = 0.4;
agent.setPlanDelay(Awful);
agent.setMenPerRowDelay(Good);
agents.push(agent);
agent.setDialogClass(KecleonDialog);
agent.chatAsset = AssetPaths.kecl_chat__png;
agent.badFaces = [7, 10, 11, 13];
}
{
// magnezone
var agent:TugAgent = new TugAgent(Slowest, Bad);
agent.setBreaks([1, 1, 1], [0, 0, 0]);
agent.handFrames = [16, 17];
agent.setMathDeviance(Perfect);
agent.setMemoryDeviance(Great);
agent.setObservationDeviance(Perfect);
agent.setPlanDelay(Perfect);
agent.setMenPerRowDelay(Great);
agents.push(agent);
agent.setDialogClass(MagnDialog);
agent.chatAsset = MagnResource.chat;
agent.thinkyFaces = [6, 14, 15];
agent.goodFaces = [0, 1, 2, 3];
agent.badFaces = [7, 10, 11];
}
{
// grimer
var agent:TugAgent = new TugAgent(Relaxed, Great);
agent.setBreaks([2, 3, 5], [2.2, 3.2, 5.2]);
agent.handFrames = [18, 19];
agent.setMathDeviance(Awful);
agent.setMemoryDeviance(Awful);
agent.setObservationDeviance(Bad);
agent.setPlanDelay(Good);
agent.setMenPerRowDelay(Bad);
agents.push(agent);
agent.setDialogClass(GrimerDialog);
agent.chatAsset = GrimerResource.chat;
}
{
// lucario
var agent:TugAgent = new TugAgent(Relaxed, Great);
agent.setBreaks([2, 3, 4], [2.9, 3.9, 5.9]);
agent.handFrames = [20, 21];
agent.setMathDeviance(Bad);
agent.setMemoryDeviance(Great);
agent.setObservationDeviance(Awful);
agent.setPlanDelay(Good);
agent.setMenPerRowDelay(Great);
agents.push(agent);
agent.setDialogClass(LucarioDialog);
agent.chatAsset = LucarioResource.chat;
agent.thinkyFaces = [6, 7, 10];
}
if (PlayerData.profIndex < agents.length)
{
return agents[PlayerData.profIndex];
}
// active professor doesn't have minigame persona? ...just return someone as a placeholder
return FlxG.random.getObject(agents);
}
}
|
argonvile/monster
|
source/minigame/tug/TugAgentDatabase.hx
|
hx
|
unknown
| 7,688 |
package minigame.tug;
import critter.Critter;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* The AI for the tug-of-war minigame.
*
* TugAiPlanner comes up with the actual strategy for the AI to follow. This
* class mostly handles moving the hand around in an organic way, picking up
* and dropping bugs, and pausing to think.
*/
class TugAi implements IFlxDestroyable
{
private var alphaTween:FlxTween;
private var tugGameState:TugGameState;
private var currState:Float->Void;
private var handSprite:FlxSprite;
private var handDirection:FlxVector = FlxVector.get(0, 0);
private var fromRow:Int = -1;
private var movedCritter:Critter = null;
private var toRow:Int = -1;
private var toPoint:FlxPoint = FlxPoint.get();
// radians per second
private var offsetAngleRadians:Float = 0;
private var planner:TugAiPlanner;
private var menPerRow:Array<Int> = [];
private var planTimer:Float = 0;
private var menPerRowTimer:Float = 0;
private var doSomethingDelay:Float = 0.1;
private var doSomethingTimer:Float = 0;
private var prevToRow:Int = -1;
private var prevFromRow:Int = -1;
private var mouseSpeed:Float = 50;
private var breakCounter:Int = 0;
private var consecutiveMovements:Array<Int> = [];
private var breakDurations:Array<Float> = [];
private var idleTimer:Float = 5;
private var thinkingFace:Bool = false;
private var recalculateMistakeTimer:Float = 0;
public var agent:TugAgent;
public function new(tugGameState:TugGameState, agent:TugAgent=null)
{
this.tugGameState = tugGameState;
if (agent == null)
{
agent = tugGameState.agent;
}
this.agent = agent;
handSprite = new FlxSprite(100, 100);
handSprite.loadGraphic(AssetPaths.tug_gloves__png, true, 320, 320);
handSprite.animation.frameIndex = agent.handFrames[0];
handSprite.alpha = 0;
handSprite.setSize(10, 10);
handSprite.offset.set(155, 155);
tugGameState._hud.add(handSprite);
currState = waiting;
planner = new TugAiPlanner(tugGameState);
recalculateMistakeTimer = FlxG.random.float(4, 12);
}
public function doTutorialDrop():Void
{
startRound();
tugGameState._eventStack.addEvent({time:tugGameState._eventStack._time + 0.5, callback:eventTutorialDrop});
tugGameState._eventStack.addEvent({time:tugGameState._eventStack._time + 2.5, callback:eventStopTutorialAi});
}
function eventTutorialDrop(args:Array<Dynamic>)
{
menPerRow = [2, 5, 3];
doSomethingTimer = 0;
breakCounter = 99;
}
function eventStopTutorialAi(args:Array<Dynamic>)
{
menPerRow = [];
stopRound();
}
public function startRound():Void
{
planner.startRound();
handSprite.animation.frameIndex = agent.handFrames[0];
planner.computeWinPlan();
menPerRow = planner.computeMenPerRow();
planTimer = agent.planDelay * FlxG.random.float(0.5, 1.5);
menPerRowTimer = agent.menPerRowDelay * FlxG.random.float(0.5, 1.5);
alphaTween = FlxTweenUtil.retween(alphaTween, handSprite, {alpha:0.3}, 0.5);
}
private function selectRandomInt(ints:Array<Int>):Int
{
return ints.length == 0 ? -1 : FlxG.random.getObject(ints);
}
public function waiting(elapsed:Float)
{
idleTimer -= elapsed;
if (idleTimer <= 0)
{
toPoint.x = FlxG.random.float(50, FlxG.width / 2 - 150);
toPoint.y = FlxG.random.float(50, FlxG.height - 50);
idleTimer = FlxG.random.float(0.5, 2.0);
currState = moveIdle;
}
doSomethingTimer -= elapsed;
if (doSomethingTimer <= 0)
{
doSomethingTimer = Math.max(0, doSomethingTimer + doSomethingDelay);
breakCounter--;
if (breakCounter <= 0)
{
resetBreakCounter();
if (breakDurations.length == 0)
{
breakDurations = breakDurations.concat(agent.breakDurations);
breakDurations = breakDurations.concat(agent.breakDurations);
FlxG.random.shuffle(breakDurations);
}
doSomethingTimer += breakDurations.pop() * FlxG.random.float(0.8, 1.2);
}
if (tugGameState.decideMatchTimer > 0)
{
// don't try to move critters at last second
return;
}
var fromRows:Array<Int> = [];
var toRows:Array<Int> = [];
for (row in 0...tugGameState.tugRows.length)
{
if (tugGameState.tugRows[row].leftCritters.length > menPerRow[row])
{
fromRows.push(row);
}
if (tugGameState.tugRows[row].leftCritters.length < menPerRow[row])
{
toRows.push(row);
}
}
fromRow = selectRandomInt(fromRows);
toRow = selectRandomInt(toRows);
if (fromRow == -1 || toRow == -1 || fromRow == toRow)
{
// couldn't decide on anything to move... this counts as our break
if (thinkingFace)
{
thinkingFace = false;
tugGameState.opponentChatFace.animation.frameIndex = FlxG.random.getObject(agent.neutralFaces);
}
resetBreakCounter();
return;
}
if (tugGameState.tugRows[fromRow].isRowDecided() || tugGameState.tugRows[toRow].isRowDecided())
{
// rows have been decided already...
return;
}
determineMovedCritter();
if (movedCritter != null)
{
if (!thinkingFace)
{
thinkingFace = true;
tugGameState.opponentChatFace.animation.frameIndex = FlxG.random.getObject(agent.thinkyFaces);
}
idleTimer = FlxG.random.float(4, 8);
currState = moveToGrab;
}
}
}
function resetBreakCounter()
{
if (consecutiveMovements.length == 0)
{
consecutiveMovements = consecutiveMovements.concat(agent.consecutiveMovements);
consecutiveMovements = consecutiveMovements.concat(agent.consecutiveMovements);
FlxG.random.shuffle(consecutiveMovements);
}
breakCounter = consecutiveMovements.pop() + FlxG.random.getObject([ -1, 0, 1], [1, 3, 1]);
}
private function determineMovedCritter():Void
{
var crittersToMove:Array<Critter> = tugGameState.tugRows[fromRow].leftCritters.copy();
FlxG.random.shuffle(crittersToMove);
movedCritter = null;
for (critter in crittersToMove)
{
if (tugGameState.model.getCritterColumn(critter) != -1)
{
movedCritter = critter;
break;
}
}
if (movedCritter != null)
{
toPoint.x = movedCritter._bodySprite.x + movedCritter._bodySprite.width / 2 - handSprite.width / 2;
toPoint.y = movedCritter._bodySprite.y + movedCritter._bodySprite.height / 2 - handSprite.height / 2;
mouseSpeed = agent.mouseSpeed * FlxG.random.float(0.8, 1.2);
}
}
public function moveToGrab(elapsed:Float)
{
if (tugGameState.model.getCritterColumn(movedCritter) == -1)
{
determineMovedCritter();
if (movedCritter == null)
{
// can't find anybody to move!?
currState = waiting;
return;
}
}
var reachedDest:Bool = moveHand(elapsed);
if (reachedDest)
{
toPoint.x = movedCritter._bodySprite.x + movedCritter._bodySprite.width / 2 - handSprite.width / 2;
toPoint.y = movedCritter._bodySprite.y + movedCritter._bodySprite.height / 2 - handSprite.height / 2;
mouseSpeed = agent.mouseSpeed * FlxG.random.float(0.8, 1.2);
if (!moveHand(0))
{
// critter moved! we're not there yet
}
else
{
if (!tugGameState.canGrab(movedCritter))
{
// oops, can't grab critter... did it jump into a tent?
movedCritter = null;
currState = waiting;
return;
}
movedCritter.grab();
handSprite.animation.frameIndex = agent.handFrames[1];
tugGameState.unassignFromRow(movedCritter, true);
toPoint = getCritterTargetLocation();
currState = moveToDrop;
}
}
}
public function moveIdle(elapsed:Float)
{
idleTimer -= elapsed;
if (moveHand(elapsed * 0.4) // move hand slower than normal...
|| idleTimer <= 0)
{
idleTimer = FlxG.random.float(4, 8);
currState = waiting;
}
}
private function getCritterTargetLocation():FlxPoint
{
var toCol:Int = tugGameState.model.getTargetCol(movedCritter, toRow);
var point:FlxPoint = tugGameState.getCritterTargetLocation(movedCritter, toRow, toCol);
point.x += movedCritter._bodySprite.width / 2;
point.y += movedCritter._bodySprite.height / 2;
return point;
}
public function moveToDrop(elapsed:Float)
{
if (tugGameState.tugRows[toRow].isRowDecided())
{
// row's been decided already... put him somewhere else!
var toRows:Array<Int> = [];
for (row in 0...tugGameState.tugRows.length)
{
if (!tugGameState.tugRows[row].isRowDecided())
{
toRows.push(row);
}
}
if (toRows.length == 0)
{
// can't find any place for him... just drop him
currState = waiting;
return;
}
toRow = FlxG.random.getObject(toRows);
toPoint = getCritterTargetLocation();
}
var reachedDest:Bool = moveHand(elapsed);
movedCritter.setPosition(handSprite.x - 18, handSprite.y + 5);
if (reachedDest)
{
handSprite.animation.frameIndex = agent.handFrames[0];
tugGameState.assignToRow(movedCritter, toRow);
SoundStackingFix.play(AssetPaths.drop__mp3);
currState = waiting;
prevToRow = toRow;
prevFromRow = fromRow;
}
}
private function moveHand(elapsed:Float):Bool
{
handDirection.x = toPoint.x - handSprite.x;
handDirection.y = toPoint.y - handSprite.y;
var dist:Float = handDirection.length;
handDirection.rotateByRadians(agent.mouseDeviance * 0.5 * Math.PI * Math.sin(offsetAngleRadians));
handDirection.length = mouseSpeed * elapsed * FlxMath.bound(Math.sqrt(dist), 2, 15);
handSprite.x += handDirection.x;
handSprite.y += handDirection.y;
return dist < 5;
}
public function update(elapsed:Float)
{
if (!tugGameState.grabEnabled)
{
// can't grab; don't bother thinking
return;
}
offsetAngleRadians += agent.mouseJitterPerSecond * 2 * Math.PI * elapsed;
if (offsetAngleRadians > 2 * Math.PI)
{
offsetAngleRadians -= 2 * Math.PI;
}
if (tugGameState.tutorial)
{
// don't think during tutorial
}
else
{
planTimer -= elapsed;
if (planTimer <= 0)
{
planTimer = Math.max(0, planTimer + agent.planDelay * FlxG.random.float(0.5, 1.5));
planner.computeWinPlan();
menPerRowTimer = 0; // force menPerRow calculation
}
menPerRowTimer -= elapsed;
if (menPerRowTimer <= 0)
{
menPerRowTimer = Math.max(0, menPerRowTimer + agent.menPerRowDelay * FlxG.random.float(0.5, 1.5));
menPerRow = planner.computeMenPerRow();
}
recalculateMistakeTimer -= elapsed;
if (recalculateMistakeTimer <= 0)
{
recalculateMistakeTimer += 8;
planner.generateShouldWins();
}
}
currState(elapsed);
}
public function stopRound()
{
alphaTween = FlxTweenUtil.retween(alphaTween, handSprite, {alpha:0.0}, 0.5);
if (movedCritter != null && movedCritter._bodySprite.animation.name == "grab")
{
movedCritter.setIdle();
}
}
public function destroy():Void
{
alphaTween = FlxTweenUtil.destroy(alphaTween);
currState = null;
handSprite = FlxDestroyUtil.destroy(handSprite);
handDirection = FlxDestroyUtil.put(handDirection);
toPoint = FlxDestroyUtil.put(toPoint);
planner = FlxDestroyUtil.destroy(planner);
menPerRow = null;
consecutiveMovements = null;
breakDurations = null;
}
}
|
argonvile/monster
|
source/minigame/tug/TugAi.hx
|
hx
|
unknown
| 11,560 |
package minigame.tug;
import flixel.FlxG;
import flixel.util.FlxDestroyUtil;
/**
* The AI for the tug-of-war game.
*
* The AI looks at where the player's bugs are, and tries to come up with a
* "win plan" -- an arrangement of bugs which will beat the player's bugs. Then
* it arranges its bugs to match this plan.
*
* After awhile, it re-evaluates the board and comes up with a new win plan.
*
* Based on the Pokemon's behavior, it might be bad at remembering the hidden
* bugs, come up with bad plans, or it might be really stubborn about its
* current win plan and not want to change.
*/
class TugAiPlanner implements IFlxDestroyable
{
private var tugGameState:TugGameState;
private var currentWinPlan:Array<ShouldWin>;
private var winPlans:Array<Array<ShouldWin>> = [];
private var winPlanRewards:Map<Array<ShouldWin>, Int>;
private var rowCount:Int = 0;
private var scoreSum:Int;
private var memoryDeviancePerRow:Array<Float>;
private var observationDeviancePerRow:Array<Float>;
public function new(tugGameState:TugGameState):Void
{
this.tugGameState = tugGameState;
}
public function startRound():Void
{
rowCount = tugGameState.tugRows.length;
scoreSum = 0;
for (tugRow in tugGameState.tugRows)
{
scoreSum += tugRow.rowReward;
}
currentWinPlan = null;
generateShouldWins();
}
public function getMenRequiredToTie(row:Int, tentCritterCount:Int, critterCount:Int):Int
{
return tugGameState.tugRows[row].rightCritters.length - getLockedLeftCritters(row)
+ getRowMiscalculationAmount(row, tentCritterCount, critterCount);
}
/**
* @return How many extra critters are we imagining on the right side?
*/
public function getRowMiscalculationAmount(row:Int, tentCritterCount:Int, critterCount:Int):Int
{
return Math.round((tentCritterCount - rowCount) * memoryDeviancePerRow[row] + (critterCount - rowCount) * observationDeviancePerRow[row]);
}
private function getLockedLeftCritters(row:Int):Int
{
return tugGameState.tugRows[row].leftCritters.length - tugGameState.model.getMovableCritterCount(true, row);
}
private function getMenAvailable():Int
{
var menAvailable:Int = 0;
for (row in 0...rowCount)
{
menAvailable += tugGameState.model.getMovableCritterCount(true, row);
}
return menAvailable;
}
/**
* Figure out a new set of rows which we can win with our remaining bugs,
* which will let us beat our opponent
*/
public function computeWinPlan():Void
{
var menAvailable:Int = getMenAvailable();
var tentCritterCount:Int = getTentCritterCount();
var critterCount:Int = tugGameState._critters.length;
currentWinPlan = null;
var bestEfficiency:Float = -99999;
for (winPlan in winPlans)
{
var menRequired:Int = 0;
for (row in 0...rowCount)
{
if (winPlan[row] == Tie)
{
menRequired += Std.int(Math.max(0, getMenRequiredToTie(row, tentCritterCount, critterCount)));
}
else if (winPlan[row] == Win)
{
menRequired += Std.int(Math.max(0, getMenRequiredToTie(row, tentCritterCount, critterCount) + 1));
}
}
var reward:Int = winPlanRewards[winPlan];
var efficiency:Float = menRequired <= 0 ? 2 * reward : reward / menRequired;
if (efficiency > bestEfficiency && menRequired <= menAvailable)
{
bestEfficiency = efficiency;
currentWinPlan = winPlan;
}
}
}
public function getTentCritterCount():Int
{
var tentCritterCount:Int = 0;
for (critter in tugGameState._critters)
{
if (tugGameState.model.isInTent(critter))
{
tentCritterCount++;
}
}
return tentCritterCount;
}
public function computeMenPerRow():Array<Int>
{
var menRemaining:Int = getMenAvailable();
var tentCritterCount:Int = getTentCritterCount();
var critterCount:Int = tugGameState._critters.length;
var menPerRow:Array<Int> = [];
for (row in 0...rowCount)
{
// initialize menPerRow with locked bug counts...
menPerRow[row] += getLockedLeftCritters(row);
}
if (currentWinPlan == null)
{
// no possible arrangements!? ...arrange men randomly
}
else {
for (row in 0...rowCount)
{
if (currentWinPlan[row] == Lose)
{
menPerRow[row] += 0;
}
else if (currentWinPlan[row] == Tie)
{
menPerRow[row] += Std.int(Math.max(0, getMenRequiredToTie(row, tentCritterCount, critterCount)));
}
else
{
menPerRow[row] += Std.int(Math.max(0, getMenRequiredToTie(row, tentCritterCount, critterCount) + 1));
}
menRemaining -= menPerRow[row];
}
}
{
while (menRemaining > 0)
{
var row:Int = 0;
for (j in 0...20)
{
row = FlxG.random.int(0, rowCount - 1);
if (currentWinPlan == null || currentWinPlan[row] != Lose)
{
break;
}
}
menPerRow[row]++;
menRemaining--;
}
}
return menPerRow;
}
/**
* Generates a list of "ShouldWins" -- collections of row results. For
* example if there are three tents, there are about 20-30 different
* outcomes -- you might win two tents and lose the third, or we might
* each win one and tie on the third.
*
* For AI purposes we don't care if the result is favorable; winning one
* out of five rows is still a possible plan the AI might pursue, so we
* enumerate it here.
*/
public function generateShouldWins():Void
{
winPlans.splice(0, winPlans.length);
winPlanRewards = new Map<Array<ShouldWin>, Int>();
var permCount:Int = Std.int(Math.pow(3, rowCount));
// iterate from 1; don't include "lose lose lose" case
for (perm in 1...permCount)
{
var winPlan:Array<ShouldWin> = [];
while (winPlan.length < rowCount)
{
winPlan.push(Lose);
}
{
var i:Int = 0;
var j:Int = perm;
while (j > 0)
{
switch (j % 3)
{
case 1: winPlan[i] = Tie;
case 2: winPlan[i] = Win;
}
j = Std.int(j / 3);
i++;
}
}
addWinPlan(winPlan);
}
memoryDeviancePerRow = [];
for (i in 0...rowCount)
{
memoryDeviancePerRow.push(FlxG.random.floatNormal(0, tugGameState.agent.memoryDeviance));
}
observationDeviancePerRow = [];
for (i in 0...rowCount)
{
observationDeviancePerRow.push(FlxG.random.floatNormal(0, tugGameState.agent.observationDeviance));
}
}
private function addWinPlan(winPlan:Array<ShouldWin>)
{
var reward:Int = 0;
for (i in 0...rowCount)
{
var rowReward = tugGameState.tugRows[i].rowReward;
if (i == Std.int((rowCount - 1) / 2))
{
// highest value row; apply bias
rowReward += Std.int(tugGameState.tugRows[i].rowReward * (tugGameState.agent.highestRowBias * FlxG.random.float(0.90, 1.11)));
}
if (winPlan[i] == Lose)
{
reward -= rowReward;
}
else if (winPlan[i] == Win)
{
reward += rowReward;
}
}
reward += Math.round(FlxG.random.floatNormal(0, tugGameState.agent.mathDeviance * scoreSum));
winPlans.push(winPlan);
winPlanRewards[winPlan] = reward;
}
public function destroy()
{
currentWinPlan = null;
winPlans = null;
winPlanRewards = null;
memoryDeviancePerRow = null;
observationDeviancePerRow = null;
}
}
enum ShouldWin
{
Win;
Tie;
Lose;
}
|
argonvile/monster
|
source/minigame/tug/TugAiPlanner.hx
|
hx
|
unknown
| 7,369 |
package minigame.tug;
import minigame.FinalScoreboard;
import minigame.MinigameState.denNerf;
/**
* The scoreboard which displays at the end of the tug-of-war minigame, showing
* the player how much money they earned
*/
class TugFinalScoreboard extends FinalScoreboard
{
private var tugGameState:TugGameState;
public function new(tugGameState:TugGameState)
{
this.tugGameState = tugGameState;
super();
}
override public function addBonuses():Void
{
addScore("Score", tugGameState.tugScoreboard.manTotalScore);
var victoryMargin:Int = tugGameState.tugScoreboard.manTotalScore - tugGameState.tugScoreboard.comTotalScore;
if (victoryMargin >= 0)
{
addBonus("Victory bonus", denNerf(400));
}
if (tugGameState.tugScoreboard.isFlawlessWin())
{
addBonus("Flawless bonus", denNerf(600));
}
/*
* Most minigames award bonuses if the player finishes with a low
* score, but the tug-of-war game does not. The losing player is
* guaranteed to get some points anyways.
*/
}
}
|
argonvile/monster
|
source/minigame/tug/TugFinalScoreboard.hx
|
hx
|
unknown
| 1,060 |
package minigame.tug;
import flixel.util.FlxDestroyUtil;
import minigame.MinigameState.denNerf;
import critter.Critter;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter.FlxEmitterMode;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.group.FlxGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import kludge.LateFadingFlxParticle;
import minigame.FinalScoreboard;
import minigame.MinigameState;
import minigame.scale.CountdownSprite;
import minigame.tug.TugAgent.Trait;
import minigame.tug.TugModel;
import minigame.tug.TugRow;
import openfl.utils.Object;
import poke.smea.SmeargleResource;
/**
* The FlxState for the tug-of-war minigame.
*
* The tug-of-war minigame lasts 3 rounds. Each round, you and your opponent
* race to simultaneously arrange your bugs in a way that earns you more chests
* than your opponents. You earn the amount of money in your chests, plus a
* bonus if you outscore your opponent.
*
* Strategically you want to win a few tug-of-wars by a little, and lose one by
* a lot, but your opponents are clever and will try to do the same thing to
* you. The player who can react the fastest and think a step ahead will win
* the game.
*/
class TugGameState extends MinigameState
{
public static var RANDOM_TUG_FREQUENCY:Float = 0.5;
public static var CRITTER_HORIZONTAL_SPACING:Float = 48;
private var rowResultGroup:FlxGroup;
public var tugRows:Array<TugRow> = [];
public var round:Int = 0;
private var roundDurations:Array<Array<Int>> = [[6, 20], [8, 28], [10, 36]];
private var roundCritterCounts:Array<Int> = [10, 14, 18];
private var roundRowRewards:Array<Array<Int>> = [[100, 125, 50], [135, 175, 150, 100], [100, 185, 225, 145, 50]];
private var roundBonus:Array<Int> = [50, 100, 150];
public var model:TugModel = new TugModel();
public var finalCritter:Critter; // last critter who remains outside of tent
private var randomTugTimer:Float = 0;
public var decideMatchTimer:Float = 0;
private var smallSparkEmitter:FlxTypedEmitter<LateFadingFlxParticle>;
// the winner has some effects applied to certain numbers so we need to store them
private var leftBigShadows:Array<FlxSprite> = [];
private var rightBigShadows:Array<FlxSprite> = [];
private var leftBigNums:Array<FlxSprite> = [];
private var rightBigNums:Array<FlxSprite> = [];
public var tentColors:Array<Int> = [];
public var grabEnabled:Bool = false;
private var countdownSprite:CountdownSprite;
public var tugScoreboard:TugScoreboard;
private var ai:TugAi;
private var tutorialAi:TugAi;
public var agent:TugAgent;
private var opponentFrame:RoundedRectangle;
public var opponentChatFace:FlxSprite;
public var tutorial:Bool;
private var tutorialMovedAnything:Bool = false;
private var tutorialIdleTime:Float = 0;
public function new()
{
super();
description = PlayerData.MINIGAME_DESCRIPTIONS[2];
duration = 3.0;
// scores range from 400-2,200
avgReward = 1300;
}
public static function isLeftTeam(critter:Critter):Bool
{
return critter._critterColor == Critter.CRITTER_COLORS[0];
}
override public function create():Void
{
super.create();
Critter.shuffleCritterColors();
if (PlayerData.playerIsInDen)
{
for (round in 0...3)
{
for (row in 0...roundRowRewards[round].length)
{
roundRowRewards[round][row] = denNerf(roundRowRewards[round][row]);
}
}
for (round in 0...3)
{
roundBonus[round] = denNerf(roundBonus[round]);
}
}
agent = TugAgentDatabase.getAgent();
opponentFrame = new RoundedRectangle();
opponentFrame.relocate(3, FlxG.height - 78, 77, 75, 0xff000000, 0xeeffffff);
_hud.add(opponentFrame);
opponentChatFace = new FlxSprite(opponentFrame.x + 2, opponentFrame.y + 2);
opponentChatFace.loadGraphic(agent.chatAsset, true, 73, 71);
setChatFace(FlxG.random.getObject(agent.neutralFaces));
_hud.add(opponentChatFace);
rowResultGroup = new FlxGroup();
_hud.add(rowResultGroup);
smallSparkEmitter = new FlxTypedEmitter<LateFadingFlxParticle>(0, 0, 50);
smallSparkEmitter.launchMode = FlxEmitterMode.SQUARE;
smallSparkEmitter.angularVelocity.set(0);
smallSparkEmitter.velocity.set(400, 400);
smallSparkEmitter.lifespan.set(0.6);
for (i in 0...smallSparkEmitter.maxSize)
{
var particle:LateFadingFlxParticle = new LateFadingFlxParticle();
particle.makeGraphic(6, 6, FlxColor.WHITE);
particle.offset.x = 2.5;
particle.offset.y = 2.5;
particle.exists = false;
smallSparkEmitter.add(particle);
}
_hud.add(smallSparkEmitter);
countdownSprite = new CountdownSprite();
_hud.add(countdownSprite);
ai = new TugAi(this);
tutorialAi = new TugAi(this, TugAgentDatabase.getTutorialAgent());
tugScoreboard = new TugScoreboard(this);
tugScoreboard.exists = false;
_hud.add(tugScoreboard);
_hud.add(_cashWindow);
_hud.add(_dialogger);
_hud.add(_helpButton);
prepareRound();
for (critter in _critters)
{
runHome(critter);
}
if (PlayerData.minigameCount[2] == 0)
{
// start tutorial
var tree:Array<Array<Object>> = [];
if (agent.chatAsset == AssetPaths.smear_chat__png)
{
// I'm Smeargle; I can explain this
tree = TutorialDialog.tugGamePartOneNoHandoff();
}
else
{
var tutorialTree:Array<Array<Object>>;
// Let me get Rhydon
agent.gameDialog.popRemoteExplanationHandoff(tree, "Smeargle", PlayerData.smeaMale ? PlayerData.Gender.Boy : PlayerData.Gender.Girl);
tree.push(["#zzzz04#..."]);
tutorialTree = TutorialDialog.tugGamePartOneRemoteHandoff();
tree = DialogTree.prepend(tree, tutorialTree);
}
launchTutorial(tree);
}
else {
setState(100);
}
}
/**
* @return The dialog class which handles when the user clicks the help button
*/
override public function getMinigameOpponentDialogClass():Class<Dynamic>
{
return agent.dialogClass;
}
private function prepareRound():Void
{
rowResultGroup.kill();
rowResultGroup.clear();
rowResultGroup.revive();
tugScoreboard.exists = false;
_eventStack.reset();
grabEnabled = false;
randomTugTimer = 0;
decideMatchTimer = 0;
var rowRewards:Array<Int> = roundRowRewards[round];
var critterCount:Int = roundCritterCounts[round];
model.reset(rowRewards.length);
// initialize tent colors
if (tentColors.length != rowRewards.length)
{
tentColors = [];
var tentColorsTemp:Array<Int> = [0, 1, 2, 3];
FlxG.random.shuffle(tentColorsTemp);
while (tentColors.length < rowRewards.length)
{
// avoid having two adjacent tents of the same color
var tentColor:Int = tentColorsTemp.pop();
tentColors.push(tentColor);
tentColorsTemp.insert(FlxG.random.int(0, 2), tentColor);
}
}
// remove old stuff...
_chests.splice(0, _chests.length);
for (tugRow in tugRows)
{
tugRow.destroy();
}
tugRows.splice(0, tugRows.length);
for (i in 0...rowRewards.length)
{
tugRows.push(new TugRow(this, i, rowRewards.length, rowRewards[i]));
}
// create critters
while (_critters.length < critterCount * 2)
{
var critterY:Float;
// create critter sprite
var critter:Critter = new Critter(0, 0, _backdrop);
critter.setColor(Critter.CRITTER_COLORS[_critters.length % 2]);
critter.canDie = false;
addCritter(critter);
var critterX:Float = -critter._bodySprite.width + (isLeftTeam(critter) ? FlxG.random.float( -20, -120) : FlxG.random.float(788, 888));
var critterY:Float = FlxG.random.float(0, FlxG.height);
critter.setPosition(critterX, critterY);
}
}
public function moveCrittersIntoPosition(tutorial:Bool = false)
{
this.tutorial = tutorial;
var rowIndex:Int = 0;
for (i in 0..._critters.length)
{
var critter:Critter = _critters[i];
critter.idleMove = false;
critter.permanentlyImmovable = true;
critter._targetSprite.immovable = true;
var unoccupiedRow:Int = -1;
for (tugRow in tugRows)
{
if (tugRow.getAlliedRowCritters(critter).length == 0)
{
unoccupiedRow = tugRow.row;
break;
}
}
if (unoccupiedRow >= 0)
{
rowIndex = unoccupiedRow;
}
else if (i % 2 == 0)
{
if (tutorial)
{
rowIndex = Std.int(i / 2) % tugRows.length;
}
else
{
rowIndex = FlxG.random.int(0, tugRows.length - 1);
if (FlxG.random.bool(70))
{
// bias initial critter placement towards higher-valued rows
var rowIndex2:Int = FlxG.random.int(0, tugRows.length - 1);
if (tugRows[rowIndex2].rowReward > tugRows[rowIndex].rowReward)
{
rowIndex = rowIndex2;
}
}
}
}
var oldPos:FlxPoint = critter._bodySprite.getPosition();
assignToRow(critter, rowIndex);
var newPos:FlxPoint = critter._bodySprite.getPosition();
critter.setPosition(oldPos.x, oldPos.y);
critter.setIdle();
critter._eventStack.reset();
critter.runTo(newPos.x, newPos.y, eventInitialGrabRope);
if (unoccupiedRow >= 0)
{
if (!critter._bodySprite.moving)
{
// already there...
}
else
{
critter.insertWaypoint(newPos.x + (isLeftTeam(critter) ? -100 : 100), newPos.y + FlxG.random.float( -5, 5));
}
}
}
}
private function setGrabEnabled(grabEnabled:Bool)
{
this.grabEnabled = grabEnabled;
}
public function addRope(rope:Rope)
{
_midSprites.add(rope);
_shadowGroup._extraShadows.push(new RopeShadow(rope));
}
public function removeRope(rope:Rope)
{
_midSprites.remove(rope);
for (shadow in _shadowGroup._extraShadows)
{
if (Std.isOfType(shadow, RopeShadow) && cast(shadow, RopeShadow).rope == rope)
{
_shadowGroup._extraShadows.remove(shadow);
}
}
}
function emitSmallSpark(x:Float, y:Float):Void
{
smallSparkEmitter.setPosition(x, y);
smallSparkEmitter.start(true, 0, 1);
for (i in 0...8)
{
var particle:LateFadingFlxParticle = smallSparkEmitter.emitParticle();
particle.enableLateFade(2);
if (i % 8 < 4)
{
particle.velocity.x *= 0.5;
particle.velocity.y *= 0.5;
}
if (i % 4 < 2)
{
particle.velocity.x *= -1;
}
if (i % 2 < 1)
{
particle.velocity.y *= -1;
}
}
smallSparkEmitter.emitting = false;
}
function eventDecideRow(args:Array<Dynamic>)
{
var row = args[0];
var time = args[1];
tugRows[row].decideRowSoon(time);
}
function eventDecideMatchSoon(args:Array<Dynamic>)
{
decideMatchTimer = 0.5;
}
/**
* Returns an array of floats corresponding to the times that critters get
* locked. The first half of the array corresponds to the left player, and
* the right half of the array corresponds to the right player.
*
* 1. All tug times should be a few milliseconds apart, so that we aren't
* in the position where we need to hard tug in two different
* directions simultaneously
*
* 2. Whoever gets the first bug locked (which is bad) should have the last
* bug locked (which is good)
*
* 3. The first 2-3 bugs should alternate; a player shouldn't have 2-3 bugs
* left at the end, when the other player is finished. That's too much of
* an advantage.
*/
function computeTugTimes():Array<Float>
{
var movableCritterCount:Int = Std.int(_critters.length / 2) - tugRows.length;
var tempTugTimes:Array<Float> = [];
var tugTime:Float = roundDurations[round][1];
while (tugTime > roundDurations[round][0])
{
tempTugTimes.push(tugTime);
tugTime -= FlxG.random.float(0.4, 0.6);
}
FlxG.random.shuffle(tempTugTimes);
tempTugTimes = tempTugTimes.splice(0, movableCritterCount * 2);
tempTugTimes.sort(function(a, b) return a < b ? -1 : 1);
tempTugTimes[tempTugTimes.length - 1] = tempTugTimes[tempTugTimes.length - 2] + 3; // last bug is always on a 3-second delay
var oddTugTimes:Array<Float> = [];
if (movableCritterCount % 2 == 1)
{
// pick two "middlish" tug times, and store them for later...
oddTugTimes.push(tempTugTimes.splice(Std.int(tempTugTimes.length / 2) - 1, 1)[0]);
oddTugTimes.push(tempTugTimes.splice(Std.int(tempTugTimes.length / 2) - 1, 1)[0]);
FlxG.random.shuffle(oddTugTimes);
}
var tugTimes:Array<Float> = [];
while (tempTugTimes.length > 0)
{
var time0:Float = tempTugTimes.pop();
var time1:Float = tempTugTimes.pop();
if (FlxG.random.bool())
{
var tmp:Float = time0;
time0 = time1;
time1 = tmp;
}
tugTimes.push(time0);
tugTimes.insert(0, time1);
}
if (oddTugTimes.length >= 2)
{
// take the two "middlish" tug times, and assign them to each team
tugTimes.insert(0, oddTugTimes[0]);
tugTimes.push(oddTugTimes[1]);
}
return tugTimes;
}
override public function dialogTreeCallback(msg:String):String
{
super.dialogTreeCallback(msg);
if (msg == "%skip-minigame%")
{
setState(500);
}
if (msg == "%skip-tutorial%")
{
_eventStack.reset();
tutorialAi.stopRound();
for (critter in _critters)
{
critter.setIdle();
critter._eventStack.reset();
}
setState(105);
}
if (msg == "%restart-tutorial%")
{
var tree:Array<Array<Object>> = TutorialDialog.tugGamePartOneAbruptHandoff();
launchTutorial(tree);
}
if (msg == "%tug-tutorial-setup%")
{
moveCrittersIntoPosition(true);
grabEnabled = true;
// can't dismiss until everyone's in place
_dialogger._canDismiss = false;
}
if (StringTools.startsWith(msg, "%tugmove%"))
{
tutorialAi.doTutorialDrop();
}
if (StringTools.startsWith(msg, "%tugleap%"))
{
_eventStack.addEvent({time:_eventStack._time + 0.3, callback:eventHardTug, args:[model.getCritterAt(true, 1, 0)]});
_eventStack.addEvent({time:_eventStack._time + 0.6, callback:eventHardTug, args:[model.getCritterAt(true, 1, 1)]});
}
return null;
}
function launchTutorial(tree:Array<Array<Object>>)
{
// rearrange bugs in 3-2-2 setup
prepareRound();
opponentChatFace.loadGraphic(tutorialAi.agent.chatAsset, true, 73, 71);
setChatFace(FlxG.random.getObject(tutorialAi.agent.neutralFaces));
setState(70);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_gameState == 95 || _gameState == 100)
{
if (!DialogTree.isDialogging(_dialogTree))
{
var tree:Array<Array<Object>> = [];
if (_gameState == 95)
{
agent.gameDialog.popPostTutorialGameStartQuery(tree, description);
}
else
{
handleGameAnnouncement(tree);
agent.gameDialog.popGameStartQuery(tree);
}
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(105);
}
}
if (_gameState == 105)
{
if (!DialogTree.isDialogging(_dialogTree))
{
prepareRound();
moveCrittersIntoPosition();
// reset the chat face; it might have been changed to smeargle for the tutorial
opponentChatFace.loadGraphic(agent.chatAsset, true, 73, 71);
setChatFace(FlxG.random.getObject(agent.neutralFaces));
setState(200);
}
}
if (DialogTree.isDialogging(_dialogTree) && _grabbedCritter != null)
{
// don't grab while dialog is going on
handleUngrab();
}
if (_gameState == 70)
{
if (!DialogTree.isDialogging(_dialogTree))
{
tutorialMovedAnything = false;
tutorialIdleTime = 0;
setState(75);
}
}
if (_gameState == 75)
{
tutorialIdleTime += elapsed;
if (!tutorialMovedAnything)
{
}
else if (_stateTime < 7.5)
{
}
else if (_grabbedCritter != null)
{
}
else if (tutorialIdleTime < 3.0)
{
}
else
{
// done moving critters around; transition to next tutorial section
var tree:Array<Array<Object>> = TutorialDialog.tugGamePartTwo();
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(80);
}
}
if (_gameState == 80)
{
if (!DialogTree.isDialogging(_dialogTree))
{
setState(85);
}
}
if (_gameState == 85)
{
_eventStack.removeEvent(eventHardTug);
_eventStack.removeEvent(eventDecideRow);
_eventStack.removeEvent(eventDecideMatchSoon);
for (i in 0...tugRows.length)
{
_eventStack.addEvent({time:_eventStack._time + 0.3 * i, callback:eventDecideRow, args:[i, 0.3 * (i + 1)]});
}
_eventStack.addEvent({time:_eventStack._time, callback:eventDecideMatchSoon});
setState(90);
}
if (_gameState == 200 || _gameState < 100)
{
if (tutorial)
{
tutorialAi.update(elapsed);
}
else
{
ai.update(elapsed);
}
randomTugTimer -= elapsed;
if (randomTugTimer <= 0)
{
randomTugTimer += (RANDOM_TUG_FREQUENCY * FlxG.random.float(0, 2)) / tugRows.length;
var moveRow:Int = FlxG.random.int(0, tugRows.length - 1);
// are there any critters tugging on the left/right side?
var leftCritterTugging:Bool = false;
var rightCritterTugging:Bool = false;
for (critter in tugRows[moveRow].rowCritters)
{
if (isTugAnim(critter))
{
if (isLeftTeam(critter))
{
leftCritterTugging = true;
}
else
{
rightCritterTugging = true;
}
}
}
if (Math.abs(tugRows[moveRow].tugVelocity) > 15)
{
// being yanked; let it get yanked
}
else if (tugRows[moveRow].isRowDecided())
{
// row has been decided; don't move it
}
else
{
var randomTugDirection:Float = FlxG.random.float();
randomTugDirection += 0.13 * (tugRows[moveRow].rightCritters.length - tugRows[moveRow].leftCritters.length);
if (!grabEnabled)
{
// don't mess with the velocity until the round officially starts
}
else if (randomTugDirection < 0.2)
{
tugRows[moveRow].tugVelocity = -8;
}
else if (randomTugDirection < 0.4)
{
tugRows[moveRow].tugVelocity = -5;
}
else if (randomTugDirection < 0.5)
{
tugRows[moveRow].tugVelocity = -3;
}
else if (randomTugDirection < 0.6)
{
tugRows[moveRow].tugVelocity = 3;
}
else if (randomTugDirection < 0.8)
{
tugRows[moveRow].tugVelocity = 5;
}
else
{
tugRows[moveRow].tugVelocity = 8;
}
// if there are no critters tugging, don't move the chest in their direction
if (!leftCritterTugging)
{
tugRows[moveRow].tugVelocity = Math.min(0, tugRows[moveRow].tugVelocity);
}
if (!rightCritterTugging)
{
tugRows[moveRow].tugVelocity = Math.max(0, tugRows[moveRow].tugVelocity);
}
}
var stopRow:Int = FlxG.random.int(0, tugRows.length - 1);
if (Math.abs(tugRows[stopRow].tugVelocity) > 15)
{
// being yanked; don't stop
}
else if (tugRows[stopRow].isRowDecided())
{
// row has been decided; don't stop
}
else if (stopRow == moveRow)
{
// just started being moved; don't stop
}
else
{
tugRows[stopRow].tugVelocity = 0;
}
}
for (row in 0...tugRows.length)
{
tugRows[row].update(elapsed);
}
if (decideMatchTimer > 0)
{
decideMatchTimer -= elapsed;
if (decideMatchTimer <= 0)
{
var matchDecided:Bool = true;
for (tugRow in tugRows)
{
if (!tugRow.isRowDecided())
{
matchDecided = false;
break;
}
}
if (matchDecided)
{
if (tutorial)
{
tutorialAi.stopRound();
}
else
{
ai.stopRound();
}
var eventTime:Float = _eventStack._time + 2.5;
var minReactionTime:Float = eventTime + tugRows.length * 0.3;
var maxReactionTime:Float = eventTime + tugRows.length * 0.6 + 1.2;
for (row in 0...tugRows.length)
{
_eventStack.addEvent({time:eventTime, callback:eventShowRowResult, args:[row]});
eventTime += 0.6;
}
var reactionDelay:Float = maxReactionTime;
if (agent.mathDevianceTrait == Trait.Perfect)
{
reactionDelay = minReactionTime + FlxG.random.float(-0.3, 0.3);
}
else if (agent.mathDevianceTrait == Trait.Great)
{
reactionDelay = minReactionTime * 0.25 + maxReactionTime * 0.75 + FlxG.random.float(-0.3, 0.3);
}
else if (agent.mathDevianceTrait == Trait.Good)
{
reactionDelay = minReactionTime * 0.5 + maxReactionTime * 0.5 + FlxG.random.float(-0.3, 0.3);
}
else if (agent.mathDevianceTrait == Trait.Bad)
{
reactionDelay = minReactionTime * 0.75 + maxReactionTime * 0.25 + FlxG.random.float(-0.3, 0.3);
}
else if (agent.mathDevianceTrait == Trait.Awful)
{
reactionDelay = maxReactionTime + FlxG.random.float(-0.3, 0.3);
}
_eventStack.addEvent({time:reactionDelay, callback:eventOpponentReact});
_eventStack.addEvent({time:eventTime + 0.6, callback:eventStarburst});
}
else
{
decideMatchTimer = 0.5;
}
}
}
if (tugScoreboard.exists && tugScoreboard.finishedTimer > 1.3 && !DialogTree.isDialogging(_dialogTree))
{
tugScoreboard.exists = false;
if (round >= 2)
{
gameOver();
}
else if (round < 2)
{
round++;
prepareRound();
moveCrittersIntoPosition();
}
}
}
if (_gameState == 400)
{
if (DialogTree.isDialogging(_dialogTree))
{
// still dialogging; don't exit
}
else if (_eventStack._alive)
{
// still going through events; don't exit
}
else if (_cashWindow._currentAmount != PlayerData.cash)
{
// still accumulating cash; don't exit
}
else
{
exitMinigameState();
}
}
if (_gameState == 500)
{
var tree:Array<Array<Object>> = agent.gameDialog.popSkipMinigame();
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(505);
}
if (_gameState == 505)
{
if (!DialogTree.isDialogging(_dialogTree))
{
if (!PlayerData.playerIsInDen)
{
// i award you no points and may god have mercy on your soul
payMinigameReward(0);
}
exitMinigameState();
return;
}
}
}
function eventTutorialPartThree(args:Array<Dynamic>)
{
var comScore:Int = args[0];
var manScore:Int = args[1];
var tree:Array<Array<Object>> = TutorialDialog.tugGamePartThree(manScore - comScore);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(95);
}
function gameOver()
{
setState(400);
finalScoreboard = new TugFinalScoreboard(this);
showFinalScoreboard();
var tree:Array<Array<Object>> = [];
if (PlayerData.playerIsInDen)
{
handleDenGameOver(tree, tugScoreboard.manTotalScore >= tugScoreboard.comTotalScore);
}
else if (tugScoreboard.manTotalScore >= tugScoreboard.comTotalScore)
{
// player won
agent.gameDialog.popPlayerBeatMe(tree, finalScoreboard._totalReward);
}
else
{
// player lost
agent.gameDialog.popBeatPlayer(tree, finalScoreboard._totalReward);
}
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
opponentChatFace.visible = false;
opponentFrame.visible = false;
}
function eventShowRowResult(args:Array<Dynamic>)
{
var row:Int = args[0];
var leftBig:Bool = tugRows[row].rowDecided == LeftWins;
var rightBig:Bool = tugRows[row].rowDecided == RightWins;
var leftShadow:FlxSprite = new FlxSprite(235, tugRows[row].y - 70);
leftShadow.loadGraphic(AssetPaths.tentnum_shadow__png, true, 80, 100);
leftShadow.animation.frameIndex = FlxG.random.int(0, leftShadow.animation.frames - 1);
rowResultGroup.add(leftShadow);
var leftNum:FlxSprite = new FlxSprite(235, tugRows[row].y - 70);
leftNum.loadGraphic(leftBig ? AssetPaths.tentnum_big__png : AssetPaths.tentnum_small__png, true, 80, 100);
leftNum.animation.frameIndex = (tugRows[row].rowDecidedLeft <= 9 ? tugRows[row].rowDecidedLeft : 0);
rowResultGroup.add(leftNum);
if (leftBig)
{
leftBigShadows.push(leftShadow);
leftBigNums.push(leftNum);
}
var rightShadow:FlxSprite = new FlxSprite(460, tugRows[row].y - 70);
rightShadow.loadGraphic(AssetPaths.tentnum_shadow__png, true, 80, 100);
rightShadow.animation.frameIndex = FlxG.random.int(0, rightShadow.animation.frames - 1);
rowResultGroup.add(rightShadow);
var rightNum:FlxSprite = new FlxSprite(460, tugRows[row].y - 70);
rightNum.loadGraphic(rightBig ? AssetPaths.tentnum_big__png : AssetPaths.tentnum_small__png, true, 80, 100);
rightNum.animation.frameIndex = (tugRows[row].rowDecidedRight <= 9 ? tugRows[row].rowDecidedRight : 0);
rowResultGroup.add(rightNum);
if (rightBig)
{
rightBigShadows.push(rightShadow);
rightBigNums.push(rightNum);
}
SoundStackingFix.play(AssetPaths.beep_0065__mp3);
}
function eventOpponentReact(args:Array<Dynamic>)
{
var leftSum:Int = 0;
var rightSum:Int = 0;
for (tugRow in tugRows)
{
if (tugRow.rowDecided == LeftWins)
{
leftSum += tugRow.rowReward;
}
else if (tugRow.rowDecided == RightWins)
{
rightSum += tugRow.rowReward;
}
}
var agent:TugAgent = tutorial ? tutorialAi.agent : this.agent;
if (leftSum > rightSum)
{
setChatFace(FlxG.random.getObject(agent.goodFaces));
}
else if (leftSum == rightSum)
{
setChatFace(FlxG.random.getObject(agent.thinkyFaces));
}
else if (leftSum < rightSum)
{
setChatFace(FlxG.random.getObject(agent.badFaces));
}
}
public function setChatFace(frameIndex:Int)
{
opponentChatFace.animation.frameIndex = frameIndex;
if (tugScoreboard != null)
{
tugScoreboard.comPortrait.animation.frameIndex = frameIndex;
}
}
function eventStarburst(args:Array<Dynamic>)
{
var leftSum:Int = 0;
var rightSum:Int = 0;
for (tugRow in tugRows)
{
if (tugRow.rowDecided == LeftWins)
{
leftSum += tugRow.rowReward;
}
else if (tugRow.rowDecided == RightWins)
{
rightSum += tugRow.rowReward;
}
}
var bigShadows:Array<FlxSprite> = [];
var bigNums:Array<FlxSprite> = [];
if (leftSum > rightSum) { bigShadows = leftBigShadows; bigNums = leftBigNums; }
if (rightSum > leftSum) { bigShadows = rightBigShadows; bigNums = rightBigNums; }
for (bigShadow in bigShadows)
{
bigShadow.loadGraphic(AssetPaths.tentnum_starburst__png, true, 80, 100);
bigShadow.animation.add("default", AnimTools.blinkyAnimation(FlxG.random.getObject([[0, 1, 2], [3, 4, 5], [6, 7, 8]])), 3);
bigShadow.animation.play("default");
emitSmallSpark(bigShadow.x + 40 + FlxG.random.float( -15, 15), bigShadow.y + 75 + FlxG.random.float( -10, 10));
}
for (bigNum in bigNums)
{
FlxTween.tween(bigNum.scale, {x:1.33, y:1.33}, 0.2, {ease:FlxEase.cubeInOut});
FlxTween.tween(bigNum.scale, {x:1, y:1}, 0.4, {ease:FlxEase.cubeInOut, startDelay:0.2});
}
if (bigShadows.length > 0)
{
SoundStackingFix.play(AssetPaths.confetti_0029__mp3);
}
var winningCritters:Array<Critter> = [];
for (critter in _critters)
{
if (isLeftTeam(critter) ? (leftSum > rightSum) : (rightSum > leftSum))
{
_eventStack.addEvent({time:_eventStack._time + FlxG.random.float(0, 1), callback:eventHappy, args:[critter, true]});
_eventStack.addEvent({time:_eventStack._time + FlxG.random.float(1, 3), callback:eventHappy, args:[critter, true]});
_eventStack.addEvent({time:_eventStack._time + FlxG.random.float(3, 5), callback:eventHappy, args:[critter, false]});
}
}
if (_gameState < 100)
{
// tutorial; don't show scoreboard
_eventStack.addEvent({time:_eventStack._time + 2.0, callback:eventTutorialPartThree, args:[leftSum, rightSum]});
}
else
{
showScoreboardSoon(leftSum, rightSum);
}
}
private function showScoreboardSoon(leftScore:Int, rightScore:Int)
{
_eventStack.addEvent({time:_eventStack._time + 4.0, callback:eventAppendScores, args:[round * 2, MmStringTools.commaSeparatedNumber(leftScore), MmStringTools.commaSeparatedNumber(rightScore)]});
var bonusScores:Array<Dynamic> = [round * 2 + 1, "-", "-"];
if (leftScore > rightScore)
{
bonusScores[1] = Std.string(roundBonus[round]);
}
if (rightScore > leftScore)
{
bonusScores[2] = Std.string(roundBonus[round]);
}
_eventStack.addEvent({time:_eventStack._time + 4.6, callback:eventAppendScores, args:bonusScores});
_eventStack.addEvent({time:_eventStack._time + 5.6, callback:eventAccumulateScores});
_eventStack.addEvent({time:_eventStack._time + 3.0, callback:eventShowScoreboard, args:[leftScore + Std.parseInt(bonusScores[1]), rightScore + Std.parseInt(bonusScores[2])]});
}
function eventShowScoreboard(args:Array<Dynamic>)
{
var comRoundScore:Int = args[0];
var manRoundScore:Int = args[1];
tugScoreboard.show();
maybeReleaseCritter();
var tree:Array<Array<Object>> = [];
if (round == 0)
{
_dialogger._promptsTransparent = true;
if (comRoundScore > manRoundScore)
{
agent.gameDialog.popRoundWin(tree);
}
else if (comRoundScore > manRoundScore)
{
agent.gameDialog.popRoundStart(tree, round + 2);
}
else
{
agent.gameDialog.popRoundLose(tree, PlayerData.name, PlayerData.gender);
}
}
else if (round == 1)
{
_dialogger._promptsTransparent = true;
if (tugScoreboard.comTotalScore + comRoundScore > tugScoreboard.manTotalScore + manRoundScore)
{
agent.gameDialog.popWinning(tree);
}
else if (tugScoreboard.comTotalScore + comRoundScore == tugScoreboard.manTotalScore + manRoundScore)
{
agent.gameDialog.popRoundStart(tree, round + 2);
}
else
{
agent.gameDialog.popLosing(tree, PlayerData.name, PlayerData.gender);
}
}
_eventStack.addEvent({time:_eventStack._time + 2.0, callback:eventDialog, args:[tree]});
}
public function eventDialog(args:Array<Dynamic>)
{
var tree:Array<Array<Object>> = args[0];
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
function eventAppendScores(args:Array<Dynamic>)
{
var scoreIndex:Int = args[0];
var comScoreString:String = args[1];
var manScoreString:String = args[2];
tugScoreboard.appendScores(scoreIndex, comScoreString, manScoreString);
}
function eventAccumulateScores(args:Array<Dynamic>)
{
tugScoreboard.accumulateScores();
}
function eventHappy(args:Array<Dynamic>)
{
var critter:Critter = args[0];
var canHop:Bool = args[1];
if (critter.isIdle())
{
if (canHop)
{
critter.playAnim(FlxG.random.getObject(["complex-hop", "idle-veryhappy0", "idle-veryhappy1", "idle-veryhappy2"], [2, 1, 1, 1]));
}
else
{
critter.playAnim(FlxG.random.getObject(["idle-veryhappy0", "idle-veryhappy1", "idle-veryhappy2"]));
}
}
}
function eventHardTug(args:Array<Dynamic>)
{
var critter:Critter = args[0];
if (critter._bodySprite.animation.name == "grab")
{
// find a random critter instead
var choices:Array<Critter> = [];
for (row in 0...tugRows.length)
{
for (c in 0...tugRows[row].rightCritters.length)
{
if (!model.isInTent(tugRows[row].rightCritters[c]))
{
choices.push(tugRows[row].rightCritters[c]);
}
}
}
if (choices.length == 0)
{
// try again in 0.5s...
_eventStack.addEvent({time:_eventStack._time + 0.5, callback:eventHardTug, args:[critter]});
return;
}
var newCritter:Critter = FlxG.random.getObject(choices);
hijackHardTugEvent(newCritter, critter);
critter = newCritter;
}
// determine critter row
var critterRow:Int = model.getCritterRow(critter);
// determine tugged critter in that row
var tuggedCritter:Critter = null;
if (critterRow == -1)
{
// critter isn't assigned to a row...? Shouldn't happen...
return;
}
var alliedRowCritters:Array<Critter> = tugRows[critterRow].getAlliedRowCritters(critter);
for (i in 1...alliedRowCritters.length)
{
var potentialTuggedCritter = alliedRowCritters[i];
if (model.isInTent(potentialTuggedCritter))
{
// can't tug critter; he's already in tent
}
else if (!isTugAnim(potentialTuggedCritter))
{
// can't tug critter; he's not pulling the rope
}
else if (model.isLeapt(potentialTuggedCritter))
{
// can't tug critter; he's already leapt
}
else
{
tuggedCritter = potentialTuggedCritter;
break;
}
}
if (tuggedCritter == null)
{
// no target... maybe critters haven't made it to the rope yet, or something like that
// try again in 0.5s...
_eventStack.addEvent({time:_eventStack._time + 0.5, callback:eventHardTug, args:[critter]});
return;
}
hijackHardTugEvent(tuggedCritter, critter);
var hardTugDir:Int = isLeftTeam(tuggedCritter) ? 1 : -1;
tugRows[critterRow].tugVelocity = hardTugDir * 60;
_eventStack.addEvent({time:_eventStack._time + 0.25, callback:eventStopRow, args:[critterRow]});
_eventStack.addEvent({time:_eventStack._time + 0.15, callback:eventLeapFromRope, args:[tuggedCritter, true]});
model.setLeapt(tuggedCritter, true);
}
function hijackHardTugEvent(changeFrom:Critter, changeTo:Critter)
{
// copy our original critter into their event args, so that we'll be tugged again later
for (event in _eventStack._events)
{
if (event.callback == eventHardTug && event.args[0] == changeFrom)
{
event.args[0] = changeTo;
}
}
}
public function eventLeapFromRope(args:Array<Dynamic>)
{
var tuggedCritter:Critter = args[0];
var runIntoTent:Bool = args[1];
var hardTugDir:Int = isLeftTeam(tuggedCritter) ? 1 : -1;
// innermost critter leaps forward...
tuggedCritter._bodySprite._jumpSpeed = 300;
tuggedCritter.jumpTo(tuggedCritter._bodySprite.x + 100 * hardTugDir, tuggedCritter._bodySprite.y + 5, 0, runIntoTent ? eventRunIntoTent : null);
if (FlxG.random.bool(13) || !runIntoTent)
{
tuggedCritter.updateMovingPrefix("tumble");
}
if (runIntoTent)
{
model.setInTent(tuggedCritter, true);
}
fillGaps(isLeftTeam(tuggedCritter), model.getCritterRow(tuggedCritter));
}
function eventGrabRope(critter:Critter)
{
var row:Int = model.getCritterRow(critter);
unassignFromRow(critter, false);
assignToRow(critter, row);
}
function eventInitialGrabRope(critter:Critter)
{
var row:Int = model.getCritterRow(critter);
var col:Int = model.getCritterColumn(critter);
if (col <= 3)
{
critter.playAnim(FlxG.random.getObject(["tug-good", "tug-bad"]));
critter._bodySprite.facing = isLeftTeam(critter) ? FlxObject.RIGHT : FlxObject.LEFT;
}
if (model.isInTent(critter))
{
var tent:Tent = isLeftTeam(critter) ? tugRows[row].leftTent : tugRows[row].rightTent;
tent.flash();
SoundStackingFix.play(AssetPaths.drop__mp3);
}
// maybe start round; enable grabbing, etc?
var allCrittersGrabbed:Bool = true;
for (critter in _critters)
{
if (!isTugAnim(critter) && model.getCritterColumn(critter) <= 3)
{
allCrittersGrabbed = false;
break;
}
}
if (allCrittersGrabbed)
{
if (tutorial)
{
// don't launch countdown or AI during tutorial; just enable grabbing
setGrabEnabled(true);
_dialogger._canDismiss = true;
}
else
{
countdownSprite.startCount();
ai.startRound();
_eventStack.addEvent({time:_eventStack._time + CountdownSprite.COUNTDOWN_SECONDS * 3, callback:eventStartRound});
}
}
}
public function eventStartRound(args:Array<Dynamic>)
{
SoundStackingFix.play(AssetPaths.countdown_go_005c__mp3);
setGrabEnabled(true);
var tugTimes:Array<Float> = computeTugTimes();
// schedule round end
var maxTugTime:Float = 0;
for (tugTime in tugTimes)
{
maxTugTime = Math.max(maxTugTime, tugTime);
}
var eventTime:Float = _eventStack._time + maxTugTime;
var rowIndexes:Array<Int> = [];
for (i in 0...tugRows.length)
{
rowIndexes.push(i);
}
FlxG.random.shuffle(rowIndexes);
for (i in 0...rowIndexes.length)
{
_eventStack.addEvent({time:_eventStack._time + maxTugTime + 0.3 * i, callback:eventDecideRow, args:[rowIndexes[i], 5.0]});
}
_eventStack.addEvent({time:_eventStack._time + maxTugTime, callback:eventDecideMatchSoon});
for (critter in _critters)
{
if (!model.isInTent(critter))
{
// non-tent critters are assigned a random "tug time" when they're tugged into tents
var tugTime:Float = isLeftTeam(critter) ? tugTimes.pop() : tugTimes.splice(0, 1)[0];
if (tugTime == maxTugTime)
{
// final critter doesn't get sucked into tent
finalCritter = critter;
}
else
{
_eventStack.addEvent({time:_eventStack._time + tugTime, callback:eventHardTug, args:[critter]});
}
}
}
}
public function eventRunIntoTent(critter:Critter)
{
var tumbleType:Int = 0;
if (critter._bodySprite.movingPrefix == "tumble")
{
tumbleType = FlxG.random.getObject([1, 2, 3], [5, 3, 1]);
}
var critterRow:Int = model.getCritterRow(critter);
var alliedTent:Tent = isLeftTeam(critter) ? tugRows[critterRow].leftTent : tugRows[critterRow].rightTent;
alliedTent.flash();
if (tumbleType == 2)
{
// hard splat
_eventStack.addEvent({time:_eventStack._time + 1.0, callback:eventRecoverFromTumbleAndRunIntoTent, args:[critter]});
return;
}
var alliedRowCritters:Array<Critter> = tugRows[critterRow].getAlliedRowCritters(critter);
critter.runTo(alliedRowCritters[0]._bodySprite.x, alliedRowCritters[0]._bodySprite.y, eventContinueTuggingInTent);
if (tumbleType == 3)
{
// tumble into tent
critter.updateMovingPrefix("tumble");
}
}
function eventRecoverFromTumbleAndRunIntoTent(args:Array<Dynamic>)
{
var critter:Critter = args[0];
var critterRow:Int = model.getCritterRow(critter);
var alliedRowCritters:Array<Critter> = isLeftTeam(critter) ? tugRows[critterRow].leftCritters : tugRows[critterRow].rightCritters;
critter.runTo(alliedRowCritters[0]._bodySprite.x, alliedRowCritters[0]._bodySprite.y, eventContinueTuggingInTent);
}
function eventContinueTuggingInTent(critter:Critter)
{
var critterRow:Int = model.getCritterRow(critter);
var alliedRowCritters:Array<Critter> = isLeftTeam(critter) ? tugRows[critterRow].leftCritters : tugRows[critterRow].rightCritters;
// adopt tugging pose
critter._bodySprite.facing = isLeftTeam(critter) ? FlxObject.RIGHT : FlxObject.LEFT; // might have gotten turned around
critter.playAnim(FlxG.random.getObject(["tug-good", "tug-bad"]));
}
public static function isTugAnim(critter:Critter)
{
return critter._bodySprite.animation.name != null && StringTools.startsWith(critter._bodySprite.animation.name, "tug-");
}
function eventStopRow(args:Array<Dynamic>)
{
var rowIndex:Int = args[0];
if (tugRows[rowIndex].isRowDecided())
{
// row has been decided; don't stop
return;
}
tugRows[rowIndex].tugVelocity = 0;
}
override function handleMousePress():Void
{
maybeGrabCritter();
}
public function unassignFromRow(critter:Critter, shouldFillGaps:Bool)
{
var row:Int = model.getCritterRow(critter);
if (row == -1)
{
// critter is not assigned to a row
return;
}
// is a critter available to run in and replace this grabbed critter?
var col:Int = model.getCritterColumn(critter);
model.unassignFromRow(critter);
model.setLeapt(critter, false);
model.setInTent(critter, false);
tugRows[row].getAlliedRowCritters(critter).remove(critter);
tugRows[row].rowCritters.remove(critter);
if (shouldFillGaps)
{
fillGaps(isLeftTeam(critter), row);
}
}
/**
* shift idle critters into empty gaps
*/
private function fillGaps(leftTeam:Bool, row:Int)
{
var colCount:Int = model.getAlliedColumnCount(leftTeam, row);
for (col in 4...colCount)
{
var critter:Critter = model.getCritterAt(leftTeam, row, col);
if (critter != null)
{
model.unassignFromRow(critter);
model.assignToRow(critter, row);
var targetLocation:FlxPoint = getCritterTargetLocation(critter, row, model.getCritterColumn(critter));
critter.runTo(targetLocation.x, targetLocation.y, eventGrabRope);
}
}
}
override function handleMouseRelease():Void
{
maybeReleaseCritter();
}
override public function handleUngrab():Void
{
_cursorSprites.remove(_grabbedCritter._targetSprite, true);
_cursorSprites.remove(_grabbedCritter._soulSprite, true);
_cursorSprites.remove(_grabbedCritter._bodySprite, true);
_cursorSprites.remove(_grabbedCritter._headSprite, true);
_cursorSprites.remove(_grabbedCritter._frontBodySprite, true);
_targetSprites.add(_grabbedCritter._targetSprite);
_midInvisSprites.add(_grabbedCritter._soulSprite);
_midSprites.add(_grabbedCritter._bodySprite);
_midSprites.add(_grabbedCritter._headSprite);
_midSprites.add(_grabbedCritter._frontBodySprite);
_grabbedCritter.ungrab();
// which row is closest?
var closestRow:Int = 0;
var closestRowDist:Float = Math.abs(tugRows[closestRow].y - _grabbedCritter._bodySprite.y);
for (row in 1...tugRows.length)
{
var rowDist:Float = Math.abs(tugRows[row].y - _grabbedCritter._bodySprite.y);
if (rowDist < closestRowDist)
{
closestRow = row;
closestRowDist = rowDist;
}
}
if (!tugRows[closestRow].isRowDecided())
{
assignToRow(_grabbedCritter, closestRow);
}
_grabbedCritter = null;
_handSprite.animation.frameIndex = 0;
_thumbSprite.animation.frameIndex = 0;
_thumbSprite.offset.y = _handSprite.offset.y + 10;
_thumbSprite.y = _handSprite.y + 10;
if (_gameState == 75)
{
tutorialMovedAnything = true;
tutorialIdleTime = 0;
}
}
public function getCritterTargetLocation(critter:Critter, row:Int, col:Int):FlxPoint
{
var isAnchorCritter:Bool = tugRows[row].getAlliedRowCritters(critter).length == 0;
var alliedRowCritters:Array<Critter> = tugRows[row].getAlliedRowCritters(critter);
var targetPos:FlxPoint = FlxPoint.get(FlxG.width / 2, tugRows[row].y);
// place critter at appropriate X/Y screen position
if (isAnchorCritter)
{
if (isLeftTeam(critter))
{
targetPos.x += -127;
}
else
{
targetPos.x += 90;
}
}
else if (col > 3)
{
if (isLeftTeam(critter))
{
targetPos.x += -214 + FlxG.random.float(-2, 2) - CRITTER_HORIZONTAL_SPACING * (col - 3.5);
}
else
{
targetPos.x += 177 + FlxG.random.float(-2, 2) + CRITTER_HORIZONTAL_SPACING * (col - 3.5);
}
targetPos.y -= 20;
}
else {
if (isLeftTeam(critter))
{
targetPos.x += -214 + FlxG.random.float(-2, 2) - CRITTER_HORIZONTAL_SPACING * col + tugRows[row].tugPosition;
}
else {
targetPos.x += 177 + FlxG.random.float(-2, 2) + CRITTER_HORIZONTAL_SPACING * col + tugRows[row].tugPosition;
}
}
return targetPos;
}
public function assignToRow(critter:Critter, row:Int, col:Int = -1)
{
var isAnchorCritter:Bool = tugRows[row].getAlliedRowCritters(critter).length == 0;
var targetPos:FlxPoint = getCritterTargetLocation(critter, row, model.getTargetCol(critter, row));
var alliedRowCritters:Array<Critter> = tugRows[row].getAlliedRowCritters(critter);
// which critter am i neighboring?
if (col == -1)
{
col = model.assignToRow(critter, row);
}
var outerCritter:Critter = null;
for (outerCol in col + 1...4)
{
outerCritter = model.getCritterAt(isLeftTeam(critter), row, outerCol);
if (outerCritter != null)
{
break;
}
}
// place critter at appropriate X/Y screen position
if (isAnchorCritter)
{
model.setInTent(critter, true);
}
else if (col > 3)
{
critter.setIdle();
}
else
{
critter.playAnim(FlxG.random.getObject(["tug-good", "tug-bad"]));
critter._bodySprite.facing = isLeftTeam(critter) ? FlxObject.RIGHT : FlxObject.LEFT;
}
critter.setPosition(targetPos.x, targetPos.y);
// assign to leftCritters/rightCritters/rowCritters
var alliedRowIndex:Int = alliedRowCritters.length;
for (i in 0...alliedRowCritters.length)
{
if (alliedRowCritters[i] == outerCritter)
{
alliedRowIndex = i;
}
}
alliedRowCritters.insert(alliedRowIndex, critter);
tugRows[row].rowCritters.push(critter);
}
override public function findGrabbedCritter():Critter
{
if (grabEnabled == false)
{
return null;
}
var critter:Critter = super.findGrabbedCritter();
if (critter != null)
{
unassignFromRow(critter, true);
}
return critter;
}
public function canGrab(critter:Critter):Bool
{
if (_gameState >= 80 && _gameState < 100)
{
// can't grab during the latter half of the tutorial
return false;
}
var rowIndex:Int = model.getCritterRow(critter);
if (rowIndex != -1 && tugRows[rowIndex].isRowDecided())
{
// can't grab critter; row has been decided
return false;
}
if (model.isInTent(critter))
{
// can't grab critter; it's in the tent
return false;
}
if (model.isLeapt(critter))
{
// can't grab critter; it's JUST about to get yanked away
return false;
}
return true;
}
public function runHome(critter:Critter)
{
if (isLeftTeam(critter))
{
critter.runTo(FlxG.random.float(20, 140), FlxG.random.float(26, 406));
if (critter._bodySprite.x > 180)
{
critter.insertWaypoint(FlxG.random.float(100, 160), critter._bodySprite.y);
}
}
else
{
critter.runTo(FlxG.random.float(590, 670), FlxG.random.float(26, 406));
if (critter._bodySprite.x < 550)
{
critter.insertWaypoint(FlxG.random.float(570, 630), critter._bodySprite.y);
}
}
}
override function findClosestCritter(point:FlxPoint, distanceThreshold:Float=40):Critter
{
var minDistance:Float = distanceThreshold + 1;
var closestCritter:Critter = null;
var closestRow:Int = -1;
for (critter in _critters)
{
if (isLeftTeam(critter))
{
// can't grab critter; it's on the left side
continue;
}
var distance:Float = critter._bodySprite.getMidpoint().distanceTo(point);
if (distance < minDistance)
{
if (!canGrab(critter))
{
// if we can't grab the critter, we might try to grab another critter in the same row...
var row:Int = model.getCritterRow(critter);
if (row != -1)
{
closestRow = row;
}
continue;
}
minDistance = distance;
closestCritter = critter;
}
}
if ((minDistance >= distanceThreshold || closestCritter == null) && closestRow != -1)
{
/*
* If they clicked an un-grabbable critter, we grab one in the same
* row. A critter is ungrabbable if it's about to jump into the
* tent, and it feels like a missed click. This way, most of the
* time when that happens the game will still do something that's
* less frustrating.
*/
var rightCritters = tugRows[closestRow].rightCritters;
for (critter in rightCritters)
{
if (canGrab(critter))
{
closestCritter = critter;
minDistance = 0;
break;
}
}
}
return minDistance < distanceThreshold ? closestCritter : null;
}
override public function destroy():Void
{
super.destroy();
rowResultGroup = FlxDestroyUtil.destroy(rowResultGroup);
tugRows = FlxDestroyUtil.destroyArray(tugRows);
roundDurations = null;
roundBonus = null;
model = FlxDestroyUtil.destroy(model);
finalCritter = FlxDestroyUtil.destroy(finalCritter);
smallSparkEmitter = FlxDestroyUtil.destroy(smallSparkEmitter);
leftBigShadows = FlxDestroyUtil.destroyArray(leftBigShadows);
rightBigShadows = FlxDestroyUtil.destroyArray(rightBigShadows);
leftBigNums = FlxDestroyUtil.destroyArray(leftBigNums);
rightBigNums = FlxDestroyUtil.destroyArray(rightBigNums);
tentColors = null;
countdownSprite = FlxDestroyUtil.destroy(countdownSprite);
tugScoreboard = FlxDestroyUtil.destroy(tugScoreboard);
ai = FlxDestroyUtil.destroy(ai);
tutorialAi = FlxDestroyUtil.destroy(tutorialAi);
agent = FlxDestroyUtil.destroy(agent);
opponentFrame = FlxDestroyUtil.destroy(opponentFrame);
opponentChatFace = FlxDestroyUtil.destroy(opponentChatFace);
}
}
|
argonvile/monster
|
source/minigame/tug/TugGameState.hx
|
hx
|
unknown
| 49,383 |
package minigame.tug;
import critter.Critter;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import minigame.tug.TugGameState.isLeftTeam;
/**
* Stores information on which positions on the rope are occupied/empty, and
* which critters are grabbing the rope
*/
class TugModel implements IFlxDestroyable
{
/**
* which positions on the rope are claimed by critters?
* leftMatrix[3][0] = innermost position in 3rd row
*/
private var leftMatrix:Array<Array<Critter>> = [];
private var rightMatrix:Array<Array<Critter>> = [];
/**
* tent[14] = is critter #14 in a tent?
*/
private var tent:Array<Bool> = [];
/**
* critterColumns[14] = which position has critter #14 claimed?
*/
private var critterColumns:Array<Int> = [];
/**
* critterRows[14] = which row is critter #14 in?
*/
private var critterRows:Array<Int> = [];
/**
* leaptCritters[14] = is critter #14 scheduled to leap into the tent any second now?
*/
private var leaptCritters:Array<Bool> = [];
public function new() {}
/**
* Assign a critter to a particular row. He'll occupy the innermost space he can.
*
* @return The column the critter was assigned to
*/
public function assignToRow(critter:Critter, row:Int):Int
{
var mat:Array<Array<Critter>> = isLeftTeam(critter) ? leftMatrix : rightMatrix;
var matRow:Array<Critter> = mat[row];
var targetCol:Int = getTargetCol(critter, row);
matRow[targetCol] = critter;
critterColumns[critter.myId] = targetCol;
critterRows[critter.myId] = row;
return targetCol;
}
public function getTargetCol(critter:Critter, row:Int):Int
{
var mat:Array<Array<Critter>> = isLeftTeam(critter) ? leftMatrix : rightMatrix;
var matRow:Array<Critter> = mat[row];
for (i in 0...matRow.length)
{
if (matRow[i] == null)
{
return i;
}
}
return matRow.length;
}
public function setInTent(critter:Critter, inTent:Bool)
{
tent[critter.myId] = inTent;
if (inTent)
{
var row:Int = getCritterRow(critter);
if (row != -1)
{
var mat:Array<Array<Critter>> = isLeftTeam(critter) ? leftMatrix : rightMatrix;
var matRow:Array<Critter> = mat[row];
var sourceCol:Int = critterColumns[critter.myId];
matRow[sourceCol] = null;
}
critterColumns[critter.myId] = -1;
}
}
public function unassignFromRow(critter:Critter)
{
var row:Int = getCritterRow(critter);
var mat:Array<Array<Critter>> = isLeftTeam(critter) ? leftMatrix : rightMatrix;
var matRow:Array<Critter> = mat[row];
var sourceCol:Int = critterColumns[critter.myId];
if (row != -1)
{
if (matRow[sourceCol] == critter)
{
matRow[sourceCol] = null;
}
critterColumns[critter.myId] = -1;
critterRows[critter.myId] = -1;
}
}
public function getCritterRow(critter:Critter)
{
return critterRows[critter.myId];
}
public function isInTent(critter:Critter)
{
return tent[critter.myId];
}
public function traceInfo()
{
for (row in 0...leftMatrix.length)
{
var s:String = "row #" + row + " ";
s += "left: ";
for (i in 0...leftMatrix[row].length)
{
s += (leftMatrix[row][i] == null ? "null" : Std.string(leftMatrix[row][i].myId)) + " ";
}
s += "right: ";
for (i in 0...rightMatrix[row].length)
{
s += (rightMatrix[row][i] == null ? "null" : Std.string(rightMatrix[row][i].myId)) + " ";
}
trace(s);
}
for (i in 0...critterColumns.length)
{
if (critterColumns[i] != -1)
{
trace("critterColumns #" + i + "=" + critterColumns[i]);
}
}
}
public function getCritterColumn(critter:Critter)
{
return critterColumns[critter.myId];
}
public function getCritterAt(leftTeam:Bool, row:Int, col:Int):Critter
{
var mat:Array<Array<Critter>> = leftTeam ? leftMatrix : rightMatrix;
return mat[row][col];
}
public function isLeapt(critter:Critter):Bool
{
return leaptCritters[critter.myId] == true;
}
public function setLeapt(critter:Critter, leapt:Bool)
{
leaptCritters[critter.myId] = leapt;
}
public function reset(rowCount:Int)
{
leftMatrix.splice(0, leftMatrix.length);
rightMatrix.splice(0, rightMatrix.length);
for (i in 0...rowCount)
{
leftMatrix[i] = [];
rightMatrix[i] = [];
}
tent.splice(0, tent.length);
critterColumns.splice(0, critterColumns.length);
critterRows.splice(0, critterRows.length);
leaptCritters.splice(0, leaptCritters.length);
}
public function getMovableCritterCount(leftTeam:Bool, row:Int)
{
var count:Int = 0;
var mat:Array<Array<Critter>> = leftTeam ? leftMatrix : rightMatrix;
for (col in 0...mat[row].length)
{
count += mat[row][col] == null ? 0 : 1;
}
return count;
}
public function getAlliedColumnCount(leftTeam:Bool, row:Int)
{
var mat:Array<Array<Critter>> = leftTeam ? leftMatrix : rightMatrix;
return mat[row].length;
}
public function destroy():Void
{
leftMatrix = null;
rightMatrix = null;
tent = null;
critterColumns = null;
critterRows = null;
leaptCritters = null;
}
}
|
argonvile/monster
|
source/minigame/tug/TugModel.hx
|
hx
|
unknown
| 5,157 |
package minigame.tug;
import flixel.FlxSprite;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import minigame.tug.TugGameState.isTugAnim;
import minigame.tug.TugGameState.isLeftTeam;
import critter.Critter;
import flixel.FlxG;
/**
* Graphics and logic for a row in the tug-of-war minigame. This includes both
* tents, bugs on both teams, rope and sign in that row, as well as state
* information about whether the row's winner has been decided or not
*/
class TugRow implements IFlxDestroyable
{
private var tugGameState:TugGameState;
public var y:Float;
public var rowReward:Int;
public var row:Int = 0;
// how far left/right are the different rows? are they moving?
public var rowDecided:RowResult = Undecided;
public var rowDecidedLeft:Int = 0;
public var rowDecidedRight:Int = 0;
public var tugPosition:Float = 0; // 0: center
public var tugVelocity:Float = 0;
public var oldTugVelocity:Float = 0;
public var decideRowTimer:Float = -1;
// which objects/sprites make up the row
public var leftCritters:Array<Critter> = []; // leftCritters[0] = innermost critter in left tent
public var rightCritters:Array<Critter> = [];
public var rowCritters:Array<Critter> = []; // rowCritters is the union of leftCritters and rightCritters
public var tugChest:Chest;
public var chestTargetX:Float = 0;
public var rope:Rope;
public var leftTent:Tent;
public var rightTent:Tent;
public var sign:FlxSprite;
public function new(tugGameState:TugGameState, row:Int, rowCount:Int, rowReward:Int)
{
this.rowReward = rowReward;
this.tugGameState = tugGameState;
this.row = row;
y = (FlxG.height / (rowCount + 1.3)) * (0.8 + row);
// create chest
tugChest = tugGameState.addChest();
tugChest._chestSprite.animation.frameIndex = 2;
tugChest._chestSprite.x = FlxG.width / 2 - 18;
tugChest._chestSprite.y = y;
tugChest.destroyAfterPay = false;
tugChest.increasePlayerCash = false;
tugChest.setReward(rowReward);
tugGameState._shadowGroup.makeShadow(tugChest._chestSprite);
rope = new Rope(this);
rope.x = 0;
rope.y = y - 1;
tugGameState.addRope(rope);
createSign();
leftTent = addTent(true);
rightTent = addTent(false);
}
public function destroy():Void
{
if (tugGameState != null)
{
if (tugGameState._chests != null)
{
tugGameState._chests.remove(tugChest);
}
if (tugGameState._shadowGroup != null)
{
tugGameState._shadowGroup._extraShadows.remove(leftTent.tentShadow);
tugGameState._shadowGroup._extraShadows.remove(rightTent.tentShadow);
}
if (tugGameState._midSprites != null)
{
tugGameState.removeRope(rope);
}
}
FlxDestroyUtil.destroy(tugChest);
FlxDestroyUtil.destroy(rope);
FlxDestroyUtil.destroy(leftTent);
FlxDestroyUtil.destroy(rightTent);
FlxDestroyUtil.destroy(sign);
}
private function createSign():Void
{
sign = new FlxSprite();
sign.y = y - 12;
sign.makeGraphic(50, 50, FlxColor.TRANSPARENT, true);
sign.offset.y = 38;
sign.height = 11;
// stamp appropriate sign graphic
var signStamp:FlxSprite = new FlxSprite();
signStamp.loadGraphic(AssetPaths.tug_signs__png, true, 50, 50);
if (rowReward >= 200)
{
signStamp.animation.frameIndex = 3;
sign.width = 48;
sign.offset.x = 1;
}
else if (rowReward >= 120)
{
signStamp.animation.frameIndex = 2;
sign.width = 42;
sign.offset.x = 4;
}
else if (rowReward >= 35)
{
signStamp.animation.frameIndex = 1;
sign.width = 36;
sign.offset.x = 7;
}
else {
signStamp.animation.frameIndex = 0;
sign.width = 30;
sign.offset.x = 10;
}
sign.x = FlxG.width / 2 - sign.width / 2 + (row % 2 == 0 ? 16 : -16);
sign.stamp(signStamp, 0, 0);
// stamp appropriate sign text
var text:FlxText = new FlxText(0, 0, sign.width, Std.string(rowReward));
text.alignment = "center";
if (signStamp.animation.frameIndex == 3)
{
// big sign
text.setFormat(AssetPaths.just_sayin__ttf, 22);
text.color = 0xfffaf7f0;
text.y = 10;
}
else if (signStamp.animation.frameIndex == 2)
{
// medium sign
text.setFormat(AssetPaths.just_sayin__ttf, 19);
text.color = 0xffd85e5a;
text.y = 16;
}
else if (signStamp.animation.frameIndex == 1)
{
// small sign
text.setFormat(AssetPaths.just_sayin__ttf, 16);
text.color = 0xff7171a8;
text.y = 22;
}
else if (signStamp.animation.frameIndex == 0)
{
// tiny sign
text.setFormat(AssetPaths.just_sayin__ttf, 13);
text.color = 0xff7171a8;
text.y = 28;
}
sign.stamp(text, Std.int(sign.offset.x), Std.int(text.y));
tugGameState._midSprites.add(sign);
tugGameState._shadowGroup.makeShadow(sign);
}
public function update(elapsed:Float):Void
{
if (decideRowTimer >= 0)
{
decideRowTimer -= elapsed;
// are the critters all in position for the row to be decided?
var allDone:Bool = true;
for (critter in rowCritters)
{
if (!isTugAnim(critter))
{
if (critter != tugGameState.finalCritter)
{
allDone = false;
}
}
}
if (allDone)
{
decideRowTimer = 0;
}
if (decideRowTimer <= 0 && !isRowDecided())
{
decideRowTimer = -1;
rowDecidedLeft = leftCritters.length;
rowDecidedRight = rightCritters.length;
if (rowDecidedLeft > rowDecidedRight)
{
// left critters win
rowDecided = LeftWins;
tugVelocity = -120;
}
else if (rowDecidedRight > rowDecidedLeft)
{
// right critters win
rowDecided = RightWins;
tugVelocity = 120;
}
else
{
// tie
rowDecided = Tie;
tugVelocity = 0;
}
if (rowDecided == LeftWins || rowDecided == RightWins)
{
var winningCritters:Array<Critter> = rowDecided == LeftWins ? leftCritters : rightCritters;
var losingCritters:Array<Critter> = rowDecided == LeftWins ? rightCritters : leftCritters;
for (critter in winningCritters)
{
if (isTugAnim(critter))
{
critter.playAnim("tug-good");
}
}
for (critter in losingCritters)
{
if (isTugAnim(critter))
{
critter.playAnim("tug-vbad");
if (!tugGameState.model.isInTent(critter))
{
tugGameState._eventStack.addEvent({time:tugGameState._eventStack._time + 0.5, callback:tugGameState.eventLeapFromRope, args:[critter, false]});
}
}
else
{
tugGameState.eventRunIntoTent(critter);
}
}
chestTargetX = (rowDecided == LeftWins ? 170 : 562) + FlxG.random.float( -15, 15);
}
else if (rowDecided == Tie)
{
for (critters in [leftCritters, rightCritters])
{
var eventTime:Float = tugGameState._eventStack._time + 3 + FlxG.random.float(0, 0.5);
var i:Int = critters.length - 1;
while (i >= 0)
{
tugGameState._eventStack.addEvent({time:eventTime, callback:eventUnassignAndRunHome, args:[critters[i]]});
eventTime += FlxG.random.float(0.3, 0.8);
i--;
}
}
}
}
}
if (rowDecided == LeftWins || rowDecided == RightWins)
{
// row has been decided, and not as a tie; don't manipulate it
}
else {
if (tugPosition >= 35 && tugVelocity > 0 || tugPosition <= -35 && tugVelocity < 0)
{
// can't tug past 35, unless it's a strong tug
if (Math.abs(tugVelocity) > 15)
{
// strong tug
}
else
{
tugVelocity = 0;
}
}
// if we're past 35, we need to reset chest closer to center...
if (tugPosition >= 35 && tugVelocity >= 0 && tugVelocity <= 15)
{
tugVelocity = FlxG.random.getObject([ -3, -5, -8]);
}
else if (tugPosition <= -35 && tugVelocity <= 0 && tugVelocity >= -15)
{
tugVelocity = FlxG.random.getObject([3, 5, 8]);
}
if (tugPosition >= 50 && tugVelocity > 0 || tugPosition <= -50 && tugVelocity < 0)
{
// can't tug past 50, no matter what
tugVelocity = 0;
}
}
tugPosition += tugVelocity * elapsed;
if (rowDecided == LeftWins || rowDecided == RightWins)
{
var winningCritters:Array<Critter> = rowDecided == LeftWins ? leftCritters : rightCritters;
var losingCritters:Array<Critter> = rowDecided == LeftWins ? rightCritters : leftCritters;
var outermostTentedIndex:Int = -1;
for (i in 0...winningCritters.length)
{
if (tugGameState.model.isInTent(winningCritters[i]))
{
outermostTentedIndex = i;
}
}
if (outermostTentedIndex != -1)
{
if (outermostTentedIndex == winningCritters.length - 1 || Math.abs(winningCritters[outermostTentedIndex + 1]._bodySprite.x - winningCritters[outermostTentedIndex]._bodySprite.x) > TugGameState.CRITTER_HORIZONTAL_SPACING)
{
// remove them from the tent...
tugGameState.model.setInTent(winningCritters[outermostTentedIndex], false);
}
}
else
{
// all winning critters out of tent; pull the chest
tugChest._chestSprite.x += tugVelocity * elapsed;
var innermostTentedIndex:Int = -1;
for (i in 0...losingCritters.length)
{
if (tugGameState.model.isInTent(losingCritters[i]))
{
innermostTentedIndex = i;
break;
}
}
if (innermostTentedIndex != -1)
{
if (innermostTentedIndex == 0 || Math.abs(losingCritters[innermostTentedIndex - 1]._bodySprite.x - losingCritters[innermostTentedIndex]._bodySprite.x) > TugGameState.CRITTER_HORIZONTAL_SPACING)
{
// remove them from the tent
tugGameState.model.setInTent(losingCritters[innermostTentedIndex], false);
}
}
if ((rowDecided == LeftWins && tugChest._chestSprite.x < 170 || rowDecided == RightWins && tugChest._chestSprite.x > 562) && tugVelocity != 0)
{
tugVelocity = 0;
for (critters in [leftCritters, rightCritters])
{
var eventTime:Float = tugGameState._eventStack._time + FlxG.random.float(0, 0.3);
var i:Int = critters.length - 1;
while (i >= 0)
{
tugGameState._eventStack.addEvent({time:eventTime, callback:eventUnassignAndRunHome, args:[critters[i]]});
eventTime += FlxG.random.float(0, 0.3);
i--;
}
}
tugGameState._eventStack.addEvent({time:tugGameState._eventStack._time + 1.2, callback:eventOpenChest});
}
}
for (j in 0...rowCritters.length)
{
var critter:Critter = rowCritters[j];
if (tugGameState.model.isInTent(critter))
{
// don't update position; critter is in tent
}
else if (!TugGameState.isTugAnim(critter))
{
// don't update position; critter isn't tugging
}
else
{
critter.setPosition(critter._bodySprite.x + tugVelocity * elapsed, critter._bodySprite.y);
}
}
}
else {
for (j in 0...rowCritters.length)
{
var critter:Critter = rowCritters[j];
if (tugGameState.model.isInTent(critter))
{
// don't update position; critter is in tent
}
else if (!TugGameState.isTugAnim(critter))
{
// don't update position; critter isn't tugging
}
else
{
critter.setPosition(critter._bodySprite.x + tugVelocity * elapsed, critter._bodySprite.y);
}
}
tugChest._chestSprite.x += tugVelocity * elapsed;
}
if (isRowDecided())
{
// row has been decided; don't re-pose critters
}
else {
if (oldTugVelocity < 0 && tugVelocity >= 0
|| oldTugVelocity == 0 && tugVelocity != 0
|| oldTugVelocity > 0 && tugVelocity <= 0)
{
if (Math.abs(tugVelocity) > 15)
{
// hard tug; critters should change pose immediately
for (critter in rowCritters)
{
updateTugPose(critter);
}
}
else
{
// critters should change pose soon
for (critter in rowCritters)
{
tugGameState._eventStack.addEvent({time:tugGameState._eventStack._time + FlxG.random.float(0, 0.5), callback:eventUpdateTugPose, args:[critter]});
}
}
}
}
oldTugVelocity = tugVelocity;
}
function eventOpenChest(args:Array<Dynamic>)
{
tugChest.pay(tugGameState._hud);
tugGameState.emitGems(tugChest);
}
function eventUnassignAndRunHome(args:Array<Dynamic>)
{
var critter:Critter = args[0];
tugGameState.unassignFromRow(critter, false);
critter.permanentlyImmovable = false;
tugGameState.runHome(critter);
}
function eventUpdateTugPose(args:Array<Dynamic>)
{
var critter:Critter = args[0];
updateTugPose(critter);
}
function updateTugPose(critter:Critter):Void
{
if (!isTugAnim(critter))
{
// critter isn't tugging; don't change his pose
return;
}
if (tugGameState.model.isInTent(critter))
{
// critter is in a tent; don't worry about pose
return;
}
if (isRowDecided())
{
// row has been decided; we'll explicitly set the poses elsewhere
return;
}
// >0: critter is winning tug. <0: critter is losing tug
var goodVelocity:Float = isLeftTeam(critter) ? -tugVelocity : tugVelocity;
if (goodVelocity > 15 && getAlliedRowCritters(critter).indexOf(critter) != 0)
{
critter.playAnim("tug-vgood");
}
else if (goodVelocity > 0)
{
critter.playAnim("tug-good");
}
else if (goodVelocity == 0)
{
critter.playAnim(FlxG.random.getObject(["tug-good", "tug-bad"]));
}
else if (goodVelocity >= -15)
{
critter.playAnim("tug-bad");
}
else {
critter.playAnim("tug-vbad");
}
}
public inline function getAlliedRowCritters(critter:Critter):Array<Critter>
{
return isLeftTeam(critter) ? leftCritters : rightCritters;
}
public function decideRowSoon(maxTime:Float)
{
decideRowTimer = maxTime;
}
public function isRowDecided()
{
return rowDecided != Undecided;
}
private function addTent(leftTeam:Bool)
{
var tentX:Float = leftTeam ? 200 : 408;
var tentY:Float = this.y - 50;
var colorIndex:Int = tugGameState.tentColors[row];
var flipX:Bool = !leftTeam;
var tent:Tent = new Tent(tentX, tentY, colorIndex, flipX);
tugGameState._backSprites.add(tent.tentFloorSprite);
tugGameState._midSprites.add(tent.tentFrontSprite);
tugGameState._midSprites.add(tent.tentBackSprite);
tugGameState._shadowGroup._extraShadows.push(tent.tentShadow);
tugGameState._hud.add(tent.tentWhite);
return tent;
}
}
enum RowResult
{
LeftWins;
RightWins;
Tie;
Undecided;
}
|
argonvile/monster
|
source/minigame/tug/TugRow.hx
|
hx
|
unknown
| 14,678 |
package minigame.tug;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxGroup;
import flixel.system.FlxSound;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import flixel.util.FlxSpriteUtil;
import kludge.FlxSoundKludge;
import minigame.MinigameState.denNerf;
import minigame.tug.TugGameState;
/**
* The scoreboard which displays during the tug-of-war minigame, showing the
* player how they're measuring up against their opponent
*/
class TugScoreboard extends FlxGroup
{
private var accumulationPerSecond:Float;
private var accumulatingTotalScores:Bool = false;
private var accumulateSfx:FlxSound;
private var accumulationTimer:Float = 0;
public var finishedTimer:Float = -1;
private var scoreboardBg:FlxSprite;
private var comScores:Array<FlxText> = [];
private var manScores:Array<FlxText> = [];
public var comTotalScore:Int = 0;
private var comVisualScore:Int = 0;
public var manTotalScore:Int = 0;
private var manVisualScore:Int = 0;
private var tugGameState:TugGameState;
public var comPortrait:FlxSprite;
public function new(tugGameState:TugGameState)
{
super();
this.tugGameState = tugGameState;
accumulationPerSecond = denNerf(250);
accumulateSfx = FlxG.sound.load(FlxSoundKludge.fixPath(AssetPaths.cash_accumulate_0065__mp3));
scoreboardBg = new FlxSprite(0, 0);
scoreboardBg.makeGraphic(FlxG.width, FlxG.height, FlxColor.TRANSPARENT, true);
add(scoreboardBg);
var tmpSprite:FlxSprite = new FlxSprite();
tmpSprite.makeGraphic(FlxG.width, FlxG.height, FlxColor.TRANSPARENT, true);
FlxSpriteUtil.beginDraw(OptionsMenuState.MEDIUM_BLUE);
OptionsMenuState.octagon(268, 20, 500, 342, 2);
FlxSpriteUtil.endDraw(tmpSprite);
FlxSpriteUtil.drawLine(tmpSprite, 302, 150, 466, 150, {color:OptionsMenuState.LIGHT_BLUE, thickness:4});
FlxSpriteUtil.drawLine(tmpSprite, 302, 220, 466, 220, {color:OptionsMenuState.LIGHT_BLUE, thickness:4});
FlxSpriteUtil.drawLine(tmpSprite, 292, 290, 476, 290, {color:OptionsMenuState.LIGHT_BLUE, thickness:6});
tmpSprite.alpha = 0.88;
scoreboardBg.stamp(tmpSprite);
FlxSpriteUtil.flashGfx.clear();
FlxSpriteUtil.setLineStyle({ thickness:9, color:OptionsMenuState.DARK_BLUE });
OptionsMenuState.octagon(268, 20, 500, 342, 2);
FlxSpriteUtil.updateSpriteGraphic(scoreboardBg);
FlxSpriteUtil.flashGfx.clear();
FlxSpriteUtil.setLineStyle({ thickness:7, color:OptionsMenuState.WHITE_BLUE });
OptionsMenuState.octagon(268, 20, 500, 342, 2);
FlxSpriteUtil.updateSpriteGraphic(scoreboardBg);
comPortrait = new FlxSprite(303, 30);
comPortrait.loadGraphic(tugGameState.agent.chatAsset, true, 73, 71);
comPortrait.scale.x = 0.55;
comPortrait.scale.y = 0.55;
comPortrait.updateHitbox();
comPortrait.animation.frameIndex = 4;
add(comPortrait);
var comFrame:RoundedRectangle = new RoundedRectangle();
var borderColor:FlxColor = ItemsMenuState.DARK_BLUE;
var centerColor:FlxColor = FlxColor.TRANSPARENT;
comFrame.relocate(Std.int(comPortrait.x - 1), Std.int(comPortrait.y - 1), Std.int(comPortrait.width + 2), Std.int(comPortrait.height + 2), borderColor, centerColor, 2);
add(comFrame);
var manPortrait:FlxSprite = new FlxSprite(425, 30);
manPortrait.loadGraphic(AssetPaths.empty_chat__png, true, 73, 71, false, "20CSEUNSH0");
manPortrait.stamp(tugGameState._handSprite, -50, -70);
manPortrait.scale.x = 0.55;
manPortrait.scale.y = 0.55;
manPortrait.updateHitbox();
add(manPortrait);
var manFrame:RoundedRectangle = new RoundedRectangle();
var borderColor:FlxColor = ItemsMenuState.DARK_BLUE;
var centerColor:FlxColor = FlxColor.TRANSPARENT;
manFrame.relocate(Std.int(manPortrait.x - 1), Std.int(manPortrait.y - 1), Std.int(manPortrait.width + 2), Std.int(manPortrait.height + 2), borderColor, centerColor, 2);
add(manFrame);
var scoreY:Int = 78;
for (i in 0...7)
{
var comScore:FlxText = new FlxText(264, scoreY, 118, "", i == 6 ? 40 : 30);
comScore.alignment = "center";
comScore.font = AssetPaths.hardpixel__otf;
comScore.color = ItemsMenuState.WHITE_BLUE;
add(comScore);
comScores.push(comScore);
var manScore:FlxText = new FlxText(386, scoreY, 118, "", i == 6 ? 40 : 30);
manScore.alignment = "center";
manScore.font = AssetPaths.hardpixel__otf;
manScore.color = ItemsMenuState.WHITE_BLUE;
add(manScore);
manScores.push(manScore);
scoreY += (i % 2 == 0 ? 30 : 40);
}
comScores[6].text = "0";
manScores[6].text = "0";
}
public function appendScores(scoreIndex:Int, comScoreString:String, manScoreString:String)
{
comScores[scoreIndex].text = comScoreString;
manScores[scoreIndex].text = manScoreString;
comTotalScore = 0;
manTotalScore = 0;
for (i in 0...6)
{
comTotalScore += Std.parseInt(comScores[i].text);
}
for (i in 0...6)
{
manTotalScore += Std.parseInt(manScores[i].text);
}
SoundStackingFix.play(AssetPaths.beep_0065__mp3);
}
public function accumulateScores()
{
accumulatingTotalScores = true;
accumulateSfx.play();
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (accumulatingTotalScores)
{
accumulationTimer += elapsed;
var accumulationAmount:Float = accumulationPerSecond * accumulationTimer;
accumulationTimer -= Std.int(accumulationAmount) / accumulationPerSecond;
accumulationAmount = Std.int(accumulationAmount);
if (accumulationAmount > 0)
{
comVisualScore = Std.int(Math.min(comVisualScore + accumulationAmount, comTotalScore));
manVisualScore = Std.int(Math.min(manVisualScore + accumulationAmount, manTotalScore));
comScores[6].text = MmStringTools.commaSeparatedNumber(comVisualScore);
manScores[6].text = MmStringTools.commaSeparatedNumber(manVisualScore);
}
if (comVisualScore == comTotalScore && manVisualScore == manTotalScore)
{
accumulatingTotalScores = false;
accumulateSfx.stop();
tugGameState.setChatFace(FlxG.random.getObject(tugGameState.agent.neutralFaces));
finishedTimer = 0;
}
}
if (finishedTimer >= 0)
{
finishedTimer += elapsed;
}
}
public function show()
{
finishedTimer = -1;
exists = true;
visible = true;
}
public function isFlawlessWin()
{
return Std.parseInt(manScores[1].text) > 0
&& Std.parseInt(manScores[3].text) > 0
&& Std.parseInt(manScores[5].text) > 0;
}
}
|
argonvile/monster
|
source/minigame/tug/TugScoreboard.hx
|
hx
|
unknown
| 6,535 |
package poke;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.display.BitmapData;
/**
* A generic window which can have sprites in it, and be moved freely around
* the screen.
*
* In hindsight now that I'm more familiar with Flixel, I think this class is
* simply a worse version of FlxCamera. There's probably no reason not to use
* an FlxCamera instead, although you'd have to shift all of the Pokemon
* sprites around slightly since this class fudges their positions a little.
*/
class MysteryWindow extends FlxSpriteGroup
{
public var _canvas:FlxSprite;
public var _bgColor:FlxColor = FlxColor.WHITE;
public function new(X:Float=0, Y:Float=0, Width:Int = 248, Height:Int = 350)
{
super(X, Y);
_canvas = new FlxSprite(X+3, Y+3);
_canvas.makeGraphic(Width, Height, FlxColor.WHITE, true);
}
public function resize(Width:Int = 248, Height:Int = 350)
{
_canvas.makeGraphic(Width, Height, FlxColor.WHITE, true);
}
public function moveTo(X:Float, Y:Float)
{
super.x = X;
super.y = Y;
_canvas.x = X + 3;
_canvas.y = Y + 3;
}
override public function draw():Void
{
FlxSpriteUtil.fill(_canvas, _bgColor);
for (member in members)
{
if (member != null && member.visible)
{
_canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
FlxSpriteUtil.drawRect(_canvas, 1, 1, _canvas.width - 2, _canvas.height - 2, 0x00000000, { thickness: 2 } );
_canvas.pixels.setPixel32(0, 0, 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), 0, 0x00000000);
_canvas.pixels.setPixel32(0, Std.int(_canvas.height-1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), Std.int(_canvas.height-1), 0x00000000);
_canvas.draw();
}
override public function destroy():Void
{
super.destroy();
_canvas = FlxDestroyUtil.destroy(_canvas);
}
}
|
argonvile/monster
|
source/poke/MysteryWindow.hx
|
hx
|
unknown
| 2,056 |
package poke;
import PlayerData.Gender;
import PlayerData.SexualPreference;
import flixel.FlxG;
import flixel.math.FlxMath;
import poke.abra.AbraDialog;
import puzzle.RankTracker;
/**
* The Password class includes the logic for converting a player's save file
* into an alphanumeric password, and applying an alphanumeric password to the
* save file
*
* It does this by converting the player's progress into a set of 90 bits,
* scrambling/masking those bits a few times, splitting those bits into 5-bit
* fragments, and then converting those each to one of 32 alphanumeric digits
*/
class Password
{
private static var PASSWORD_ITEM_COUNT:Int = 30;
private static var PASSWORD_LENGTH:Int = 18;
private static var CHECKSUM_BITS:Int = 9;
private static var PASSWORD_CASH:Array<Int> = [0, 100, 200, 300, 400, 500, 700, 900, 1100, 1300, 1500, 1600, 1900, 2100, 2400, 2700, 3100, 3500, 3900, 4400, 5000, 5700, 6400, 7300, 8200, 9300, 11000, 12000, 14000, 15000, 17000, 20000, 22000, 25000, 28000, 32000, 36000, 41000, 47000, 53000, 60000, 68000, 77000, 87000, 98000, 110000, 130000, 140000, 160000, 180000, 210000, 230000, 260000, 300000, 340000, 380000, 440000, 490000, 560000, 630000, 710000, 810000, 920000, 1040000];
private static var PASSWORD_TIME_PLAYED:Array<Int> = [0, 110, 220, 430, 610, 820, 1030, 1240, 1550, 1860, 2070, 2380, 2740, 3150, 3620, 4160, 4790, 5510, 6330, 7280, 8370, 9630, 11080, 12740, 14650, 16840, 19370, 22280, 25620, 29460, 33880, 38960, 44800, 51530, 59250, 68140, 78360, 90120, 103640, 119180, 137060, 157620, 181260, 208450, 239720, 275670, 317020, 364580, 419260, 482150, 554480, 637650, 733300, 843290, 969780, 1115250, 1282540, 1474920, 1696160, 1950580, 2243170, 2579650, 2966590, 3600000];
public var originalPasswordString:String;
private var valid:Bool = true;
private var mysteryBoxStatus:Int = 0;
private var parsedPasswordString:String;
private var hasItem:Array<Bool> = [];
private var abraChatState:Int = 0;
private var buizChatState:Int = 0;
private var heraChatState:Int = 0;
private var grovChatState:Int = 0;
private var sandChatState:Int = 0;
private var rhydChatState:Int = 0;
private var smeaChatState:Int = 0;
private var magnChatState:Int = 0;
private var grimChatState:Int = 0;
private var lucaChatState:Int = 0;
private var cash:Int = 0;
private var abraStoryInt:Int = 0;
private var finalTrialCount:Int = 0;
private var playerRank:Int = 0;
private var timePlayed:Int = 0;
private var fivePegUnlocked:Bool = false;
private var sevenPegUnlocked:Bool = false;
public function new(name:String, passwordString:String)
{
this.originalPasswordString = passwordString;
this.parsedPasswordString = StringTools.replace(passwordString, " ", "");
if (parsedPasswordString.length < 18)
{
valid = false;
return;
}
var b:BinaryString = BinaryString.fromAlphanumeric(parsedPasswordString);
b.hash(name);
var calculatedChecksum:Int = b.computeChecksum(PASSWORD_LENGTH * 5 - CHECKSUM_BITS, CHECKSUM_BITS);
if (b.readInt(1) == 1)
{
// player has purchased all items
mysteryBoxStatus = b.readInt(12);
PlayerData.abraBeadCapacity = b.readInt(8);
valid = (valid && b.readInt(10) == 326);
for (i in 0...ItemDatabase.getItemCount())
{
hasItem[i] = true;
}
}
else
{
// player has only purchased some items
for (i in 0...PASSWORD_ITEM_COUNT)
{
hasItem[i] = b.readInt(1) == 1;
}
}
abraChatState = b.readInt(2);
buizChatState = b.readInt(3);
heraChatState = b.readInt(2);
grovChatState = b.readInt(2);
sandChatState = b.readInt(3);
rhydChatState = b.readInt(2);
smeaChatState = b.readInt(2);
magnChatState = b.readInt(2);
grimChatState = b.readInt(2);
lucaChatState = b.readInt(2);
var cashIndex:Int = b.readInt(6);
cash = PASSWORD_CASH[cashIndex];
abraStoryInt = b.readInt(3);
finalTrialCount = b.readInt(3);
playerRank = b.readInt(7);
if (playerRank > 65)
{
valid = false;
}
timePlayed = PASSWORD_TIME_PLAYED[b.readInt(6)];
fivePegUnlocked = b.readInt(1) == 1;
sevenPegUnlocked = b.readInt(1) == 1;
if (b.s.length > CHECKSUM_BITS)
{
b.ignore(b.s.length - CHECKSUM_BITS);
}
var parsedChecksum:Int = b.readInt(CHECKSUM_BITS);
valid = valid && (parsedChecksum == calculatedChecksum);
}
public function isValid():Bool
{
return valid;
}
private function applyChatState(prefix:String, chatState:Int)
{
for (chatIndex in 0...chatState)
{
PlayerData.chatHistory.push(prefix + ".fixedChats." + chatIndex);
}
if (chatState == 0)
{
Reflect.setField(PlayerData, prefix + "Chats", [0]);
}
else
{
// maybe append a "randomChat" so everyone doesn't start with a fixed chat
Reflect.setField(PlayerData, prefix + "Chats", FlxG.random.bool() ? [] : [FlxG.random.int(50, 99)]);
}
var playerChats:Array<Int> = Reflect.field(PlayerData, prefix + "Chats");
while (playerChats.length < PlayerData.CHATLENGTH)
{
LevelIntroDialog.appendToChatHistory(prefix);
}
}
private function setFinalTrialCount(count:Int):Void
{
PlayerData.removeFromChatHistory("abra.fixedChats." + AbraDialog.FINAL_CHAT_INDEX);
for (i in 0...count * 3)
{
PlayerData.quickAppendChatHistory("abra.fixedChats." + AbraDialog.FINAL_CHAT_INDEX, false);
}
}
private function setRank(playerRank:Int):Void
{
if (playerRank < 4)
{
PlayerData.rankHistory = [65, playerRank, playerRank, 0, playerRank, playerRank, playerRank, 0];
}
else if (playerRank > 61)
{
PlayerData.rankHistory = [65, playerRank, playerRank, 0, playerRank, playerRank, playerRank, 0];
}
else {
PlayerData.rankHistory = [65, playerRank + 2, playerRank - 2, 0, playerRank + 4, playerRank, playerRank - 4, 0];
}
}
private static function getChatState(prefix:String)
{
if (!PlayerData.hasMet(prefix))
{
return 0;
}
/*
* Don't bother checking for fixedChats.0. fixedChats.0 should always
* be the introductory chat which plays upon meeting a character, so
* checking for it is redundant.
*
* Except for Abra, but Abra's introductory chat isn't anything special
*/
var chatState:Int = 1;
for (i in 0...7)
{
if (PlayerData.recentChatCount(prefix + ".fixedChats." + chatState) == 0)
{
return chatState;
}
chatState++;
}
return 7;
}
public static function extractFromPlayerData():String
{
var b:BinaryString = new BinaryString();
if (ItemDatabase.getItemCount() > PASSWORD_ITEM_COUNT)
{
throw "Too many items in database: " + ItemDatabase.getItemCount() + " > " + PASSWORD_ITEM_COUNT;
}
var cashIndex:Int = 0;
for (i in 1...PASSWORD_CASH.length)
{
if (PlayerData.cash >= PASSWORD_CASH[i] - 50)
{
cashIndex = i;
}
}
var playerHasEveryItem:Bool = true;
for (i in 0...ItemDatabase.getItemCount())
{
if (!ItemDatabase.playerHasItem(i))
{
playerHasEveryItem = false;
break;
}
}
if (playerHasEveryItem)
{
// [0] = has player purchased every item in the game?
b.writeInt(1, 1);
// [1-12] = which mystery box is currently on display?
b.writeInt(ItemDatabase._mysteryBoxStatus, 12);
// [13-20] = how many beads can abra hold?
b.writeInt(PlayerData.abraBeadCapacity, 8);
// [21-30] = 326 (checksum)
b.writeInt(326, 10);
}
else {
// [0] = has player purchased every item in the game?
b.writeInt(0, 1);
// [1-30] = item indexes
for (i in 0...PASSWORD_ITEM_COUNT)
{
b.writeInt(ItemDatabase.playerHasItem(i) ? 1 : 0, 1);
}
}
// [31-54] = has player met characters?
b.writeInt(getChatState("abra"), 2);
b.writeInt(getChatState("buiz"), 3);
b.writeInt(getChatState("hera"), 2);
b.writeInt(getChatState("grov"), 2);
b.writeInt(getChatState("sand"), 3);
b.writeInt(getChatState("rhyd"), 2);
b.writeInt(getChatState("smea"), 2);
b.writeInt(getChatState("magn"), 2);
b.writeInt(getChatState("grim"), 2);
b.writeInt(getChatState("luca"), 2);
// 55-60 = how much money does the player have?
b.writeInt(cashIndex, 6);
// 61-63 = what state is abra in?
b.writeInt(PlayerData.abraStoryInt, 3);
// 64-66 = final trial count
b.writeInt(AbraDialog.getFinalTrialCount(), 3);
// 67-73 = player rank
b.writeInt(RankTracker.computeAggregateRank(), 7);
// 74-79 = time played
var timePlayedIndex:Int = 0;
for (i in 1...PASSWORD_TIME_PLAYED.length)
{
if (PlayerData.timePlayed >= PASSWORD_TIME_PLAYED[i] - 30)
{
timePlayedIndex = i;
}
}
b.writeInt(timePlayedIndex, 6);
// 80 = unlocked 5-peg puzzles?
b.writeInt(PlayerData.fivePegUnlocked() ? 1 : 0, 1);
// 81 = unlocked 7-peg puzzles?
b.writeInt(PlayerData.sevenPegUnlocked() ? 1 : 0, 1);
// 82-90 = checksum
b.pad(PASSWORD_LENGTH * 5 - CHECKSUM_BITS);
var checksum:Int = b.computeChecksum(PASSWORD_LENGTH * 5 - CHECKSUM_BITS, CHECKSUM_BITS);
b.writeInt(checksum, CHECKSUM_BITS);
b.hash(PlayerData.name == null ? "" : PlayerData.name);
return b.toAlphanumeric(PASSWORD_LENGTH);
}
public function applyToPlayerData()
{
// flush all saved data except gender and sexual preference...
var gender:Gender = PlayerData.gender;
var sexualPreference:SexualPreference = PlayerData.sexualPreference;
PlayerSave.deleteSave(PlayerData.saveSlot);
PlayerSave.flush();
PlayerData.gender = gender;
PlayerData.setSexualPreference(sexualPreference);
// apply data from the password
ItemDatabase._mysteryBoxStatus = mysteryBoxStatus;
ItemDatabase._playerItemIndexes.splice(0, ItemDatabase._playerItemIndexes.length);
for (itemIndex in 0...ItemDatabase.getItemCount())
{
if (hasItem[itemIndex])
{
ItemDatabase._playerItemIndexes.push(itemIndex);
ItemDatabase._warehouseItemIndexes.remove(itemIndex);
ItemDatabase._shopItems = ItemDatabase._shopItems.filter(function(shopItem) return shopItem._itemIndex == itemIndex);
}
}
ItemDatabase.refillItems();
PlayerDataNormalizer.normalizeItems();
applyChatState("abra", abraChatState);
applyChatState("buiz", buizChatState);
applyChatState("hera", heraChatState);
applyChatState("grov", grovChatState);
applyChatState("sand", sandChatState);
applyChatState("rhyd", rhydChatState);
applyChatState("smea", smeaChatState);
applyChatState("magn", magnChatState);
applyChatState("grim", grimChatState);
applyChatState("luca", lucaChatState);
PlayerData.cash = cash;
PlayerData.abraStoryInt = abraStoryInt;
setFinalTrialCount(finalTrialCount);
if (abraStoryInt == 3 || abraStoryInt == 4)
{
if (finalTrialCount == 0)
{
/*
* if a player has triggered the "let's have a talk" but hasn't
* started the final trial, we need to set up the dialog sequence
*/
PlayerData.abraChats = [2, 3, 4, 5];
}
else
{
/**
* if a player has started the final trial, keep them on the final trial
*/
PlayerData.abraChats = [5];
}
}
setRank(playerRank);
PlayerData.timePlayed = timePlayed;
// if they've been playing longer than 10 minutes, we set startedTaping=true
PlayerData.startedTaping = PlayerData.timePlayed > 10 * 60;
PlayerData.videoCount = Math.floor(PlayerData.timePlayed / (10 * 60));
// if they've been playing longer than 45 minutes, or have met Magnezone, we set startedMagnezone=true
PlayerData.startedMagnezone = PlayerData.timePlayed > 45 * 60 || PlayerData.hasMet("magn");
PlayerData.minigameCount = [0, 0, 0];
if (PlayerData.timePlayed > 2 * 60 * 60)
{
// if they've been playing longer than 2 hours, we assume they know the minigames
PlayerData.minigameCount[0] = Std.int(FlxMath.bound(FlxG.random.float(0.8, 1.25) * (PlayerData.timePlayed / (2 * 60 * 60)), 1, 9999));
PlayerData.minigameCount[1] = Std.int(FlxMath.bound(FlxG.random.float(0.8, 1.25) * (PlayerData.timePlayed / (2 * 60 * 60)), 1, 9999));
PlayerData.minigameCount[2] = Std.int(FlxMath.bound(FlxG.random.float(0.8, 1.25) * (PlayerData.timePlayed / (2 * 60 * 60)), 1, 9999));
}
// if they've been playing longer than 2 hours, we assume they've met kecleon
PlayerData.keclStoreChat = PlayerData.timePlayed > 2 * 60 * 60 ? 25 : 0;
var puzzleCount:Array<Int> = [0, 0, 0, 0, 0];
var distrib:Array<Float>;
if (playerRank < 15)
{
// novice players spend their time on easy puzzles
distrib = [0.30, 0.30, 0.25, 0.15, 0.00];
}
else if (playerRank < 30)
{
distrib = [0.25, 0.25, 0.30, 0.15, 0.05];
}
else if (playerRank < 45)
{
distrib = [0.10, 0.25, 0.30, 0.25, 0.10];
}
else
{
// smarter players spend their time on hard puzzles
distrib = [0.10, 0.20, 0.25, 0.30, 0.15];
}
puzzleCount[0] = Math.ceil(90 * (PlayerData.timePlayed / 60 / 60) * distrib[0]);
puzzleCount[1] = Math.ceil(45 * (PlayerData.timePlayed / 60 / 60) * distrib[1]);
puzzleCount[2] = Math.floor(20 * (PlayerData.timePlayed / 60 / 60) * distrib[2]);
puzzleCount[3] = Math.floor(12 * (PlayerData.timePlayed / 60 / 60) * distrib[3]);
puzzleCount[4] = Math.round(3 * (PlayerData.timePlayed / 60 / 60) * distrib[4]);
// they must have solved 3 novice puzzles, or they couldn't receive a password...
puzzleCount[0] = Std.int(Math.max(3, puzzleCount[0]));
if (fivePegUnlocked)
{
puzzleCount[2] = Std.int(Math.max(3, puzzleCount[2]));
}
else
{
puzzleCount[0] += puzzleCount[3];
puzzleCount[3] = 0;
}
if (sevenPegUnlocked)
{
puzzleCount[3] = Std.int(Math.max(3, puzzleCount[3]));
puzzleCount[4] = Std.int(Math.max(1, puzzleCount[4]));
}
else
{
puzzleCount[0] += puzzleCount[4];
puzzleCount[4] = 0;
}
PlayerData.puzzleCount = puzzleCount;
if (playerRank >= 1)
{
PlayerData.rankChance = true;
}
if (playerRank >= 10)
{
PlayerData.rankDefend = true;
}
// if they've talked with Magnezone a lot, then we assume they've encountered the butt plug joke
PlayerData.magnButtPlug = magnChatState >= 2 ? 7 : 0;
PlayerData.grovSexyBeforeChat = 9;
// if they've met grimer, we assume they've touched him too
PlayerData.grimTouched = PlayerData.hasMet("grim");
// after 1 hour, we assume they've been to the den. after 2 hours, we assume they've been to the den a few times
PlayerData.denVisitCount = Math.floor(PlayerData.timePlayed / 60 / 60);
// save the resulting data
PlayerSave.flush();
}
}
|
argonvile/monster
|
source/poke/Password.hx
|
hx
|
unknown
| 14,696 |
package poke;
import MmStringTools.*;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import kludge.FlxSpriteKludge;
/**
* Parent class which handles all logic common to pokemon windows -- keeping
* track of all of their body parts, changing their expression, storing their
* head/genitals, leaving or taking breaks during dialog sequences
*/
class PokeWindow extends MysteryWindow
{
// Pokemon body parts, arms, legs, etc
public var _parts:Array<FlxSprite> = [];
// Pokemon visual items, arms, legs, blush, etc
public var _visualItems:Array<FlxSprite> = [];
// The glove, if it needs to grab/probe something
public var _interact:BouncySprite = new BouncySprite(0, 0, 0, 0, 0);
public var _age:Float = 0;
public var _victorySound:Dynamic = AssetPaths.abra__mp3;
public var _dialogClass:Dynamic = poke.abra.AbraWindow;
public var _arousal = 0;
public var _prefix = "abra";
public var _name = "Abra";
public var nudity:Int;
public var _partAlpha:Float = 1;
public var _breakTime:Float = -1;
public var _cameraButtons:Array<CameraButton> = [];
public var cameraPosition:FlxPoint = FlxPoint.get(0, 0);
public var _interactive:Bool = false;
public var _dick:BouncySprite; // dick/vagina, the body part which directs cum. <null> if this character has no genitals/doesn't emit cum
public var _head:BouncySprite; // head, the body part which exhibits facial expressions. <null> if this character doesn't have traditional facial expressions
public function new(X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349)
{
super(X, Y, Width, Height);
_interactive = PlayerData.level >= 3;
}
/**
* Adds a body part; something the player can interact with
*/
function addPart(part:FlxSprite)
{
add(part);
_parts.push(part);
_visualItems.push(part);
}
/**
* Adds a visual item; something visible which the player can't interact with
*/
function addVisualItem(item:FlxSprite)
{
add(item);
_visualItems.push(item);
}
function removePart(part:FlxSprite)
{
remove(part);
_parts.remove(part);
_visualItems.remove(part);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
_age += elapsed;
if (_breakTime > 0)
{
_breakTime -= elapsed;
if (_breakTime <= 0)
{
doFun("alpha1");
}
}
}
override public function get_width():Float
{
return _canvas.width;
}
public function setNudity(NudityLevel:Int)
{
this.nudity = NudityLevel;
}
/**
* Override to provide a victory pose when solving a puzzle
*/
public function cheerful():Void
{
FlxSoundKludge.play(_victorySound, 0.4);
if (_breakTime > 0)
{
_breakTime = FlxG.random.float(0.5, 2);
}
}
/**
* Override to ambiently arrange arms and legs, during sexy scenes
*/
public function arrangeArmsAndLegs():Void
{
}
/**
* Override to define how to reload gender sprites. I think only Grovyle has to do this, when her gender changes during the intro
*/
public function refreshGender():Void
{
}
public function reposition(part:FlxSprite, index:Int):Void
{
moveItemInArray(members, part, index);
// reposition part in visual item array (for consistency)
if (_visualItems.indexOf(part) != -1)
{
var targetIndex = _visualItems.length - 1;
for (i in 0..._visualItems.length)
{
if (members.indexOf(_visualItems[i]) > index)
{
targetIndex = i;
break;
}
}
moveItemInArray(_visualItems, part, targetIndex);
}
// reposition part in parts array (for proper click detection)
if (_parts.indexOf(part) != -1)
{
var targetIndex = _parts.length - 1;
for (i in 0..._parts.length)
{
if (members.indexOf(_parts[i]) > index)
{
targetIndex = i;
break;
}
}
moveItemInArray(_parts, part, targetIndex);
}
}
private static function moveItemInArray<T>(array:Array<T>, obj:T, index:Int)
{
var targetIndex = index;
if (targetIndex > array.indexOf(obj))
{
// removing this item from the list changes the target index...
targetIndex--;
}
array.remove(obj);
array.insert(targetIndex, obj);
}
public function setArousal(Arousal:Int)
{
this._arousal = Arousal;
}
public function nudgeArousal(Arousal:Int)
{
if (Arousal > _arousal)
{
setArousal(Std.int(Math.min(_arousal + 1, Arousal)));
}
else
{
setArousal(Std.int(Math.max(_arousal - 1, Arousal)));
}
}
public function playNewAnim(spr:FlxSprite, array:Array<String>)
{
array.remove(spr.animation.name);
if (array.length > 0)
{
spr.animation.play(FlxG.random.getObject(array));
}
}
public function blinkyAnimation(normalFrames:Array<Int>, ?blinkFrames:Array<Int>):Array<Int>
{
return AnimTools.blinkyAnimation(normalFrames, blinkFrames);
}
public function slowBlinkyAnimation(normalFrames:Array<Int>, ?blinkFrames:Array<Int>):Array<Int>
{
return AnimTools.slowBlinkyAnimation(normalFrames, blinkFrames);
}
/*
* Dialog strings like %fun-nude2% have an effect on a PokemonWindow
* instance. PokemonWindow subclasses can override the doFun method to
* define special behavior, such as taking off a Pokemon's hat, having
* them give a thumbs up or make a silly face. A few global strings include
* things for making the Pokemon leave or take off their clothes.
*
* @param str the "interesting" part of the dialog string; e.g "nude2"
*/
public function doFun(str:String)
{
if (str == "alpha0")
{
_partAlpha = 0;
for (item in _visualItems)
{
item.alpha = 0;
}
}
if (str == "alpha1")
{
_partAlpha = 1;
for (item in _visualItems)
{
if (item == _interact)
{
item.alpha = PlayerData.cursorMaxAlpha;
}
else
{
item.alpha = 1;
}
}
}
if (str == "shortbreak")
{
takeBreak(FlxG.random.float(15, 30));
}
if (str == "mediumbreak")
{
takeBreak(FlxG.random.float(40, 80));
}
if (str == "longbreak")
{
takeBreak(FlxG.random.float(80, 160));
}
if (StringTools.startsWith(str, "nude"))
{
setNudity(Std.parseInt(substringAfter(str, "nude")));
}
}
public function takeBreak(breakTime:Float):Void
{
_partAlpha = 0;
for (item in _visualItems)
{
item.alpha = 0;
}
this._breakTime = breakTime;
}
public static function fromInt(i:Int, X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349):PokeWindow
{
if (i == 0)
{
return new poke.abra.AbraWindow(X, Y, Width, Height);
}
else if (i == 1)
{
return new poke.buiz.BuizelWindow(X, Y, Width, Height);
}
else if (i == 2)
{
return new poke.hera.HeraWindow(X, Y, Width, Height);
}
else if (i == 3)
{
return new poke.grov.GrovyleWindow(X, Y, Width, Height);
}
else if (i == 4)
{
return new poke.sand.SandslashWindow(X, Y, Width, Height);
}
else if (i == 5)
{
return new poke.rhyd.RhydonWindow(X, Y, Width, Height);
}
else if (i == 6)
{
return new poke.smea.SmeargleWindow(X, Y, Width, Height);
}
else if (i == 7)
{
return new poke.kecl.KecleonWindow(X, Y, Width, Height);
}
else if (i == 8)
{
return new poke.magn.MagnWindow(X, Y, Width, Height);
}
else if (i == 9)
{
return new poke.grim.GrimerWindow(X, Y, Width, Height);
}
else if (i == 10)
{
return new poke.luca.LucarioWindow(X, Y, Width, Height);
}
else {
// default to abra... just to avoid crashing
return new poke.abra.AbraWindow(X, Y, Width, Height);
}
}
public static function fromString(s:String, X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349):PokeWindow
{
return fromInt(PlayerData.PROF_PREFIXES.indexOf(s), X, Y, Width, Height);
}
/**
* Returns the topmost overlapped by the specified flxSprite
*/
public function getOverlappedPart(flxSprite:FlxSprite):FlxSprite
{
var overlappedPart:FlxSprite = null;
if (FlxSpriteKludge.overlap(flxSprite, _canvas))
{
var i:Int = _parts.length - 1;
while (i >= 0)
{
var part:FlxSprite = _parts[i];
i--;
if (part.visible && FlxG.pixelPerfectOverlap(flxSprite, part, 32))
{
return part;
}
}
}
return null;
}
public function reinitializeHandSprites()
{
}
public function shiftVisualItems(y:Float)
{
for (item in _visualItems)
{
item.y += y;
}
}
override public function destroy():Void
{
super.destroy();
_parts = FlxDestroyUtil.destroyArray(_parts);
_visualItems = FlxDestroyUtil.destroyArray(_visualItems);
_victorySound = null;
_dialogClass = null;
_prefix = null;
_name = null;
_interact = FlxDestroyUtil.destroy(_interact);
_dick = FlxDestroyUtil.destroy(_dick);
_head = FlxDestroyUtil.destroy(_head);
_cameraButtons = null;
cameraPosition = FlxDestroyUtil.put(cameraPosition);
}
}
/**
* A button the player can click to move the camera
*/
typedef CameraButton =
{
x:Int,
y:Int,
image:FlxGraphicAsset,
callback:Dynamic,
}
|
argonvile/monster
|
source/poke/PokeWindow.hx
|
hx
|
unknown
| 9,346 |
package poke.abra;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
import poke.sexy.SexyState;
/**
* The simplistic window on the side which lets the player interact with Abra's
* anal bead sequence
*/
class AbraBeadInterface extends FlxSpriteGroup
{
private static var INTERACTABLE_PUSH_BEAD_DIST:Float = 0.9;
private static var MAX_LINE_ANGLE:Float = -1.3192;
private static var MIN_LINE_ANGLE:Float = -0.7854;
private static var RELEASE_TIME:Float = 0.5;
private static var APPEAR_TIME:Float = 0.2;
private static var BLINK_FREQUENCY:Float = 5;
private static var SHADOW_COLOR:FlxColor = 0xff3e3e50;
private static var DIST_BETWEEN_BEADS:Float = 65;
private static var BEAD_ORIGIN:FlxPoint = FlxPoint.get(310, -95);
private static var LAX_CONSTANT:Float = 3.6;
private var _bgSprite:FlxSprite;
private var _beadSprite:FlxSprite;
private var _mainBeadSprite:FlxSprite;
private var _mainBeadHighlightSprite:FlxSprite;
private var _beadHandleSprite:FlxSprite;
private var _beadHandleHighlightSprite:FlxSprite;
private var _purpleCanvas:FlxSprite;
private var _assMeter:FlxSprite;
private var _canvas:FlxSprite;
public var _desiredBeadPosition:Float = 0;
public var _actualBeadPosition:Float = 0;
public var _visualActualBeadPosition:Float = 0; // pull distance being displayed; for tweening purposes
private var _currPoint:FlxPoint = FlxPoint.get();
public var _pullingBeads:Bool = false; // user is currently dragging to pull beads out
private var releaseTimer:Float = 0;
private var appearTimer:Float = 0;
private var ringBlinkTimer:Float = 0.5;
private var beadBlinkTimer:Float = 0.5;
public var interactive:Bool = true;
public var pushMode:Bool = true;
public var canEndPushMode:Bool = false;
public var pulledBeads:Int = 1000;
public var lineAngle:Float; // number ranging from [-1.0, 1.0] for left/right
private var pushPath:SegmentedPath;
private var _meterNeedleHeadTemplate:Array<FlxPoint> = [FlxPoint.get( -4, 0), FlxPoint.get(4, -6), FlxPoint.get(4, 6)];
private var _meterNeedleHead:Array<FlxPoint> = [FlxPoint.get(), FlxPoint.get(), FlxPoint.get()];
private var _visualAssMeterAngle:Float = -25;
private var _pushRingX:Float = 80; // x-offset for the ring which ends "bead pushing mode"
public function new()
{
super();
_bgSprite = new FlxSprite();
_bgSprite.loadGraphic(AssetPaths.abrabeads_iface__png, true, 253, 426);
_beadSprite = new FlxSprite(0, 0);
_beadSprite.loadGraphic(AssetPaths.abra_bead_shadow__png, true, 50, 50);
_mainBeadSprite = new FlxSprite(0, 0);
_mainBeadSprite.loadGraphic(AssetPaths.abra_bead_shadow__png, true, 50, 50);
_mainBeadSprite.animation.add("default", [0, 0]);
_mainBeadSprite.animation.add("blink", [1, 1, 2, 3, 4, 5, 5, 0], 20, false);
_mainBeadHighlightSprite = new FlxSprite(0, 0);
_mainBeadHighlightSprite.loadGraphic(AssetPaths.abra_bead_shadow__png, true, 50, 50);
_mainBeadHighlightSprite.animation.frameIndex = 3;
_beadHandleSprite = new FlxSprite(0, 0);
_beadHandleSprite.loadGraphic(AssetPaths.abra_bead_shadow_handle__png, true, 50, 50);
_beadHandleSprite.animation.add("default", [0, 0]);
_beadHandleSprite.animation.add("blink", [1, 1, 2, 3, 4, 5, 5, 0], 20, false);
_beadHandleSprite.animation.play("default");
_beadHandleHighlightSprite = new FlxSprite(0, 0);
_beadHandleHighlightSprite.loadGraphic(AssetPaths.abra_bead_shadow_handle__png, true, 50, 50);
_beadHandleHighlightSprite.animation.frameIndex = 3;
_canvas = new FlxSprite(3, 3);
_canvas.makeGraphic(253, 426, FlxColor.WHITE, true);
_purpleCanvas = new FlxSprite();
_purpleCanvas.makeGraphic(253, 426, FlxColor.TRANSPARENT, true);
_assMeter = new FlxSprite(0, 0, AssetPaths.abrabeads_assmeter__png);
pushPath = new SegmentedPath();
pushPath.pushNode(191, 109);
pushPath.pushNode(182, 128);
pushPath.pushNode(171, 152);
pushPath.pushNode(149, 178);
pushPath.pushNode(129, 194);
pushPath.pushNode(103, 211);
pushPath.pushNode(71, 225);
pushPath.pushNode(41, 232);
pushPath.pushNode(15, 236);
pushPath.pushNode(-100, 236);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
_beadHandleSprite.update(elapsed);
_mainBeadSprite.update(elapsed);
if (pushMode)
{
if (SexyState.toyMouseJustPressed())
{
if (isMouseNearPushableBead())
{
beadBlinkTimer = BLINK_FREQUENCY;
}
if (isMouseNearPushRing() && releaseTimer <= 0)
{
releaseTimer = RELEASE_TIME;
}
}
if (_visualActualBeadPosition != _actualBeadPosition)
{
var beadVelocity:Float = Math.abs(_visualActualBeadPosition - _actualBeadPosition) > 0.2 ? 12 : 6;
if (_visualActualBeadPosition < _actualBeadPosition)
{
_visualActualBeadPosition = Math.min(_actualBeadPosition, _visualActualBeadPosition + beadVelocity * elapsed);
}
else
{
_visualActualBeadPosition = Math.max(_actualBeadPosition, _visualActualBeadPosition - beadVelocity * elapsed);
}
}
var assMeterAngle:Float = -25 + 8 * getBeadsPushed();
assMeterAngle -= Math.max(0, assMeterAngle - 140) * 0.6;
assMeterAngle -= Math.max(0, assMeterAngle - 200) * 0.4;
assMeterAngle -= Math.max(0, assMeterAngle - 230) * 0.3;
if (_visualAssMeterAngle != assMeterAngle)
{
var meterNeedleVelocity:Float = Math.abs(_visualAssMeterAngle - assMeterAngle) > 20 ? 27 : 9;
if (_visualAssMeterAngle < assMeterAngle)
{
_visualAssMeterAngle = Math.min(assMeterAngle, _visualAssMeterAngle + meterNeedleVelocity * elapsed);
}
else
{
_visualAssMeterAngle = Math.max(assMeterAngle, _visualAssMeterAngle - meterNeedleVelocity * elapsed);
}
}
if (beadBlinkTimer > 0)
{
beadBlinkTimer -= elapsed;
if (beadBlinkTimer <= 0)
{
beadBlinkTimer += BLINK_FREQUENCY;
_mainBeadSprite.animation.play("blink");
}
}
}
else {
if (releaseTimer > 0)
{
releaseTimer -= elapsed;
if (interactive && releaseTimer <= 0)
{
appearTimer = APPEAR_TIME;
ringBlinkTimer = APPEAR_TIME + 0.5;
}
}
if (appearTimer > 0)
{
appearTimer -= elapsed;
}
if (interactive && SexyState.toyMouseJustPressed())
{
_pullingBeads = false;
if (releaseTimer > 0)
{
// non-interactive; mouse was just released
}
else if (isMouseNearPullRing())
{
_pullingBeads = true;
}
}
if (interactive && _pullingBeads)
{
ringBlinkTimer = BLINK_FREQUENCY;
var dist:Float = BEAD_ORIGIN.distanceTo(FlxG.mouse.getPosition());
_desiredBeadPosition = dist / DIST_BETWEEN_BEADS - LAX_CONSTANT;
if (SexyState.toyMouseJustPressed() && _pullingBeads)
{
_visualActualBeadPosition = _desiredBeadPosition;
_actualBeadPosition = _desiredBeadPosition;
}
if (_visualActualBeadPosition != _actualBeadPosition)
{
var beadVelocity:Float = Math.abs(_visualActualBeadPosition - _actualBeadPosition) > 0.2 ? 12 : 6;
if (_visualActualBeadPosition < _actualBeadPosition)
{
_visualActualBeadPosition = Math.min(_actualBeadPosition, _visualActualBeadPosition + beadVelocity * elapsed);
}
else
{
_visualActualBeadPosition = Math.max(_actualBeadPosition, _visualActualBeadPosition - beadVelocity * elapsed);
}
}
_currPoint.x = (FlxG.mouse.x - 3 - BEAD_ORIGIN.x) * ((_visualActualBeadPosition + LAX_CONSTANT) / (_desiredBeadPosition + LAX_CONSTANT)) + BEAD_ORIGIN.x;
_currPoint.y = (FlxG.mouse.y - 3 - BEAD_ORIGIN.y) * ((_visualActualBeadPosition + LAX_CONSTANT) / (_desiredBeadPosition + LAX_CONSTANT)) + BEAD_ORIGIN.y;
}
else {
if (releaseTimer > 0)
{
}
else {
_desiredBeadPosition = 0;
_actualBeadPosition = 0;
_visualActualBeadPosition = 0;
_currPoint.x = 222;
_currPoint.y = 55;
}
}
}
if (ringBlinkTimer > 0)
{
ringBlinkTimer -= elapsed;
if (ringBlinkTimer <= 0)
{
ringBlinkTimer += BLINK_FREQUENCY;
_beadHandleSprite.animation.play("blink");
}
}
}
public function justFinishedPushMode():Bool
{
return pushMode == true && releaseTimer == RELEASE_TIME;
}
override public function draw():Void
{
_bgSprite.animation.frameIndex = pushMode ? 1 : 0;
_canvas.stamp(_bgSprite, 0, 0); // draw bg sprite...
FlxSpriteUtil.fill(_purpleCanvas, FlxColor.TRANSPARENT);
if (pushMode)
{
// draw string...
for (i in 1...pushPath.nodes.length)
{
if (getBeadsPushed() == 0 && i < 3)
{
// first bead; no string
continue;
}
FlxSpriteUtil.drawLine(_purpleCanvas, pushPath.nodes[i - 1].x, pushPath.nodes[i - 1].y, pushPath.nodes[i].x, pushPath.nodes[i].y, {thickness: 8, color: SHADOW_COLOR});
}
// draw beads...
var pathPoint:FlxPoint = FlxPoint.get();
for (i in 0...6)
{
pathPoint = pushPath.getPathPoint((i + INTERACTABLE_PUSH_BEAD_DIST + _visualActualBeadPosition) * DIST_BETWEEN_BEADS, pathPoint);
_purpleCanvas.stamp(i == 0 ? _mainBeadSprite : _beadSprite, Std.int(pathPoint.x - 25), Std.int(pathPoint.y - 25));
}
if (isMouseNearPushableBead() && _visualActualBeadPosition == 0)
{
pathPoint = pushPath.getPathPoint((INTERACTABLE_PUSH_BEAD_DIST + _visualActualBeadPosition) * DIST_BETWEEN_BEADS, pathPoint);
pathPoint = pushPath.getPathPoint((INTERACTABLE_PUSH_BEAD_DIST + _visualActualBeadPosition) * DIST_BETWEEN_BEADS, pathPoint);
// highlight pushable bead
_purpleCanvas.stamp(_mainBeadHighlightSprite, Std.int(pathPoint.x - 25), Std.int(pathPoint.y - 25));
}
pathPoint.put();
if (canEndPushMode)
{
if (_pushRingX == 80)
{
FlxTween.tween(this, {_pushRingX : 0}, 1, {ease:FlxEase.circOut});
}
// draw ring...
_purpleCanvas.stamp(_beadHandleSprite, Std.int(Std.int(174 - 25) + _pushRingX), Std.int(291 - 25));
// draw string...
FlxSpriteUtil.drawLine(_purpleCanvas, 174 + 16 + _pushRingX, 291 - 4, 230 + _pushRingX, 280, {thickness: 8, color: SHADOW_COLOR});
// draw bead...
_purpleCanvas.stamp(_beadSprite, Std.int(230 - 25 + _pushRingX), 280 - 25);
}
if (isMouseNearPushRing() && releaseTimer <= 0)
{
// highlight pushable ring
_purpleCanvas.stamp(_beadHandleHighlightSprite, Std.int(Std.int(174 - 25) + _pushRingX), Std.int(291 - 25));
}
// draw ass meter...
_purpleCanvas.stamp(_assMeter, Std.int(201 - _assMeter.width / 2), Std.int(69 - _assMeter.height / 2));
var _meterNeedleEnd:FlxPoint = FlxPoint.get( -25, 0);
_meterNeedleEnd.rotate(FlxPoint.weak(0, 0), _visualAssMeterAngle);
FlxSpriteUtil.drawLine(_purpleCanvas, 201, 69, 201 + _meterNeedleEnd.x, 69 + _meterNeedleEnd.y, {thickness: 4, color: SHADOW_COLOR});
for (i in 0..._meterNeedleHead.length)
{
_meterNeedleHead[i].set(_meterNeedleHeadTemplate[i].x, _meterNeedleHeadTemplate[i].y).rotate(FlxPoint.weak(0, 0), _visualAssMeterAngle);
_meterNeedleHead[i].set(_meterNeedleHead[i].x + 201 + _meterNeedleEnd.x, _meterNeedleHead[i].y + 69 + _meterNeedleEnd.y);
}
FlxSpriteUtil.drawPolygon(_purpleCanvas, _meterNeedleHead, SHADOW_COLOR, {thickness:2, color: SHADOW_COLOR});
}
else {
// draw string...
FlxSpriteUtil.drawLine(_purpleCanvas, _currPoint.x + 9, _currPoint.y - 16, BEAD_ORIGIN.x, BEAD_ORIGIN.y, {thickness: 8, color: SHADOW_COLOR});
// draw ring...
_purpleCanvas.stamp(_beadHandleSprite, Std.int(_currPoint.x - 25), Std.int(_currPoint.y - 25));
if (isMouseNearPullRing() && !_pullingBeads)
{
// highlight pullable ring
_purpleCanvas.stamp(_beadHandleHighlightSprite, Std.int(_currPoint.x - 25), Std.int(_currPoint.y - 25));
}
// draw beads...
var stringVector:FlxVector = FlxVector.get(BEAD_ORIGIN.x - _currPoint.x, BEAD_ORIGIN.y - _currPoint.y);
if (stringVector.x == 0 && stringVector.y == 0)
{
stringVector.x = 1;
stringVector.y = -2;
}
lineAngle = FlxMath.bound(1 - 2 * (MAX_LINE_ANGLE - Math.atan2(stringVector.y, stringVector.x)) / (MAX_LINE_ANGLE - MIN_LINE_ANGLE), -1, 1);
stringVector.length = DIST_BETWEEN_BEADS;
{
var i:Int = 1;
while (_currPoint.x + i * stringVector.x <= BEAD_ORIGIN.x && _currPoint.y - i * stringVector.y >= BEAD_ORIGIN.y && i < 20)
{
_purpleCanvas.stamp(_beadSprite, Std.int(_currPoint.x + i * stringVector.x - 25), Std.int(_currPoint.y + i * stringVector.y - 25));
i++;
}
}
if (releaseTimer > 0 || !interactive)
{
_purpleCanvas.alpha = releaseTimer / RELEASE_TIME;
}
else if (appearTimer > 0)
{
_purpleCanvas.alpha = (APPEAR_TIME - appearTimer) / APPEAR_TIME;
}
else {
_purpleCanvas.alpha = 1;
}
}
_canvas.stamp(_purpleCanvas, 0, 0);
// erase unused bits...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(253, 426));
poly.push(FlxPoint.get(253, 188));
poly.push(FlxPoint.get(171, 426));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 0));
poly.push(FlxPoint.get(153, 0));
poly.push(FlxPoint.get(0, 269));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
// draw border...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(153, 1));
poly.push(FlxPoint.get(252, 1));
poly.push(FlxPoint.get(252, 188));
poly.push(FlxPoint.get(171, 425));
poly.push(FlxPoint.get(1, 425));
poly.push(FlxPoint.get(1, 269));
poly.push(FlxPoint.get(153, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2, color: FlxColor.BLACK });
FlxDestroyUtil.putArray(poly);
}
// erase corners...
_canvas.pixels.setPixel32(0, Std.int(_canvas.height - 1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), 0, 0x00000000);
_canvas.draw();
}
public function setInteractive(interactive:Bool)
{
if (this.interactive == interactive)
{
return;
}
this.interactive = interactive;
if (interactive == false)
{
if (releaseTimer <= 0)
{
releaseTimer = RELEASE_TIME;
}
}
else
{
if (appearTimer <= 0)
{
appearTimer = APPEAR_TIME;
}
}
}
public function isMouseNearPushableBead():Bool
{
var clickTarget0:FlxPoint = pushPath.getPathPoint(INTERACTABLE_PUSH_BEAD_DIST * DIST_BETWEEN_BEADS);
clickTarget0.x += 3;
clickTarget0.y += 3;
return FlxG.mouse.getPosition().distanceTo(clickTarget0) <= 25;
}
public function isMouseNearPushRing():Bool
{
return canEndPushMode && FlxG.mouse.getPosition().distanceTo(FlxPoint.weak(174 + 3 + _pushRingX, 291 + 3)) <= 20;
}
public function isMouseNearPullRing()
{
return interactive && FlxG.mouse.getPosition().distanceTo(FlxPoint.get(222 + 3 + _pushRingX, 55 + 3)) <= 20;
}
public function getBeadsPushed():Int
{
return 1000 - pulledBeads;
}
override public function destroy():Void
{
super.destroy();
_bgSprite = FlxDestroyUtil.destroy(_bgSprite);
_beadSprite = FlxDestroyUtil.destroy(_beadSprite);
_mainBeadSprite = FlxDestroyUtil.destroy(_mainBeadSprite);
_mainBeadHighlightSprite = FlxDestroyUtil.destroy(_mainBeadHighlightSprite);
_beadHandleSprite = FlxDestroyUtil.destroy(_beadHandleSprite);
_beadHandleHighlightSprite = FlxDestroyUtil.destroy(_beadHandleHighlightSprite);
_purpleCanvas = FlxDestroyUtil.destroy(_purpleCanvas);
_assMeter = FlxDestroyUtil.destroy(_assMeter);
_canvas = FlxDestroyUtil.destroy(_canvas);
_currPoint = FlxDestroyUtil.put(_currPoint);
pushPath = FlxDestroyUtil.destroy(pushPath);
_meterNeedleHeadTemplate = FlxDestroyUtil.putArray(_meterNeedleHeadTemplate);
_meterNeedleHead = FlxDestroyUtil.putArray(_meterNeedleHead);
}
}
|
argonvile/monster
|
source/poke/abra/AbraBeadInterface.hx
|
hx
|
unknown
| 16,534 |
package poke.abra;
import flash.geom.Point;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.input.FlxAccelerometer;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.geom.Rectangle;
import poke.sexy.FancyAnim;
/**
* Graphics for Abra during the anal bead sequence
*/
class AbraBeadWindow extends PokeWindow
{
public static var MAX_SLACK:Float = 0.9;
public static var BEAD_BP_CENTER:Float = 0.42;
public static var BEAD_BP_RADIUS:Float = 0.012;
private var lineColor:FlxColor = 0xff5a3685;
private var _arms0:BouncySprite;
private var _legs0:BouncySprite;
public var _body:BouncySprite;
public var _ass:BouncySprite;
private var _assMask:BouncySprite;
private var _arms1:BouncySprite;
private var _arms2:BouncySprite;
public var _arms3:BouncySprite;
public var _fingers:BouncySprite;
private var _legs1:BouncySprite;
private var _legs2:BouncySprite;
private var _beads:BouncySprite;
private var _beadBrush:FlxSprite;
public var beadPosition:Float = 1000;
public var visualBeadPosition:Float = 1000; // actual bead position being displayed; for tweening purposes
public var beadSizes:Array<Int> = [];
public var slack:Float = MAX_SLACK;
private var visualSlack:Float = MAX_SLACK; // actual slack being displayed; for tweening purposes
public var lineAngle:Float = 0; // number ranging from [-1.0, 1.0] for left/right
private var visualLineAngle:Float = 0; // actual line angle being displayed; for tweening purposes
public var abraBeadsToRemove:Int = 0;
public var abraBeadCount:Int = 0;
public var abraDesiredBeadPosition:Float = 1000;
public var abraPauseTime:Float = 0;
public var abraTransitionTime:Float = 0;
public var abrasTurn:Bool = false;
public var beadPushAnim:FancyAnim;
public var pushingBeads:Bool = false;
public var totalInsertedBeads = 0;
public var beadPullCallback:Int->Float->Float->Void;
public var beadNudgeCallback:Int->Float->Float->Void;
public var beadPushCallback:Int->Float->Float->Void;
private var resistNudgeDuration:Float = 0;
private var greyBeads:Bool = false;
private var beadRadii:Array<Float> = [8, 9, 10, 12, 14, 16];
private var resistAmounts:Array<Float> = [0.44, 0.5, 0.55, 0.62, 0.70, 0.78];
private var beadStringThickness:Float = 5;
/**
* Normalized vectors for anal bead calculations.
*
* bv[0] = slope of line from center0 to center1
* bv[1] = average of bv[0] and bv[2]
* bv[2] = slope of line from center1 to center2
* bv[3] = average of bv[2] and bv[4]
* bv[4] = ...
*/
private var bv:Array<FlxVector> = [];
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
add(new FlxSprite( -54, -54, AssetPaths.abra_bg__png));
_arms0 = new BouncySprite( -54, -54, 2, 7, 0.2, _age);
_arms0.loadWindowGraphic(AssetPaths.abrabeads_arms0__png);
addPart(_arms0);
_legs0 = new BouncySprite( -54, -54, 0, 7, 0, _age);
_legs0.loadWindowGraphic(AssetPaths.abrabeads_legs0__png);
addPart(_legs0);
_body = new BouncySprite( -54, -54, 0, 7, 0, _age);
_body.loadWindowGraphic(AssetPaths.abrabeads_body__png);
addPart(_body);
_head = new BouncySprite( -54, -54, 4, 7, 0, _age);
_head.loadGraphic(AbraResource.beadsHead, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1]), 3);
_head.animation.add("0", blinkyAnimation([0, 1]), 3);
_head.animation.add("1", blinkyAnimation([2, 3]), 3);
_head.animation.add("2", blinkyAnimation([4, 5]), 3);
_head.animation.add("3", blinkyAnimation([6, 7]), 3);
_head.animation.add("4", blinkyAnimation([8, 9]), 3);
_head.animation.add("5", blinkyAnimation([10, 11]), 3);
_head.animation.add("sick0", blinkyAnimation([12, 13]), 3);
_head.animation.add("sick1", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("sick2", blinkyAnimation([21, 22], [23]), 3);
addPart(_head);
_ass = new BouncySprite( -54, -54, 0, 7, 0, _age);
_ass.loadWindowGraphic(AssetPaths.abrabeads_ass__png);
addPart(_ass);
_assMask = new BouncySprite( -54, -54, 0, 7, 0, _age);
_assMask.loadWindowGraphic(AssetPaths.abrabeads_ass_mask__png);
_arms1 = new BouncySprite( -54, -54, 2, 7, 0.2, _age);
_arms1.loadWindowGraphic(AssetPaths.abrabeads_arms1__png);
addPart(_arms1);
_arms2 = new BouncySprite( -54, -54, 2, 7, 0.1, _age);
_arms2.loadWindowGraphic(AssetPaths.abrabeads_arms2__png);
addPart(_arms2);
_dick = new BouncySprite( -54, -54, 0, 7, 0, _age);
_dick.loadWindowGraphic(AbraResource.beadsDick);
addPart(_dick);
_arms3 = new BouncySprite( -54, -54, 2, 7, 0.1, _age);
_arms3.loadWindowGraphic(AssetPaths.abrabeads_arms3__png);
_fingers = new BouncySprite( -54, -54, 2, 7, 0.1, _age);
_fingers.loadWindowGraphic(AssetPaths.abrabeads_fingers__png);
_legs1 = new BouncySprite( -54, -54, 0, 7, 0, _age);
_legs1.loadWindowGraphic(AssetPaths.abrabeads_legs1__png);
addPart(_legs1);
_legs2 = new BouncySprite( -54, -54, 0, 7, 0, _age);
_legs2.loadWindowGraphic(AssetPaths.abrabeads_legs2__png);
addPart(_legs2);
_beads = new BouncySprite( -54, -54, 0, 7, 0, _age);
_beads.makeGraphic(356, 532, FlxColor.TRANSPARENT, true);
addVisualItem(_beads);
_beadBrush = new FlxSprite(0, 0);
_beadBrush.loadGraphic(AssetPaths.anal_bead_purple__png, true, 48, 48);
_interact = new BouncySprite( -54, -54, _body._bounceAmount, _body._bounceDuration, _body._bouncePhase, _age);
reinitializeHandSprites();
var beadBag:Array<Int> = [];
for (i in 0...100)
{
if (beadBag.length == 0)
{
beadBag = beadBag.concat([0, 1, 2, 2, 3, 3, 4, 4, 5, 5]);
FlxG.random.shuffle(beadBag);
}
beadSizes.push(beadBag.pop());
}
}
/**
* Swaps the translucent purple beads out for the grey beads
*/
public function setGreyBeads():Void
{
greyBeads = true;
beadSizes.splice(0, beadSizes.length);
for (i in 0...100)
{
beadSizes.push(Std.int(FlxMath.bound(Math.pow(i + 1, 0.55) - 1, 0, 5)));
}
_beadBrush.loadGraphic(AssetPaths.anal_bead_grey__png, true, 48, 48);
beadRadii = [10, 11, 12, 13, 13, 14];
resistAmounts = [0.55, 0.58, 0.61, 0.64, 0.67, 0.70];
beadStringThickness = 9;
lineColor = 0xff2c2c2c;
}
public function isGreyBeads():Bool
{
return greyBeads;
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (abrasTurn)
{
if (abraTransitionTime >= 0)
{
abraTransitionTime -= elapsed;
_arms3.animation.frameIndex = 0;
}
else if (abraPauseTime <= 0)
{
var beadRadius:Float = getBeadRadius(Std.int(beadPosition));
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
var abraPullSpeed:Float;
if (beadPosition > Std.int(beadPosition) + BEAD_BP_CENTER - beadBpRadius)
{
// take it slow
abraPullSpeed = [1.30, 1.17, 0.98, 0.78, 0.65, 0.46][getBeadSize(Std.int(beadPosition))];
}
else
{
abraPullSpeed = 1.30;
}
abraDesiredBeadPosition += elapsed * abraPullSpeed;
if (beadPosition % 1 < 0.15)
{
_arms3.animation.frameIndex = 1;
}
else if (beadPosition % 1 < 0.3)
{
_arms3.animation.frameIndex = 2;
}
else
{
_arms3.animation.frameIndex = 3;
}
tryPullingBeads(elapsed, abraDesiredBeadPosition);
if (abraBeadCount + BEAD_BP_CENTER < beadPosition)
{
// just pulled one out
abraPauseTime = 0.55;
abraBeadCount++;
abraBeadsToRemove--;
if (abraBeadsToRemove <= 0)
{
abraPauseTime += 0.5;
}
}
}
else
{
if (abraDesiredBeadPosition != abraBeadCount)
{
if (abraDesiredBeadPosition < abraBeadCount)
{
abraDesiredBeadPosition = Math.min(abraBeadCount, abraDesiredBeadPosition + 6 * elapsed);
}
else
{
abraDesiredBeadPosition = Math.max(abraBeadCount, abraDesiredBeadPosition - 6 * elapsed);
}
}
tryPullingBeads(elapsed, abraDesiredBeadPosition);
abraPauseTime -= elapsed;
if (abraBeadsToRemove <= 0)
{
if (abraPauseTime <= 0)
{
abrasTurn = false;
}
}
else if (abraPauseTime <= 0.15)
{
_arms3.animation.frameIndex = 0;
}
else if (abraPauseTime < 0.3)
{
_arms3.animation.frameIndex = 1;
}
else if (abraPauseTime < 0.45)
{
_arms3.animation.frameIndex = 2;
}
}
_fingers.animation.frameIndex = _arms3.animation.frameIndex;
}
if (displayingAbraBeadHand())
{
_arms2.animation.frameIndex = 1;
}
else {
_arms2.animation.frameIndex = 0;
}
if (beadPushAnim != null)
{
var beadCount:Int = getCurrentInsertedBeadCount();
var tmpBeadPosition:Float = beadPosition - 0.0001;
var speed:Float = 0;
var tmpBeadCountRatio:Float = beadCount / PlayerData.abraBeadCapacity;
if (getBeadRadius(Std.int(tmpBeadPosition)) >= 15)
{
speed += 0.6;
}
while (tmpBeadCountRatio > 0.7 && speed < 3.8)
{
tmpBeadCountRatio -= (1 - tmpBeadCountRatio) * 0.08;
speed += 0.1;
}
if (speed > 0)
{
beadPushAnim.setMaxQueuedClicks(2);
}
else if (speed > 0.6)
{
beadPushAnim.setMaxQueuedClicks(1);
}
beadPushAnim.setSpeedLimit(speed, 0.0);
beadPushAnim.update(elapsed);
if (beadPushAnim.isMovingForward() || beadCount > PlayerData.abraBeadCapacity)
{
var fraction:Float = (beadPushAnim.getUnroundedCurFrame() + 0.5) % 1;
if (_interact.animation.frameIndex == 2)
{
beadPosition = Std.int(tmpBeadPosition) + 0.72 - fraction * 0.1;
}
else if (_interact.animation.frameIndex == 3)
{
beadPosition = Std.int(tmpBeadPosition) + 0.62 - fraction * 0.1;
}
else if (_interact.animation.frameIndex == 4)
{
beadPosition = Std.int(tmpBeadPosition) + 0.52 - fraction * 0.1;
}
}
if (beadCount > PlayerData.abraBeadCapacity)
{
// can't advance any further
}
else if ((_interact.animation.frameIndex == 5 || !beadPushAnim.isMovingForward()) && beadPosition > Std.int(beadPosition))
{
beadPushCallback(totalInsertedBeads, Math.max(beadPushAnim._prevMouseDownTime, speed), getBeadRadius(Std.int(tmpBeadPosition)));
beadPosition = Std.int(beadPosition);
totalInsertedBeads++;
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.bead_pop0_0087__mp3, AssetPaths.bead_pop1_0087__mp3, AssetPaths.bead_pop2_0087__mp3]));
}
}
if (visualBeadPosition != beadPosition)
{
var beadVelocity:Float = Math.abs(visualBeadPosition - beadPosition) > 0.2 ? 12 : 6;
if (visualBeadPosition < beadPosition)
{
visualBeadPosition = Math.min(beadPosition, visualBeadPosition + beadVelocity * elapsed);
}
else
{
visualBeadPosition = Math.max(beadPosition, visualBeadPosition - beadVelocity * elapsed);
}
}
if (visualLineAngle != lineAngle)
{
if (visualLineAngle < lineAngle)
{
visualLineAngle = Math.min(lineAngle, visualLineAngle + 18 * elapsed);
}
else
{
visualLineAngle = Math.max(lineAngle, visualLineAngle - 18 * elapsed);
}
}
var tmpBeadPosition:Float = visualBeadPosition % 1;
var tmpBeadIndex:Int = Std.int(visualBeadPosition);
FlxSpriteUtil.fill(_beads, FlxColor.TRANSPARENT);
var beadCoords:Array<FlxPoint> = [];
var path:SegmentedPath = new SegmentedPath();
if (displayingAbraBeadHand())
{
path.pushNode(160, 332);
path.pushNode(143, 345);
path.pushNode(105 + 3 * _arms3.animation.frameIndex, 263 - 9 * _arms3.animation.frameIndex);
path.pushNode(77, 264 - 9 * _arms3.animation.frameIndex);
path.pushNode(57, 299 - 9 * _arms3.animation.frameIndex);
path.pushNode(57, 903);
}
else {
path.pushNode(160, 332);
path.pushNode(143, 345);
var beadVector:FlxVector = FlxVector.get( -300, 420);
beadVector.rotateByRadians(-Math.PI * 0.06 * visualLineAngle);
beadVector.y *= 0.6;
path.pushNode(path.nodes[path.nodes.length - 1].x + beadVector.x, path.nodes[path.nodes.length - 1].y + beadVector.y);
if (visualSlack != slack)
{
if (visualSlack < slack)
{
visualSlack = Math.min(slack, visualSlack + 18 * elapsed);
}
else
{
visualSlack = Math.max(slack, visualSlack - 18 * elapsed);
}
}
if (visualSlack > 0)
{
for (i in 2...path.nodes.length)
{
path.nodes[i].y += visualSlack * 2 * Math.pow(150 - path.nodes[i].x, 0.6);
path.nodes[i].x += visualSlack * 0.7 * Math.pow(150 - path.nodes[i].x, 0.6);
}
}
}
for (i in 0...(displayingAbraBeadHand() ? 12 : 6))
{
beadCoords.push(path.getPathPoint((i + tmpBeadPosition) * 39));
}
var beadRadius:Float = getBeadRadius(tmpBeadIndex);
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
/*
* A perfect ellipse would be "2", but we set this to "1.6" for a slightly pointy ellipse...
* This way the sphincter stays slightly narrower than it should, except at max radius
*/
var ellipseFudgeFactor:Float = 1.6;
var sphincterRadius:Float = beadRadius * Math.pow(Math.max(0, 1 - Math.pow(Math.abs(tmpBeadPosition - BEAD_BP_CENTER), ellipseFudgeFactor) / Math.pow(beadBpRadius, ellipseFudgeFactor)), 0.5);
if (sphincterRadius >= 15)
{
_ass.animation.frameIndex = 5;
}
else if (sphincterRadius >= 12.5)
{
_ass.animation.frameIndex = 4;
}
else if (sphincterRadius >= 10)
{
_ass.animation.frameIndex = 3;
}
else if (sphincterRadius >= 7.5)
{
_ass.animation.frameIndex = 2;
}
else if (sphincterRadius >= 5)
{
_ass.animation.frameIndex = 1;
}
else {
_ass.animation.frameIndex = 0;
}
while (bv.length < beadCoords.length * 2 + 1)
{
bv.push(FlxVector.get());
}
bv[0].set(beadCoords[0].x - 175, beadCoords[0].y - 319);
bv[0].normalize();
for (i in 1...beadCoords.length)
{
bv[i * 2].set(beadCoords[i].x - beadCoords[i - 1].x, beadCoords[i].y - beadCoords[i - 1].y).normalize();
bv[i * 2 - 1].set(bv[i * 2 - 2].x + bv[i * 2].x, bv[i * 2 - 2].y + bv[i * 2].y).normalize();
}
if (displayingAbraBeadHand())
{
if (tmpBeadPosition < BEAD_BP_CENTER)
{
bv[1] = FlxVector.get( -0.812, 0.583).rotateByDegrees([0, 10, 30, 50, 70, 90][_ass.animation.frameIndex]);
}
else
{
bv[1] = FlxVector.get(-0.519, -0.857);
}
bv[3].rotate(FlxPoint.weak(0, 0), 10);
}
if (_ass.animation.frameIndex == 0 && tmpBeadPosition < BEAD_BP_CENTER)
{
// don't draw line to first bead
}
else if (visualBeadPosition >= 999 + BEAD_BP_CENTER)
{
// no more beads; don't draw line
}
else {
var magicNumber:Float = magicNumber(tmpBeadIndex);
if (_ass.animation.frameIndex == 0)
{
// line from sphincter to first bead...
drawBeadLine(145, 343, beadCoords[0].x - bv[1].x * magicNumber, beadCoords[0].y - bv[1].y * magicNumber);
}
else {
// line from guts to first bead...
drawBeadLine(175, 319, beadCoords[0].x - bv[1].x * magicNumber, beadCoords[0].y - bv[1].y * magicNumber);
}
}
for (i in 0...beadCoords.length - 1)
{
var beadSize:Int = getBeadSize(tmpBeadIndex - i);
var magicNumber0:Float = magicNumber(tmpBeadIndex - i);
var magicNumber1:Float = magicNumber(tmpBeadIndex - i - 1);
if (i == 0 && _ass.animation.frameIndex == 0 && tmpBeadPosition < BEAD_BP_CENTER)
{
// don't draw very much...
// line from sphincter to second bead...
if (tmpBeadIndex >= 1000)
{
// final bead; don't draw line
}
else
{
drawBeadLine(145, 343, beadCoords[i + 1].x - bv[i * 2 + 3].x * magicNumber1, beadCoords[i + 1].y - bv[i * 2 + 3].y * magicNumber1);
applyObjectExitingSphincterMask(145, 343, beadCoords[i + 1].x - bv[i * 2 + 3].x * magicNumber1, beadCoords[i + 1].y - bv[i * 2 + 3].y * magicNumber1);
}
}
else
{
// line within bead...
drawBeadLine(beadCoords[i].x - bv[i * 2 + 1].x * magicNumber0, beadCoords[i].y - bv[i * 2 + 1].y * magicNumber0, beadCoords[i].x + bv[i * 2 + 1].x * magicNumber0, beadCoords[i].y + bv[i * 2 + 1].y * magicNumber0);
if (tmpBeadIndex - i >= 1000)
{
// no more beads
}
else
{
_beadBrush.animation.frameIndex = beadSize;
if (i == 0)
{
if (tmpBeadPosition < BEAD_BP_CENTER)
{
_beads.stamp(_beadBrush, Std.int(beadCoords[i].x - 24), Std.int(beadCoords[i].y - 24));
applyObjectWithinSphincterMask();
}
else
{
applyObjectExitingSphincterMask(175, 319, beadCoords[i + 1].x - bv[i * 2 + 3].x * magicNumber1, beadCoords[i + 1].y - bv[i * 2 + 3].y * magicNumber1);
_beads.stamp(_beadBrush, Std.int(beadCoords[i].x - 24), Std.int(beadCoords[i].y - 24));
}
}
else
{
_beads.stamp(_beadBrush, Std.int(beadCoords[i].x - 24), Std.int(beadCoords[i].y - 24));
}
// line from to next bead...
drawBeadLine(beadCoords[i].x + bv[i * 2 + 1].x * magicNumber0, beadCoords[i].y + bv[i * 2 + 1].y * magicNumber0, beadCoords[i + 1].x - bv[i * 2 + 3].x * magicNumber1, beadCoords[i + 1].y - bv[i * 2 + 3].y * magicNumber1);
}
}
if (i == 0 && displayingAbraBeadHand())
{
_beads.stamp(_arms3, Std.int(_arms2.x - _beads.x - _arms2.offset.x), Std.int(_arms2.y - _beads.y - _arms2.offset.y));
}
}
if (displayingAbraBeadHand())
{
_beads.stamp(_fingers, Std.int(_arms2.x - _beads.x - _arms2.offset.x), Std.int(_arms2.y - _beads.y - _arms2.offset.y));
}
_beads.stamp(_beadBrush, Std.int(beadCoords[beadCoords.length - 1].x - 24), Std.int(beadCoords[beadCoords.length - 1].y - 24));
if (pushingBeads)
{
_beads.stamp(_interact, 0, 0);
}
}
private function displayingAbraBeadHand():Bool
{
return abrasTurn && abraTransitionTime < 0.5;
}
/**
* This method tries pushing/pulling the beads according to the player's
* mouse, restricting the results if their desired position is impossible
*
* @param elapsed number of milliseconds currently elapsing
* @param desiredBeadPosition position the player is trying to push/pull to
*/
public function tryPullingBeads(elapsed:Float, desiredBeadPosition:Float)
{
var tmpBeadIndex:Int = Std.int(beadPosition);
var beadRadius:Float = getBeadRadius(tmpBeadIndex);
var resistAmount:Float = resistAmounts[getBeadSize(tmpBeadIndex)];
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
if (desiredBeadPosition < beadPosition)
{
// can't "push beads"...
var newBeadPosition:Float = desiredBeadPosition;
if (beadPosition >= tmpBeadIndex + BEAD_BP_CENTER)
{
// we've pulled out a bead; can't un-pull it out
newBeadPosition = beadPosition;
}
else if (newBeadPosition < tmpBeadIndex)
{
// we haven't started pulling this bead out; can't go back a bead
newBeadPosition = tmpBeadIndex;
}
slack = FlxMath.bound(newBeadPosition - desiredBeadPosition, 0, MAX_SLACK);
beadPosition = newBeadPosition;
return;
}
var resistNudge:Bool = false;
if (beadRadius == 0)
{
// no more beads?
}
else if (beadPosition < tmpBeadIndex + BEAD_BP_CENTER && desiredBeadPosition > tmpBeadIndex + BEAD_BP_CENTER - beadBpRadius)
{
// trying to nudge beadPosition past a bead...
if (desiredBeadPosition < tmpBeadIndex + BEAD_BP_CENTER + beadBpRadius / (1 - resistAmount))
{
// but didn't nudge it hard enough...
// resist being nudged
resistNudge = true;
resistNudgeDuration += elapsed;
}
else
{
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.bead_pop0_0087__mp3, AssetPaths.bead_pop1_0087__mp3, AssetPaths.bead_pop2_0087__mp3]));
beadPullCallback(Std.int(999 - tmpBeadIndex), resistNudgeDuration, beadRadius);
}
}
if (resistNudge)
{
beadPosition = tmpBeadIndex + Math.min(BEAD_BP_CENTER - 0.00001, (BEAD_BP_CENTER - beadBpRadius) * resistAmount + (desiredBeadPosition - tmpBeadIndex) * (1 - resistAmount));
beadNudgeCallback(Std.int(999 - tmpBeadIndex), resistNudgeDuration, beadRadius);
}
else
{
resistNudgeDuration = 0;
beadPosition = desiredBeadPosition;
}
slack = 0;
}
public function removeBeads(count:Int)
{
this.abrasTurn = true;
this.abraTransitionTime = 1.0;
this.abraPauseTime = 0;
this.abraBeadsToRemove = Std.int(Math.min(count, 1000 - Std.int(beadPosition)));
this.abraBeadCount = getIntBeadPosition();
}
public function getIntBeadPosition():Int
{
return Std.int(beadPosition + 1 - BEAD_BP_CENTER);
}
public function getNextPulledBeadIndex():Int
{
return 999 - getIntBeadPosition();
}
private function getBeadSize(index:Int)
{
if (index >= 1000)
{
// no more beads
return -1;
}
return beadSizes[(10000 - index) % beadSizes.length];
}
private function getBeadRadius(index:Int):Float
{
if (index >= 1000)
{
// no more beads
return 0;
}
return beadRadii[getBeadSize(index)];
}
private function magicNumber(index:Int)
{
return getBeadRadius(index) * 0.7;
}
/**
* Masks an object which is contained entirely within the sphincter, like a
* bead which is inside
*/
private function applyObjectWithinSphincterMask()
{
_assMask.animation.frameIndex = _ass.animation.frameIndex;
_beads.stamp(_assMask, 0, 0);
_beads.graphic.bitmap.threshold(_beads.graphic.bitmap, new Rectangle(0, 0, _beads.width, _beads.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
_beads.dirty = true;
}
/**
* Masks an object which is contained partially within the sphincter, like
* a string which connects an inside bead to an outside bead
*
* @param x0 x coordinate of the object within the sphincter
* @param y0 y coordinate of the object within the sphincter
* @param x1 x coordinate of the object outside the sphincter
* @param y1 y coordinate of the object outside the sphincter
*/
private function applyObjectExitingSphincterMask(x0:Float, y0:Float, x1:Float, y1:Float)
{
if (_ass.animation.frameIndex == 0)
{
var angle:Float = Math.atan2(y1 - y0, x1 - x0);
if (angle < -0.833 * Math.PI)
{
// w mask...
_assMask.animation.frameIndex = 12;
}
else if (angle < 0)
{
// nw mask...
_assMask.animation.frameIndex = 13;
}
else if (angle < 0.833 * Math.PI)
{
// sw mask...
_assMask.animation.frameIndex = 6;
}
else
{
// w mask...
_assMask.animation.frameIndex = 12;
}
}
else
{
_assMask.animation.frameIndex = _ass.animation.frameIndex + 6;
}
_beads.stamp(_assMask, 0, 0);
_beads.graphic.bitmap.threshold(_beads.graphic.bitmap, new Rectangle(0, 0, _beads.width, _beads.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
_beads.dirty = true;
}
public function getCurrentInsertedBeadCount():Int
{
return 1000 - Std.int(beadPosition);
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
var beadCount:Int = getCurrentInsertedBeadCount();
if (beadCount > 115)
{
playNewAnim(_head, ["sick2"]);
_body.animation.frameIndex = 5;
}
else if (beadCount > 100)
{
playNewAnim(_head, ["sick1"]);
_body.animation.frameIndex = 4;
}
else if (beadCount > 85)
{
playNewAnim(_head, ["sick0"]);
_body.animation.frameIndex = 3;
}
else
{
if (_arousal == 0)
{
playNewAnim(_head, ["0"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5"]);
}
if (beadCount > 65)
{
_body.animation.frameIndex = 2;
}
else if (beadCount > 45)
{
_body.animation.frameIndex = 1;
}
else
{
_body.animation.frameIndex = 0;
}
}
if (!PlayerData.abraMale)
{
_dick.animation.frameIndex = _body.animation.frameIndex;
}
}
private function drawBeadLine(x0:Float, y0:Float, x1:Float, y1:Float):Void
{
FlxSpriteUtil.drawLine(_beads, x0, y0, x1, y1, {color:lineColor, thickness:beadStringThickness});
if (greyBeads)
{
FlxSpriteUtil.drawLine(_beads, x0, y0 - 2, x1, y1 - 2, {color:0xff4a4a4a, thickness:2});
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.abrabeads_interact__png);
_interact.alpha = PlayerData.cursorMinAlpha;
_interact.animation.add("default", [0]);
_interact.animation.add("ready-to-push", [1]);
_interact.animation.add("push-bead", [1, 2, 3, 4, 5]);
}
override public function destroy():Void
{
super.destroy();
_arms0 = FlxDestroyUtil.destroy(_arms0);
_legs0 = FlxDestroyUtil.destroy(_legs0);
_body = FlxDestroyUtil.destroy(_body);
_ass = FlxDestroyUtil.destroy(_ass);
_assMask = FlxDestroyUtil.destroy(_assMask);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_arms2 = FlxDestroyUtil.destroy(_arms2);
_arms3 = FlxDestroyUtil.destroy(_arms3);
_fingers = FlxDestroyUtil.destroy(_fingers);
_legs1 = FlxDestroyUtil.destroy(_legs1);
_legs2 = FlxDestroyUtil.destroy(_legs2);
_beads = FlxDestroyUtil.destroy(_beads);
_beadBrush = FlxDestroyUtil.destroy(_beadBrush);
beadSizes = null;
beadPushAnim = null;
beadPullCallback = null;
beadNudgeCallback = null;
beadPushCallback = null;
beadPushCallback = null;
beadRadii = null;
resistAmounts = null;
bv = null;
}
}
|
argonvile/monster
|
source/poke/abra/AbraBeadWindow.hx
|
hx
|
unknown
| 26,229 |
package poke.abra;
import MmStringTools.*;
import flixel.math.FlxRandom;
import kludge.BetterFlxRandom;
import minigame.tug.TugGameState;
import poke.hera.HeraShopDialog;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import poke.buiz.BuizelDialog;
import critter.Critter;
import flixel.FlxG;
import flixel.addons.display.shapes.FlxShapeDoubleCircle;
import poke.hera.HeraDialog;
import openfl.utils.Object;
import PlayerData.hasMet;
import minigame.stair.StairGameState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Abra met Grovyle and Buizel in college, and bought a four-bedroom house
* shortly after graduating. She lives with Grovyle, Buizel and Sandslash.
*
* Grovyle and Abra were randomly paired as roommates. Abra is naturally
* introverted, but Grovyle helped her open up for awhile.
*
* Buizel attended the same college as Abra, and they became friends. Abra
* could sort of relate to Buizel's "fish out of water" discomfort of attending
* college far away from home, because Abra's never really felt at home
* anywhere.
*
* Sandslash simply answered a craigslist ad for a roommate. He was looking for
* a cheap place to live and Abra undercharged, because she didn't particularly
* need the money.
*
* Being in college forced Abra to interact with people in simple ways like
* attending class, going out to eat, or having a roommate. After graduation,
* Abra inadvertently became more reclusive, as things like food and work could
* be handled remotely, and she had her own bedroom. This wore down on her over
* time and she became depressed and created Monster Mind as a way of
* addressing her depression.
*
* Depending on the actions chosen by the player in MonsterMind, Abra either
* swaps consciousnesses and adapts to human life, or overcomes her depression
* by realizing she's not alone in the universe, and that she's surrounded by
* friends who care about her even when she pushes them away.
*
* Abra designed MonsterMind as a way of finding a good match for her
* consciousness swap. She needed someone with a not-too-smart not-too-dumb
* kind of brain, so she came up with the puzzles to measure. She also needed
* someone who would be happy in the body of a Pokemon, which is why the game
* targets poke-perverts.
*
* If you go through her 5-peg puzzle tutorial, (which is a completely
* unhelpful joke tutorial,) Abra will introduce you to the idea of 7-peg
* puzzles. After finishing the 7-peg puzzle, further puzzles can be selected
* from the main menu by clicking her head. 7-peg puzzles do not offer any
* gameplay reward, but Abra gets off on watching you struggle with them.
*
* Abra is far more intelligent than anybody else in the house, and is fully
* aware of it. She often comes across as arrogant or demeaning. Over the
* course of the game, she tries to get better about masking this but it's
* difficult for her.
*
* As far as minigames go, Abra basically plays all three games perfectly. She
* solves the scale puzzles instantly, but it still takes her several seconds
* to move the bugs to the scales, so she can be beaten if you are more
* dextrous than her. She deliberately adopts a suboptimal strategy to the
* stair game in an effort to "out-think" the player.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Abra's
* inner voice was Starscream or sometimes Invader Zim.
*
* Always referencing her IQ, which fluctuates between 600 and 900
*
* Vocal tics: Eeh-heheheh! Bahahahaha
*
* Ludicrously good at puzzles (10x as fast as rank 65)
*/
class AbraDialog
{
private static var _intA:Int = 0;
private static var _intB:Int = 0;
public static var FINAL_CHAT_INDEX:Int = 5;
public static var prefix:String = "abra";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyBefore7Peg:Array<Dynamic> = [sexyBefore7Peg0, sexyBefore7Peg1, sexyBefore7Peg2];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadHead, sexyBadBelly, sexyBadButt, sexyBadFeet, sexyBadChest, sexyBadShoulders, sexyBadBalls, sexyBadCravesAnal, sexyBeforeJustFinishedGame];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [vocabulary, iqBrag, story0, story1, story2, story3, epilogue];
public static var random7Peg:Array<Array<Dynamic>> = [[random7Peg0, random7Peg1, random7Peg2, random7Peg3]];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, random04],
[random10, random11, random12, random13],
[random20, random21, random22, random23]];
public static function getFinalTrialCount():Int
{
return Math.ceil(PlayerData.recentChatCount("abra.fixedChats." + FINAL_CHAT_INDEX) / 3);
}
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
// story chats are disabled
unlockedChats["abra.fixedChats.2"] = false;
unlockedChats["abra.fixedChats.3"] = false;
unlockedChats["abra.fixedChats.4"] = false;
unlockedChats["abra.fixedChats.5"] = false;
unlockedChats["abra.fixedChats.6"] = false;
unlockedChats["abra.fixedChats.0"] = !PlayerData.isAbraNice(); // vocabulary chat is mean...
unlockedChats["abra.random7Peg.0.3"] = hasMet("sand") && hasMet("kecl");
unlockedChats["abra.sexyBeforeChats.3"] = PlayerData.magnButtPlug > 4;
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (!puzzleState._abraAvailable || cast(puzzleState._pokeWindow, AbraWindow)._passedOut)
{
// nobody can help you.
tree[0] = ["%lights-on%"];
return;
}
if (cast(puzzleState._pokeWindow, AbraWindow)._drunkAmount >= 2)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#abra04#The ehhh, the <first clue>'s isn't fit your answer... Like ehhhh yeah?",
"#abra04#Look lillittle closer at the <first clue>... Dooooo you see what did wrong?",
"#abra04#Ah, ss-syes, a minor oversight. Lookkkl closer at the <first clue>.",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#abra06#How do I 'splain this. Well that <first clue>'s got <e hearts>, right?");
clueDialog.fixExplanation("clue's got zero", "clue doesn't have any");
clueDialog.pushExplanation("#abra08#So that means when we compare it to your answer, there shouldlngly be <e bugs in the correct position>... But if you count carefully, you'll see there's <a>.");
clueDialog.fixExplanation("should only be zero", "shouldn't be any");
clueDialog.pushExplanation("#abra04#Try to find an answer where the <first clue> has exactly <e bugs in the correct position>. An-anaffanind help, hit that button in the corner, alright?");
clueDialog.fixExplanation("clue has exactly zero", "clue doesn't have any");
}
else
{
clueDialog.pushExplanation("#abra06#How do I 'splain this. Well that <first clue>'s got <e hearts>, right?");
clueDialog.pushExplanation("#abra08#So that means when we compare it to your answer, there shouldlngly be <e bugs in the correct position>... But if you count carefully, you'll see there's only <a>.");
clueDialog.fixExplanation("count carefully, you'll see there's only zero", "look carefully, you'll see there aren't any");
clueDialog.pushExplanation("#abra04#Try to find an answer where the <first clue> has exactly <e bugs in the correct position>. An-anaffanind help, hit that button in the corner, alright?");
}
}
else
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#abra04#Yes, the <first clue> doesn't fit your answer... Do you understand your mistake?",
"#abra04#Look closer at the <first clue>... Do you see what you did wrong?",
"#abra04#Ah, yes, a minor oversight. Look closer at the <first clue>.",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#abra06#How do I explain this. Well that <first clue>'s got <e hearts>, right?");
clueDialog.fixExplanation("clue's got zero", "clue doesn't have any");
clueDialog.pushExplanation("#abra08#So that means when we compare it to your answer, there should only be <e bugs in the correct position>... But if you count carefully, you'll see there's <a>.");
clueDialog.fixExplanation("should only be zero", "shouldn't be any");
clueDialog.pushExplanation("#abra04#Try to find an answer where the <first clue> has exactly <e bugs in the correct position>. If you need more help, hit that button in the corner, alright?");
clueDialog.fixExplanation("clue has exactly zero", "clue doesn't have any");
}
else
{
clueDialog.pushExplanation("#abra06#How do I explain this. Well that <first clue>'s got <e hearts>, right?");
clueDialog.pushExplanation("#abra08#So that means when we compare it to your answer, there should be <e bugs in the correct position>... But if you count carefully, you'll see there's only <a>.");
clueDialog.fixExplanation("count carefully, you'll see there's only zero", "look carefully, you'll see there aren't any");
clueDialog.pushExplanation("#abra04#Try to find an answer where the <first clue> has exactly <e bugs in the correct position>. If you need more help, hit that button in the corner, alright?");
}
}
}
/**
* Specifically for 7-peg puzzles, your answer had two adjacent bugs so the
* clues are irrelevant. Your answer is invalid
*/
public static function invalidAnswer(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (cast(puzzleState._pokeWindow, AbraWindow)._passedOut || cast(puzzleState._pokeWindow, AbraWindow)._passedOut)
{
// nobody can help you.
tree[0] = ["%lights-on%"];
return;
}
tree[0] = [FlxG.random.getObject(["#abra04#Yes, your answer has two <red> bugs next to each other. Do you remember that rule?",
"#abra04#You're not supposed to have any <red> bugs next to each other. Do you see what you did wrong?",
"#abra04#Ah, yes, a minor oversight. Do you see those two <red> bugs?",
])];
var invalidColor:String = "hmm...";
var playerGuess:Array<Int> = puzzleState.getPlayerGuess();
if (playerGuess[3] == playerGuess[0] ||
playerGuess[3] == playerGuess[1] ||
playerGuess[3] == playerGuess[2] ||
playerGuess[3] == playerGuess[4] ||
playerGuess[3] == playerGuess[5] ||
playerGuess[3] == playerGuess[6])
{
invalidColor = Critter.CRITTER_COLORS[playerGuess[3]].english;
}
else if (playerGuess[0] == playerGuess[1] || playerGuess[0] == playerGuess[2])
{
invalidColor = Critter.CRITTER_COLORS[playerGuess[0]].english;
}
else if (playerGuess[4] == playerGuess[1] || playerGuess[4] == playerGuess[6])
{
invalidColor = Critter.CRITTER_COLORS[playerGuess[4]].english;
}
else if (playerGuess[5] == playerGuess[2] || playerGuess[5] == playerGuess[6])
{
invalidColor = Critter.CRITTER_COLORS[playerGuess[5]].english;
}
tree[1] = [10, 20, 30];
tree[10] = [FlxG.random.getObject(["Oops", "Crap", "Ugh"])];
tree[20] = [FlxG.random.getObject(["Yeah", "I see", "Right"])];
tree[30] = [FlxG.random.getObject(["What?", "Huh?", "Ehh?", "I don't\nget it"])];
tree[31] = ["#abra06#For these seven-peg puzzles, your answer can't have two of the same color bugs next to each other."];
tree[32] = ["#abra08#But unfortunately, your answer has two <red> bugs touching. Do you see them?"];
tree[33] = ["#abra04#Try to find an answer where those <red> bugs have more space between them. If you need help, hit that button in the corner, alright?"];
DialogTree.replace(tree, 0, "<red>", invalidColor);
DialogTree.replace(tree, 32, "<red>", invalidColor);
DialogTree.replace(tree, 33, "<red>", invalidColor);
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#abra04#Mmm? Did you need something?",
"#abra04#Did you need my help for anything?",
"#abra04#Yes, are you having some kind of trouble?",
];
helpDialog.goodbyes = [
"#abra10#Wah, don't leave me! I have abra-ndonment issues!",
"#abra08#But... But don't you want to see how it ends?",
"#abra08#Hmm yes, I see. This one may have been too advanced.",
"#abra10#In the middle of a puzzle? ...was it something I said?",
];
helpDialog.neverminds = [
"#abra05#Alright, come on! The puzzle's not going to solve itself.",
"#abra05#I'm getting bored over here! Let's move things along.",
"#abra05#Do you want me to do the puzzle for you? Because I'll do it for you! Actually, I won't.",
];
if (minigame)
{
helpDialog.goodbyes = [
"#abra10#Wah, don't leave me! I have abra-ndonment issues!",
"#abra08#But... But don't you want to see how it ends?",
"#abra08#Hmm yes, I see. This one may have been too advanced."
];
helpDialog.neverminds = [
"#abra05#I'm getting bored over here! Let's move things along.",
"#abra05#Hmmm, this game doesn't usually last this long.",
"#abra05#Hmmm, alright...",
];
}
if (puzzleState != null && cast(puzzleState._pokeWindow, AbraWindow)._passedOut)
{
// abra's passed out; they shouldn't talk
helpDialog.greetings = [
"#self04#(Hmmm. Looks like Abra's passed out. Should I ask anyways?)",
"#self04#(I guess... Abra's passed out? I wonder if " + (PlayerData.abraMale?"he'll":"she'll") +" hear me...)",
"#self04#(I don't think Abra will hear me, but it wouldn't hurt to ask.)",
];
helpDialog.goodbyes = [
"#self05#(This isn't very much fun by myself.)",
"#self05#(What the heck, Abra...)",
"#self05#(I'll go see if someone else is around.)",
];
helpDialog.neverminds = [
"#self06#(...I guess I'll need to do this one on my own.)",
"#self06#(...Being alone should make it easier to focus, but it's actually distracting me somehow.)",
"#self06#(...When is Abra going to wake up? I guess I may as well solve this puzzle first.)",
];
}
else if (puzzleState != null && cast(puzzleState._pokeWindow, AbraWindow)._drunkAmount >= 2)
{
// abra's drunk; should slur speech
helpDialog.greetings = [
"#abra04#Mmmmm? Did you ehghhh, did you need something?",
"#abra04#Didjouu need my help for anything?",
"#abra04#Yes, are you havening some kind of trouble?",
];
helpDialog.goodbyes = [
"#abra10#Don't but my don't leave me! ...Brandonment issues...",
"#abra10#Is it? But why'ds the... Ooghh...",
];
helpDialog.neverminds = [
"#abra05#C'mon puzzle's not... Not gonna, not gonna solve self...",
"#abra05#Getting boooorrrred over here, <name>... Aren't you finished yet?",
"#abra05#Don't you want me to can't... solve the puzzle for you!? Ehh...",
];
}
// Abra doesn't need to leave to get himself.
helpDialog.skipGettingAbra();
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var helpDialog:HelpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
if (cast(puzzleState._pokeWindow, AbraWindow)._passedOut)
{
tree[141] = ["%noop%"]; // don't leave
}
if (PlayerData.finalTrial)
{
if (cast(puzzleState._pokeWindow, AbraWindow)._passedOut)
{
tree[147] = [FlxG.random.getObject([
"#self07#(Huh, yeah. ...I guess hints are out of the question...)",
"#self07#(I guess Abra can't give me a hint in " + (PlayerData.abraMale?"his":"her") + " current condition...)",
"#self07#(Hmm. ...No response...)",
])];
tree[148] = null;
tree[149] = null;
}
else if (puzzleState._dispensedHintCount < puzzleState._allowedHintCount)
{
if (PlayerData.finalTrial)
{
tree[148] = [FlxG.random.getObject([
"#abra08#Ohhhh, do you REALLY need a hint? ...Using a hint really ruins any chance at getting our brains in sync...",
"#abra08#... ...I can give you a hint if you REALLY need it, but... I was really hoping you could get by without one this time.",
"#abra08#Asking for a hint on a ranked puzzle will completely ruin your rank, <name>. ... ...Did you REALLY need a hint?",
])];
}
}
} if (!puzzleState._abraAvailable)
{
var index:Int = DialogTree.getIndex(tree, "%mark-29mjm3kq%") + 1; // don't overwrite the mark
tree[index++] = ["%noop%"];
tree[index++] = ["#self00#(...Nope, I guess nobody's around...)"];
tree[index++] = null;
}
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function tutorialHelp(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
puzzleState._tutorial(tree);
DialogTree.shift(tree, 0, 5000, 1000);
var helpDialog:HelpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
var mark:String = PuzzleState.DIALOG_VARS[0] == 1 ? "startovercomplete" : "startover";
helpDialog.addCustomOption("Can you\nexplain\nthat again?", "%jumpto-" + mark + "%");
}
public static function gameDialog(gameStateClass:Class<MinigameState>):GameDialog
{
var g:GameDialog = new GameDialog(gameStateClass);
if (PlayerData.playerIsInDen)
{
g.addSkipMinigame(["#abra05#...Very well, we don't have to play if you don't want to.", "#abra00#Hmm, I suppose I can find a different way to reward you. Mmm, yes~"]);
}
else {
g.addSkipMinigame(["#abra05#...Very well, you don't have to play if you don't want to. That lucky coin isn't meant to be a punishment after all.", "#abra00#Hmm, I suppose I can find a different way to reward you. Mmm, yes~"]);
}
if (PlayerData.abraMale)
{
g.addSkipMinigame(["#abra05#I see. Not enough penises in this game, is that it? Tsk, you've got such a one-track mind when it comes to this sort of thing.", "#abra00#Well, I can have a one-track mind too~"]);
}
else {
g.addSkipMinigame(["#abra05#I see. Not enough vaginas in this game, is that it? Tsk, you've got such a one-track mind when it comes to this sort of thing.", "#abra00#Well, I can have a one-track mind too~"]);
}
g.addRemoteExplanationHandoff("#abra04#<leader> likes to explain this one. Let me see if I can find <leaderhim>.");
g.addLocalExplanationHandoff("#abra04#<leader>, why don't you explain this one. That way I can make sure you have the rules straight.");
g.addPostTutorialGameStart("#abra05#Simple enough, yes? Should we start?");
if (PlayerData.isAbraNice())
{
g.addIllSitOut("#abra04#I think this will be more fun if you play without me. Sorry! We'll play next time~");
g.addIllSitOut("#abra04#Hmm, why don't you play this game without me. ...I think you'll have more fun that way.");
}
else {
g.addIllSitOut("#abra04#I'll sit out this game. You're still new to this, <name>, and I wouldn't want to bruise your ego.");
g.addIllSitOut("#abra04#Obviously, I'm not going to play with you myself, <name>. It wouldn't even be a challenge.");
g.addIllSitOut("#abra04#Yes, yes, you can play without me. An intellectual competition with an abra would have... predictable results.");
}
g.addFineIllPlay("#abra08#Hmph well, if you insist. For the record, this wasn't my idea.");
g.addFineIllPlay("#abra03#Eee-heheheh! Very well. I'll try to go easy on you.");
g.addFineIllPlay("#abra03#I don't know HOW you expect this to go, but... Well... I'll play with you, <name>.");
if (PlayerData.isAbraNice())
{
g.addGameAnnouncement("#abra04#I think you should practice <minigame> today. ...It'll help toughen up some of the mushier parts of your brain.");
}
else {
g.addGameAnnouncement("#abra04#I think you should practice <minigame> today. It might help you improve some of your... weaker points.");
}
g.addGameAnnouncement("#abra04#How do you feel about <minigame>? Nevermind, I see how you feel. Well, that's too bad.");
g.addGameAnnouncement("#abra04#Ah yes, it's <minigame>. Well, this should be some easy money for you, shouldn't it?");
g.addGameStartQuery("#abra05#Shall we begin?");
if (PlayerData.isAbraNice())
{
g.addGameStartQuery("#abra06#Hmm, I can sense some confusion? ...Or ehhh... Well, you're either confused or horny. ...Maybe we should just start?");
}
else {
g.addGameStartQuery("#abra06#Hmm, I can sense some confusion. Is that just your usual sort of, \"all the time\" confusion? Should we just start?");
}
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#abra05#Yes, yes, I'm sorry. I can't give you your favorite minigame every time or you'd get tired of it. Is this one okay?");
}
else {
g.addGameStartQuery("#abra03#Well somebody's certainly a glutton for punishment. Eh-heheheh. ...Are you ready for your next lesson?");
}
g.addRoundStart("#abra04#Well, with that I suppose it's time for round <round>. If you're ready.", ["Ugh...", "Yes, I'm\nready...", "Can you just quit?\nWe know you'll win"]);
g.addRoundStart("#abra05#I'm sensing some mental fatigue... Did you want a break before round <round>?", ["Will this\never end?", "I'm fatigued from putting\nup with you, Abra", "Maybe a short\nbreak..."]);
g.addRoundStart("#abra04#Hmm well... Let's try to forget about that last round. Are you ready for round <round>?", ["Yes, I'm\nready", "Ugh...", "You make everything\nso painful, Abra"]);
g.addRoundStart("#abra03#Ah! I just got my second abra wind. Just in time for round <round>.", ["Second wind?\nUh oh....", "Meh,\nwhatever", "Heh! I can\ntake you"]);
if (PlayerData.isAbraNice())
{
g.addRoundWin("#abra08#...Sorry, next time I'll let you play with someone else instead. ...This probably isn't fun for you.", ["Oh, don't worry\nabout it", "Go fuck\nyourself, Abra", "Well, I'm having\nan off-day"]);
}
else {
g.addRoundWin("#abra08#...Sorry, I probably shouldn't be playing against you. Somehow I thought you'd be better at this.", ["Oh, don't worry\nabout it", "Go fuck\nyourself, Abra", "Well, I'm having\nan off-day"]);
g.addRoundWin("#abra04#Hmmm. That was an interesting performance. Are you sure you understand the rules?", ["I understand\nthe rules, asshole", "Ummm,\nwell...", "This is\nreally hard"]);
}
g.addRoundWin("#abra04#Hmm, how about if I keep one hand behind my back? ...This feels like cheating.", ["Cheater!", "Ugh, this\nsucks...", "Wait, you were\nusing both hands!?"]);
g.addRoundWin("#abra05#I know this is painful, but it's the only way you'll learn.", ["I'm learning what\na " + (PlayerData.abraMale ? "prick" : "bitch") + " you are", "I'll get there\nsome day", "It's so\nfrustrating"]);
g.addRoundWin("#abra04#...Did you give up? You won't win if you just give up all the time.", ["I can't win,\nso whatever", "...I didn't\ngive up", "This is just\nreally hard"]);
g.addRoundWin("#abra02#You almost had that one, <name>. You just need to be a tiny bit faster.", ["I can't tell if you're\nbeing sarcastic...", "Bleahhhh...", "Whatever, this\nis hopeless"]);
g.addRoundLose("#abra04#Hmm, should I start playing for real now? ...Well, I guess I can let you win ONE more.", ["Excuses,\nexcuses", "C'mon, play\nfor real", "I thought you\nwere good at this?"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#abra04#I thought it might be nice to let someone else get one.", ["How generous\nof you", "Yeah, sure\nyou did", "Ohhh, is\nthat why..."]);
if (gameStateClass == TugGameState) g.addRoundLose("#abra04#I thought it might be nice to let you win one, for a change.", ["How generous\nof you", "Yeah, sure\nyou did", "Ohhh, is\nthat why..."]);
g.addRoundLose("#abra06#That was pretty easy wasn't it <leader>? ...Now you just need to do that every time.", ["It was just\nluck...", "Hmmm...", "Yeah, seems\neasy..."]);
if (PlayerData.isAbraNice())
{
g.addWinning("#abra08#I really love playing these minigames but... I just wish they weren't always so mismatched. Sorry, <name>.", ["Ugh...", "Will you just\nshut up...", "It's fine..."]);
g.addWinning("#abra05#This must be discouraging. ...Well, just think of it as practice for when you're NOT playing against Abra.", ["Yeah, I'm still\nlearning something", "Not playing against Abra?\nThat sounds nice", "Gwuhh..."]);
g.addWinning("#abra04#...Well, hopefully you're still having fun. Sometimes games are fun to play, even when you lose.", ["Ugh no, this\njust sucks", "Yeah, don't\nworry about it", "...How am I supposed\nto ever beat you!?"]);
}
else {
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addWinning("#abra06#See that tiny, tiny number? That's your score, <name>. Tiny numbers are bad.", ["Ugh...", "Will you just\nshut up...", "Remind me never to\nplay with you again..."]);
if (gameStateClass == StairGameState) g.addWinning("#abra06#<name>, you're supposed to be collecting your own chests... Not just helping me. This isn't a cooperative game.", ["Ugh...", "Will you just\nshut up...", "Remind me never to\nplay with you again..."]);
g.addWinning("#abra04#Ehh, whatever. We knew how this was going to go. Hopefully it's good practice for you, <name>.", ["Yeah, I'm still\nlearning something", "I'd have more fun if\nyou weren't playing", "Gwuhh..."]);
g.addWinning("#abra03#I hope this is as fun for you as it is for me! Eeee-heheheheh~", ["No, it kinda\nsucks", "Dear god you're\ninsufferable", "It's fun\non a bun"]);
g.addWinning("#abra03#Eee-heheheheh! Wow, I'm so great at this. Are you seeing how great I am?", ["Why am I\nplaying...", "You're a great\npain in the ass", "Whatever, your I.Q's like...\n10,000 or something?"]);
}
g.addLosing("#abra05#I thought I'd give myself a little handicap to make the game more fair. This is more fair, isn't it?", ["...What kind\nof handicap?", "Or maybe you're\njust bad", "Can you do this\nevery time?"]);
g.addLosing("#abra03#So this is what losing feels like? This is nice. I can see why you enjoy losing so much, <name>.", ["Maybe you'd enjoy\nmy foot up your ass", "Heh! Heh\nheh", "I don't ENJOY\nlosing, per se..."]);
g.addLosing("#abra04#Hmm, maybe I should actually pay attention this time.", ["Oh sure,\nI see", "Yeah, c'mon,\nplay for real", "Maybe you should\npay LESS attention..."]);
g.addPlayerBeatMe(["#abra04#...", "#abra05#Well... Good match. I went a little easy on you, but you still played very well, <name>.", "#abra02#Next time I'm not pulling any punches, alright? ...Now that I know what you're capable of! Ee-heheheh~"]);
g.addPlayerBeatMe(["#abra04#...", "#abra05#That was an impressive little performance, <name>. Good job~", "#abra04#Next time, I guess maybe I'll play for real. But... Hmm...", "#abra02#Well, I sort of like seeing your excitement when you win~"]);
if (PlayerData.isAbraNice())
{
g.addBeatPlayer(["#abra05#Well, good try <name>. You'll get there some day.", "#abra04#I mean... You're attempting to overcome a tremendous biological disadvantage. I have to commend you for doing as well as you did.", "#abra05#I hope this wasn't too frustrating, because I really like playing with you. Hopefully we can play again soon~"]);
g.addBeatPlayer(["#abra05#... ...I'm sure this is frustrating for you, but losing to an abra at this sort of thing is like... losing to a cheetah at a footrace.", "#abra10#Eggh, that probably sounded really arrogant. Just... hmmm...", "#abra06#Try not to fixate too much on comparing yourself to us psychic types when it comes to mental tasks, alright?", "#abra00#We all have our different strengths and weaknesses, and well. ...I like you the way you are~"]);
}
else {
g.addBeatPlayer(["#abra05#Well, good try <name>. You'll get there some day.", "#abra04#I mean... It's not like you'll ever beat me?? But I think you should at least be able to earn more than <money>..."]);
g.addBeatPlayer(["#abra05#Well, you're pretty clever. But you're no abra.", "#abra04#Don't feel bad about it, <name>. There are just things we're each better at...", "#abra09#...Like, you're probably better at hmmm... Picking up garbage. And sweeping floors. ...Things like that."]);
}
if (PlayerData.isAbraNice())
{
g.addShortWeWereBeaten("#abra10#What just happened!? ...I think I need more sleep...");
}
else {
g.addShortWeWereBeaten("#abra10#So <name>, I obviously expected you to lose to me... But... Did you really have to lose to <leader> too!?!");
}
g.addShortWeWereBeaten("#abra12#<leader>, didn't you get my note!? We were supposed to let <name> win this time...");
g.addShortPlayerBeatMe("#abra02#I think that was the best I've ever seen you play! ...Next time I won't go easy on you, okay?");
g.addShortPlayerBeatMe("#abra02#Wow, that was seriously impressive, <name>. You've come a long way~");
g.addStairOddsEvens("#abra06#How about a quick game of odds and evens to see who goes first? We'll throw dice, and if it's odd you go first, if it's even I'll go first. Sound fair?", ["Sure,\nlet's do it", "Hmm, well I'll\nobviously\nput out an\nodd number...", "Well, you'd\nnever expect me\nto throw an\neven number..."]);
g.addStairOddsEvens("#abra06#Let's throw odds and evens to decide who starts. If it's odd, you start, if it's even I'll start. ...Let me know when you've ready.", ["Hmm, let\nme think...", "So if\nit's odd,\nI start...", "Tsk, I was\nborn ready."]);
g.addStairPlayerStarts("#abra12#Gah! It's odd? Well... I knew you'd do that. ...I just think going second is better. Are you ready to start?", ["Yeah!\nI'm ready", "Ha! Ha!\nGoing first is\nWAY better.", "Excuses,\nexcuses..."]);
g.addStairPlayerStarts("#abra02#Heh! So you go first? ...I'm not used to playing games like this without using my psychic powers to cheat. ...Are you ready?", ["Well, thanks\nfor not cheating...", "Yeah! I've\ndecided", "Mm, sure"]);
if (PlayerData.isAbraNice())
{
g.addStairComputerStarts("#abra02#Yes, it's even! ...Don't worry, your luck will turn around. ...Are you ready for my first turn?", ["Ugh, I\nguess...", "I don't\nneed luck", "Yeah!\nLet's go"]);
g.addStairComputerStarts("#abra08#Oh, I go first? ...Eeh-heheheh! I promise I didn't read your mind that time. Anyways, let me know when you're ready to begin.", ["Give me a moment\nto think...", "Yeah, no\ncheating!", "You just\ngot lucky..."]);
}
else {
g.addStairComputerStarts("#abra02#It's even! Well. That was good practice for all the other poor decisions you'll make as the game continues. Are you ready for my first turn?", ["Ugh, I\nguess...", "What, you\ndon't think I\ncan take you?", "Hey!\nBe nice"]);
g.addStairComputerStarts("#abra08#Oh, I go first? ...Maybe you should have thought that through a bit more carefully. Anyways, let me know when you're ready to begin.", ["Give me a moment\nto think...", "Oh, so that's\nhow it's\ngonna be", "You just\ngot lucky..."]);
}
g.addStairCheat("#abra09#...We have to throw the dice at the same time, <name>. Otherwise it's not a game. Do you understand?", ["Let me\ntry again", "Sorry, I was just\na bit late...", "You're\nso picky!"]);
g.addStairCheat("#abra06#Hmm. Well. THAT one obviously doesn't count. ... ... ...Why don't we try one where you DON'T cheat?", ["...But cheating\nis so fun!", "Isn't asking\nfor do-overs\ncheating?", "Okay,\nokay"]);
g.addStairReady("#abra04#Ready?", ["Alright", "Hmm...", "Yep,\nready"]);
g.addStairReady("#abra05#Well? Are you ready?", ["Let's go", "Sure, let's\ndo this", "Okay"]);
g.addStairReady("#abra04#...Ready?", ["I'm ready!", "I guess...", "Hmm, this\nis tricky...."]);
g.addStairReady("#abra05#Next throw?", ["Yep, next\nthrow", "Give me a\nmoment...", "Yeah!\nOkay"]);
g.addStairReady("#abra05#Ready to go?", ["Ready!", "Uh, hmm...", "Don't\nrush me!"]);
g.addCloseGame("#abra04#Well, that's interesting. ... ...You might actually force me to expend some effort towards winning.", ["Should I\nbe scared?", "Prepare to be\ndisappointed!", "Yeah,\nyeah"]);
g.addCloseGame("#abra00#What I wouldn't give to read your thoughts right now... ... ...Can I just read them a little? I promise I won't cheat.", ["Well okay, maybe\na little...", "Stay out of my\nhead, Charles!", "What? ...focus\non the game!"]);
if (PlayerData.isAbraNice())
{
g.addCloseGame("#abra06#What!? You're... You're actually good! ...I'm not used to people actually playing my games with any level of competence...", ["I've been\npracticing", "I guess it's my\nnatural talent", "This seems\nreally simple"]);
}
else {
g.addCloseGame("#abra06#Is someone helping you? ...You're not usually this competent at these sorts of cerebral activities.", ["No, it's\njust me", "You're not the only\none who can read\nthoughts, huh?", "We've got a crack\nteam of scientists\nover here"]);
}
g.addCloseGame("#abra05#Fun is fun, but I think it's time to destroy you, <name>.", ["Oh really?", "...Just let me\nhave this!", "You couldn't\ndestroy a kleenex"]);
g.addStairCapturedHuman("#abra03#Eee-heheheh! Poor predictable <name>. ... ... ...Always throws out <playerthrow>.", ["...Am I really\nthat predictable?", "Yeah, yeah", "I can't\nbelieve you put\nout <computerthrow>!"]);
g.addStairCapturedHuman("#abra04#...You can't be so obvious, <name>. Maybe that move works against the other Pokemon, but remember who you're playing against.", ["Geez, you see\nright through\neverything...", "Oof, wow", "...I'm playing\nagainst an asshole"]);
g.addStairCapturedHuman("#abra06#Come on <name>, I expected so much more from you. You have to think these things through more carefully...", ["Are you\nsure you're\nnot cheating?", "I -am- being\ncareful...", "This is\nso tough!"]);
g.addStairCapturedComputer("#abra11#What!? But... But that's so stupid. Why would you EVER put out <playerthrow> in that position?", ["It's not stupid\nif you fell for it", "Because...\nyou wouldn't\nsee it coming?", "Heh! Heh!\nRight into\nmy trap~"]);
g.addStairCapturedComputer("#abra10#What sort of garbage move was that!?! ...That was just a lucky guess. That won't happen again...", ["How can you be\nso bad at this?", "We'll see...", "Heh! Luck\nhad nothing\nto do with it"]);
g.addStairCapturedComputer("#abra03#Heh! I just wanted to see what would happen if I threw out <computerthrow>. ... ...I didn't actually expect it to work.", ["That was...\nreally stupid", "Free win,\nI guess?", "Ehh, sure.\n...So you did\nit on purpose?"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra02#Is that a bonus coin!? Lucky you!"];
tree[1] = ["#abra04#Let's see what kind of bonus game I... hmmm... maybe... "];
tree[2] = ["#abra03#Oooh! How about THIS one?"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra07#Hahhhh... I don't think you've EVER done it like that before!"];
tree[1] = ["#abra01#That was... that was AMAZING...! Oh my god... Hahhh... Phewww...."];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra07#Wowww! Ahhhh... I can't believe I came SO much,"];
tree[1] = ["#abra00#I've... hahhh... never come that much in my life. You're some sort of... jizz wizard."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "jizz wizard", "magical orgasm genie");
}
}
public static function sexyBeforeJustFinishedGame(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (PlayerData.abraStoryInt == 6)
{
// no swap
tree[0] = ["#abra05#It feels like it's been forever since we did this, doesn't it?"];
tree[1] = ["#abra03#...It's funny but, when two of us were on bad terms and I had to take care of myself again... I'd almost forgotten how. Bahahahaha~"];
tree[2] = ["#abra02#Well, hopefully you still remember."];
}
else
{
// swap
tree[0] = ["#abra00#So hmmm, this will be a first for you, won't it? ...I don't suppose you've ever remotely masturbated yourself using a flash game. Ehh-heheheh~"];
tree[1] = [50, 10, 30, 40, 20];
tree[10] = ["I invented\nthis thing,\nyou idiot"];
tree[11] = ["#abra06#Oh! That's right, you would have had to test it when you were programming all this stuff. ... ...Hmmmm."];
tree[12] = ["#abra02#...Well in THAT case, you should know all the right buttons to press, hmm? Hmm-hmhmhmhm~"];
tree[13] = ["#abra01#Go ahead, why don't you show me what I've been doing wrong."];
tree[20] = ["How do you\nthink I\ntested it?"];
tree[21] = [11];
tree[30] = ["Well, not\nfrom this\nfar away"];
tree[31] = ["#abra04#Ehh? What does that mean? ...Like, you've tested it from up close?"];
tree[32] = [11];
tree[40] = ["Ehh, well\nit's been\nawhile"];
tree[41] = ["#abra04#Ehh? It's been awhile? But when would you have... ..."];
tree[42] = [11];
tree[50] = ["I've done\nthis many,\nmany times"];
tree[51] = ["#abra04#Wait, you have? I thought that... ..."];
tree[52] = [11];
}
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (sexyState.justFinishedGame)
{
if (PlayerData.abraStoryInt == 6)
{
var hours:Int = Date.now().getHours();
tree[0] = ["#abra00#Phew... I missed that... Hah..."];
if (hours < 4 || hours > 18)
{
tree[1] = ["#abra04#Thanks, that was the perfect end to a perfect night."];
}
else if (hours >= 4 && hours < 12)
{
tree[1] = ["#abra04#Thanks, that was the perfect way to cap off a perfect morning."];
}
else
{
tree[1] = ["#abra04#Thanks, that was the perfect way to punctuate that little conversation."];
}
tree[2] = ["#abra05#See you again soon, <name>~"];
return;
}
else
{
tree[0] = ["#abra04#Hah... Well... That was different than I expected."];
tree[1] = ["#abra06#It was intimate in a way... but ehhh... it also felt weirdly clinical."];
tree[2] = ["#abra08#I don't think you did anything wrong, it... it felt good? It was just ehhh... well, not being able to see your face or hear your voice was... ... Hmmmmm."];
tree[3] = ["#abra02#... ...Well, I'll get used to it eventually. ...You'll come visit me again soon, right?"];
return;
}
}
tree[0] = ["#abra00#I'm going to go get cleaned up, look what a mess we made!"];
tree[1] = ["#abra02#Eee-heh-heh."];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra01#Hah... Wow..."];
tree[1] = ["#abra02#I need to make these puzzles easier so we can do this more often!"];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra03#Mmmm... That felt gooooooood...."];
tree[1] = ["#abra05#We've gotta do this more often, alright?"];
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra08#This was great, but I need some time to recharge..."];
tree[1] = ["#abra05#Phew... Heh..."];
}
public static function sexyBadHead(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra04#Alright, let's try this again!"];
tree[1] = ["#abra09#Although maybe you can lay off the head scratches this time."];
tree[2] = ["#abra12#I hate when people scratch my head as though I'm their pet. I'm not their pet!"];
tree[3] = ["#abra13#How would you like it if I treated you like my pet?"];
tree[4] = [10, 20, 30];
tree[10] = ["I'd really\nlike it"];
tree[11] = ["#abra06#You would!?"];
tree[12] = ["#abra08#..."];
tree[13] = ["#abra01#You're giving me all kinds of abra ideas. Maybe I'll make you my pet. Nyeh-heheheh~"];
tree[20] = ["I'd\nlike it"];
tree[21] = [11];
tree[30] = ["I'd\nhate it"];
tree[31] = ["#abra05#Exactly!"];
tree[32] = ["#abra02#I'm glad we understand each other."];
}
public static function sexyBadBelly(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra02#Ee-hee-hee, time for the fun part."];
tree[1] = ["#abra08#But hey, maybe you can lay off the belly rubs this time."];
tree[2] = ["#abra13#I hate when people rub my belly as though I'm a puppy. I'm nobody's puppy!"];
tree[3] = ["#abra04#..."];
tree[4] = ["#abra02#Rubbing my chest is okay though! That makes me feel full of abra energy."];
}
public static function sexyBadButt(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#abra04#Well that was a pleasant little minigame. ...I think you're starting to get the hang of this stuff."];
}
else
{
tree[0] = ["#abra04#Well that went by quickly! I think you're getting better at those."];
}
tree[1] = ["#abra13#But hey!!! Quit messing around with my butt so much. I don't DO butt stuff."];
tree[2] = ["#abra09#..."];
tree[3] = ["#abra01#Well, I almost never do butt stuff."];
tree[4] = ["#abra04#...Just don't touch my butt, alright?"];
}
public static function sexyBadFeet(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra02#My abra feet could use some attention today!"];
}
public static function sexyBadChest(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra04#I think it's time for a break! Maybe you can rub my chest a little."];
tree[1] = ["#abra02#I've got such a sexy chest don't I?"];
tree[2] = [10, 20];
tree[10] = ["It's such\na sexy\nchest"];
tree[11] = ["#abra00#Eee-hee-hee!"];
tree[20] = ["It's like\na little\nhot dog"];
tree[21] = ["#abra10#Little hot dog!?"];
if (PlayerData.abraMale)
{
tree[22] = ["#abra13#Grrr, I've got a little hot dog for you!!"];
}
else
{
tree[22] = ["#abra13#...Grrr! That's so incredibly rude!"];
tree[23] = ["#abra05#Although I kind of want a hot dog now."];
}
}
public static function sexyBadShoulders(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra04#Phew! My shoulders are a little sore."];
tree[1] = ["#abra06#You don't know anything about... massages, do you?"];
}
public static function sexyBadBalls(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (!PlayerData.abraMale)
{
return sexyBefore0(tree, sexyState);
}
tree[0] = ["#abra06#What's your opinion on balls?"];
tree[1] = [10, 20, 30];
tree[10] = ["I love\nballs"];
tree[11] = ["#abra01#Yeah! I love having my balls played with."];
tree[12] = ["#abra00#Not just in a sexual way, but it just feels good. Like a massage."];
tree[20] = ["Balls are\njust OK"];
tree[21] = ["#abra08#Hmph! ...You'll see!! Some day you're going to learn to appreciate my balls."];
tree[30] = ["I hate\nballs"];
tree[31] = ["#abra10#You HATE balls!?! Who could hate balls!?!"];
tree[32] = [21];
}
public static function sexyBadCravesAnal(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#abra05#Watching you work your way through that minigame kind of put me in a weird mood."];
}
else
{
tree[0] = ["#abra05#Watching you solve those puzzles so quickly kind of put me in a weird mood."];
}
tree[1] = ["#abra00#...Like, a really weird mood!"];
tree[2] = ["#abra09#I almost never do butt stuff, but, you know,"];
tree[3] = ["#abra04#...Sometimes butt stuff is OK. Maybe once in awhile."];
tree[4] = ["#abra01#Maybe just when it's special."];
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra04#Alright well I think you've earned a little break,"];
if (PlayerData.justFinishedMinigame)
{
tree[1] = ["#abra05#Why don't we relax for a moment. We can do anything you want."];
}
else
{
tree[1] = ["#abra05#Why don't we relax for a moment and do something besides puzzles?"];
}
tree[2] = ["#abra04#..."];
tree[3] = ["#abra01#What!! Why are you looking at me that way?"];
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra04#I hope those puzzles weren't too hard for you."];
tree[1] = [10, 20, 30, 40];
tree[10] = ["They were\npretty\neasy"];
tree[11] = ["#abra05#Oh! So you're looking for something harder are you?"];
tree[12] = ["#abra01#Why I've got something harder for you. Ee-hee-hee."];
tree[20] = ["They were\njust hard\nenough"];
tree[21] = ["#abra05#Just hard enough? Well, I think you can handle something harder."];
tree[22] = ["#abra01#Come here, I've got something harder that you can handle."];
tree[30] = ["They were\nreally\nhard"];
tree[31] = ["#abra05#Ohh, were they really that hard? Well..."];
tree[32] = ["#abra01#Well I've got something that's not hard enough."];
tree[40] = ["They were\nrigid\nlike an\nerection"];
tree[41] = ["#abra13#Rigid!? Like an erection!?!"];
tree[42] = ["#abra12#You're stepping all over my cool double entendre here."];
tree[43] = ["#abra13#I'm the clever one!!"];
if (PlayerData.justFinishedMinigame)
{
DialogTree.replace(tree, 0, "those puzzles weren't", "that minigame wasn't");
DialogTree.replace(tree, 10, "They were", "It was");
DialogTree.replace(tree, 20, "They were", "It was");
DialogTree.replace(tree, 30, "They were", "It was");
DialogTree.replace(tree, 40, "They were", "It was");
}
if (!PlayerData.abraMale)
{
tree[11] = ["#abra01#Oh! So you're looking for something harder, are you."];
tree[12] = ["#abra01#...Did you have something... harder in mind?"];
tree[21] = ["#abra05#Just hard enough? Personally I like things a little harder."];
tree[22] = ["#abra01#Come here, I've bet you've got something a little harder for me."];
tree[32] = ["#abra01#Why don't you show me just how... hard they were."];
if (PlayerData.justFinishedMinigame)
{
DialogTree.replace(tree, 32, "they were", "it was");
}
}
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#abra02#I love watching you think through these minigames! ...Like watching a chicken play tic-tac-toe."];
if (PlayerData.isAbraNice())
{
tree[1] = ["#abra10#But egggggh... I mean umm... a REALLY smart chicken! Like, one of those... genius chickens, that ehhh..."];
tree[2] = ["#abra06#Who was that chicken that won that game show? Ummm... Don't you remember?"];
tree[3] = ["#abra09#... ... ..."];
tree[4] = ["#abra08#I'm sorry, <name>."];
}
else
{
tree[1] = ["#abra06#...Well, actually those tic-tac-toe playing chickens are trained. I suppose it's more like watching a giraffe randomly thumping its head against a tic-tac-toe board."];
tree[2] = ["#abra08#..."];
tree[3] = ["#abra05#On second thought, that's a bit offensive."];
tree[4] = ["#abra04#My minigames are far more nuanced than tic-tac-toe."];
}
}
else
{
if (PlayerData.isAbraNice())
{
tree[0] = ["#abra02#I love watching you solve puzzles! I spent a lot of time designing them, you know."];
tree[1] = ["#abra00#I'm just glad you get to share in something I enjoy so much~"];
}
else
{
tree[0] = ["#abra02#I love watching you solve puzzles! Of course I can solve them faster myself,"];
tree[1] = ["#abra00#But it's more fun when you do it."];
}
}
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra02#Nngh I'm so turned on right now. ... ...I can't wait to feel your device in my input port~"];
tree[1] = ["#abra03#Bahahahaha~"];
}
public static function sexyBefore5PegTutorial(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
if (PlayerData.recentChatTime("abra.sexyTutorial.0") >= 200)
{
tree[0] = ["#abra01#Mmmm. So... How did you like that 7-peg puzzle? ...Was it... Was it good for you~"];
}
else
{
tree[0] = ["#abra01#Mmmm. So... How was the 7-peg puzzle for you this time? ...Are you... Are you getting used to it? Did it feel any better~"];
}
tree[1] = [20, 30, 40, 50];
tree[20] = ["It was\nfun, and\neasy"];
tree[21] = ["#abra06#Really? You really thought that..."];
tree[22] = ["#abra05#Ohh you're just saying that. I see. You want to like what I like. Hmm."];
tree[23] = ["#abra00#I'm flattered but... Well, I was only really asking as a formality."];
tree[24] = ["#abra04#Of course I already know what you REALLY think about my 7-peg puzzles. And that's okay."];
tree[25] = [100];
tree[30] = ["It was\nfun, but\nchallenging"];
tree[31] = ["#abra05#Really? You still thought it was fun? I know you were struggling with it."];
tree[32] = ["#abra09#The solution space is a little bigger than what you're used to. But... not THAT much bigger."];
tree[33] = ["#abra10#And, and! I really think you'd get used to it if you tried a few times. And we can go slower next time. And maybe if you, hmm..."];
tree[34] = ["#abra08#..."];
tree[35] = [100];
tree[40] = ["It was too\neasy to be\nfun"];
tree[41] = ["#abra10#Too easy? ...I know it wasn't easy for you. Why would you say that?"];
tree[42] = ["#abra09#Hmm... Is this some sort of display of mental bravado meant to intimidate me? ...It's okay. You don't have to do that."];
tree[43] = ["#abra04#I just wanted to know if you... hmm... well,"];
tree[44] = [100];
tree[50] = ["It was too\nchallenging\nto be fun"];
tree[51] = ["#abra05#Ohhhhh was it... Was it that painful for you? I mean, I know you were struggling with it."];
tree[52] = ["#abra09#The solution space is a little bigger than what you're used to. So of course it's going to hurt a little at first."];
tree[53] = ["#abra10#But... But! I really think you'd get used to it if you tried a few times. And we can go slower next time. And maybe if you, hmm..."];
tree[54] = ["#abra08#..."];
tree[55] = [100];
tree[100] = ["#abra05#...Why don't we just stick to 5-peg puzzles for now. 7-peg puzzles are probably just a little too much."];
tree[101] = ["#abra02#Maybe some day, once you can handle 5-peg puzzles a little easier, we can try a 7-peg puzzle again."];
tree[102] = ["#abra00#..."];
tree[103] = ["#abra01#Let's not rush things, okay?"];
}
public static function sexyBefore7Peg0(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra00#Nnngh, just watching you figure out that puzzle got me all excited~"];
tree[1] = ["#abra02#You know the only thing better than a long, grueling puzzle..."];
tree[2] = ["#abra04#..."];
tree[3] = ["#abra03#That was a trick question! Nothing's better than a long, grueling puzzle. Eee-heheheh!"];
if (PlayerData.abraMale && PlayerData.pokemonLibido >= 2)
{
DialogTree.replace(tree, 0, "got me all excited", "gave me a little puzzle boner");
}
}
public static function sexyBefore7Peg1(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra00#Mmmmm... I got so excited watching you work through that puzzle~"];
tree[1] = ["#abra06#Was it too hard though? It seemed like it might have been a little on the hard side for you."];
tree[2] = [10, 20, 30, 40];
tree[10] = ["It was\npretty\neasy"];
tree[11] = ["#abra05#Oh! So you're looking for something harder are you?"];
tree[12] = ["#abra01#Why I've got something harder for you. Ee-hee-hee."];
tree[20] = ["It was\njust hard\nenough"];
tree[21] = ["#abra05#Just hard enough? Well, I think you can handle something harder."];
tree[22] = ["#abra01#Come here, I've got something harder that you can handle."];
tree[30] = ["It was\nreally\nhard"];
tree[31] = ["#abra05#Ohh, was it really that hard? Well..."];
tree[32] = ["#abra01#Well I've got something that's not hard enough."];
tree[40] = ["It was\nrigid\nlike an\nerection"];
tree[41] = ["#abra13#Rigid!? Like an erection!?!"];
tree[42] = ["#abra12#You're stepping all over my cool double entendre here."];
tree[43] = ["#abra13#I'm the clever one!!"];
if (!PlayerData.abraMale)
{
tree[11] = ["#abra01#Oh! So you're looking for something harder, are you."];
tree[12] = ["#abra01#...Did you have something... harder in mind? Ee-hee-hee."];
tree[21] = ["#abra05#Just hard enough? Personally I like things a little harder."];
tree[22] = ["#abra01#Come here, I've bet you've got something a little harder for me."];
tree[32] = ["#abra01#Why don't you show me just how... hard it was."];
}
}
public static function sexyBefore7Peg2(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
tree[0] = ["#abra00#Nggghh... I just love watching you solve these 7-peg puzzles..."];
tree[1] = ["#abra04#What about oooohhh... What about a 12-peg puzzle? It could be 3-dimensional..."];
tree[2] = ["#abra05#The pegs would be placed on the vertices of an icosahedron, and the adjacency rule would apply to the five adjacent vertices..."];
tree[3] = ["#abra00#..."];
tree[4] = ["#abra02#Eee-hee-hee, I'm just kidding, <name>!"];
tree[5] = ["#abra01#...Unless you're into it..."];
}
public static function vocabulary(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.isAbraNice())
{
if (PlayerData.level == 0)
{
random00(tree, puzzleState);
}
else if (PlayerData.level == 1)
{
random10(tree, puzzleState);
}
else if (PlayerData.level == 2)
{
random20(tree, puzzleState);
}
return;
}
if (PlayerData.level == 0)
{
tree[0] = ["#abra04#Ahh hello <name>, I've been expecting you."];
tree[1] = ["#abra05#I assume Grovyle's already explained how these puzzles work, so I've selected some puzzles which might be... a little challenging."];
tree[2] = ["#abra02#...Well, challenging for someone with your IQ anyways!! Ee-hee-hee."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#abra04#Wait, did that last remark come off as condescending? When I was talking about your IQ?"];
tree[1] = [2, 4, 6];
tree[2] = ["Yes"];
tree[3] = [10];
tree[4] = ["No"];
tree[5] = [10];
tree[6] = ["Shut up"];
tree[7] = [25];
tree[10] = ["#abra09#Hmm..."];
tree[11] = ["#abra05#Condescending might have been a confusing word for you. Did my statement make you feel intellectually inadequate?"];
tree[12] = [13, 15];
tree[13] = ["Yes"];
tree[14] = [20];
tree[15] = ["No"];
tree[16] = [20];
tree[17] = ["Screw you!"];
tree[18] = [25];
tree[20] = ["#abra08#Hmm..."];
tree[21] = ["#abra09#We'll come back to this."];
tree[25] = ["#abra12#..."];
tree[26] = ["#abra13#Rude!"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#abra04#Don't let my intellectual superiority intimidate you. You don't feel intimidated by my intellectual superiority do you?"];
tree[1] = [2, 4, 6];
tree[2] = ["Yes"];
tree[3] = [10];
tree[4] = ["No"];
tree[5] = [10];
tree[6] = ["You ass!"];
tree[7] = [15];
tree[10] = ["#abra09#Hmm..."];
tree[11] = ["#abra05#Intimidate might have been a confusing word for you. It means that--"];
tree[12] = ["#abra08#You know, let's just skip it."];
tree[15] = ["#abra12#...Hmph!!"];
tree[16] = ["#abra08#Well, that's what I get for trying to be hospitable."];
tree[17] = ["#abra05#Hospitable might have been a confusing word for you. It means that--"];
tree[18] = [20, 25];
tree[20] = ["Shut up or I'll send\nyou to the hospitable!"];
tree[21] = ["#abra11#Wah!"];
tree[25] = ["<sigh>"];
tree[26] = ["#abra03# "];
}
}
public static function iqBrag(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
var difficulty:Int = Std.int(Math.max(puzzleState._puzzle._difficulty * RankTracker.RANKS[65], 1));
_intA = Std.int(difficulty / 10);
_intB = difficulty % 10;
var difficultyString:String = _intA + "." + _intB;
tree[0] = ["#abra05#I solved this next level in " + difficultyString + " seconds!"];
tree[1] = ["#abra02#Let's see if you can beat my record. And... go!"];
}
else if (PlayerData.level == 1)
{
var difficulty:Int = Std.int(Math.max(puzzleState._puzzle._difficulty * RankTracker.RANKS[65], 1));
_intA = Std.int(difficulty / 10);
_intB = difficulty % 10;
tree[0] = ["#abra03#Well you didn't beat my record, but that was still pretty good."];
tree[1] = ["#abra04#Obviously someone with a 600 IQ has an unfair advantage at these games. My IQ is over 600, you know!"];
tree[2] = [10, 20, 30];
// that's... difficult to believe
tree[10] = ["That's... difficult\nto believe"];
tree[11] = ["#abra13#Hey!! Just what are you trying to say?"];
tree[12] = ["#abra12#You might not realize just how offensive that is for someone with a 600 IQ."];
tree[13] = ["#abra13#..."];
tree[14] = ["#abra10#For someone with a 600 IQ, regular insults are even more insulting."];
// that sounds about right
tree[20] = ["That sounds\nabout right"];
tree[21] = ["#abra03#See! And I can prove it too, I'll tell you something only someone with 600 IQ would know."];
tree[22] = ["#abra08#Hmm...."];
tree[23] = ["#abra05#..."];
tree[24] = ["#abra01#...I'm horny!"];
// my IQ is 700
tree[30] = ["My IQ\nis 700"];
tree[31] = ["#abra11#What! 700!?"];
tree[32] = ["#abra09#...But then why are you so bad at puzzles?"];
}
else if (PlayerData.level == 2)
{
var difficultyString:String = _intA + "." + _intB;
tree[0] = ["#abra05#That last puzzle only took me " + difficultyString + " seconds."];
tree[1] = ["#abra02#...but again, 700 IQ!!"];
}
}
public static function story0(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.abraStoryInt == 4)
{
if (PlayerData.level == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#self04#(Wait... where's Abra?)"];
tree[2] = ["#self08#(... ...I wonder if I broke the game. Is this supposed to happen?)"];
tree[3] = ["#self06#(...Maybe someone will show up if I solve a few puzzles.)"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#self08#(Huh. Nope, nobody showed up. ...Well, this sucks.)"];
tree[2] = ["#self09#(...Maybe just one more puzzle...)"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%enterbuiz%"];
tree[2] = ["#buiz06#Oh uhhh hey <name>. Are you looking for Abra? ...Yeahhhhhhh."];
tree[3] = ["#buiz09#Abra's in his room but... ...I don't think he wants any visitors right now."];
tree[4] = ["#buiz08#Maybe you can check in on him in a few days? I dunno. Sometimes he gets like this, you know how he is."];
tree[5] = [40, 20, 10, 30];
tree[10] = ["I think\nI may have\ncaused it"];
tree[11] = ["#buiz05#What, did you like beat him at one of his minigames or something? Heh! Heh."];
tree[12] = ["#buiz06#Just kidding, like that would ever happen. All those games are so rigged, it's not even funny..."];
tree[13] = [50];
tree[20] = ["Did he seem\nangry?"];
tree[21] = ["#buiz05#Ehhhh, he seemed moody. But it's Abra! He's always kind of moody..."];
tree[22] = ["#buiz06#I wouldn't sweat it. Everybody has bad days sometimes, he'll get over it."];
tree[23] = [50];
tree[30] = ["Okay, I'll\ntry again\nlater"];
tree[31] = ["#buiz05#Alright. ...Anyway, I'll be around if you wanna hang out later. See you, <name>~"];
tree[40] = ["Let's\nhang out!"];
tree[41] = ["#buiz04#Yeah sure thing! ...Lemme just grab a quick snack and I'll be right out."];
tree[50] = ["#buiz04#Anyway I'll be around! Let's hang out later~"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 3, "in his", "in her");
DialogTree.replace(tree, 3, "think he", "think she");
DialogTree.replace(tree, 4, "on him", "on her");
DialogTree.replace(tree, 4, "Sometimes he", "Sometimes she");
DialogTree.replace(tree, 4, "how he", "how she");
DialogTree.replace(tree, 11, "beat him", "beat her");
DialogTree.replace(tree, 11, "of his", "of her");
DialogTree.replace(tree, 20, "Did he", "Did she");
DialogTree.replace(tree, 21, "he seemed", "she seemed");
DialogTree.replace(tree, 21, "He's always", "She's always");
DialogTree.replace(tree, 22, "he'll get", "she'll get");
}
}
}
else
{
if (PlayerData.level == 0)
{
tree[0] = ["#abra05#Hey <name>, I'm glad you could come by."];
tree[1] = ["#abra08#...I know I'm not always particularly fun to be around. ...That's what I wanted to talk to you about."];
tree[2] = ["#abra06#I've been feeling a little bit... not myself for awhile. But I think I know what the problem is, and I think there's something you can do to help me."];
tree[3] = ["#abra08#... ..."];
tree[4] = ["#abra04#...See, I wasn't always like this. I remember being happy in college, when I was roommates with Grovyle? But something was different back then."];
tree[5] = ["#abra05#I think I was happy because at the time, my life had... some modicum of purpose to it."];
tree[6] = ["#abra04#Some day-to-day stress and anxiety, even if it was just trivial things like.... Ooh, when is this assignment due, I hope I get a good grade on this test..."];
tree[7] = ["#abra09#After I graduated though, everything and everybody just became... so predictable."];
tree[8] = ["#abra08#No highs, no lows, each week indistinguishable from the next. ...It's like, if I could look 30 years into the future, I know exactly what I'd see,"];
tree[9] = ["#abra09#I'd be living alone in a slightly nicer house, having retained approximately 30 percent of my personal friendships statistically speaking,"];
tree[10] = ["#abra05#Grovyle and the others would have long since moved out, they'd either be living by themselves or with their significant others,"];
tree[11] = ["#abra04#I'd have a tremendous amount of accumulated wealth because I'm a responsible, well-educated Pokemon with no family and no expensive hobbies,"];
tree[12] = ["#abra05#And I'd be playing the same dumb video games with, I guess, slightly better graphics. ...Yippee."];
tree[13] = ["#abra04#..."];
tree[14] = ["#abra06#It kind of feels like, a long, drawn out, boring chess game. And I've got a bishop and a knight against an undefended king..."];
tree[15] = ["#abra12#...But my opponent is a moron who's taking two minutes for each move."];
tree[16] = ["#abra08#I obviously know how it's going to end, but it's just... ...So boring to play it out. There's no joy in it."];
tree[17] = ["#abra06#But here's the thing. What if I was just, mmm, 50 times stupider at chess? Then a game like that might still be exciting for me."];
tree[18] = ["#abra05#...The anxiety of forcing an accidental stalemate, tracking the threefold repetition rule, taxing my brain trying to think one or two moves ahead."];
tree[19] = ["#abra04#That's where you come in. ...This is going to sound a little weird, but I want to swap consciousnesses with you."];
tree[20] = ["#abra02#...You can be my idiot chess brain, <name>!"];
tree[21] = ["#abra05#You'll be able to live out the rest of your life as an abra with all of my friends. Or, ehhhh, you don't have to keep inviting Grimer over if you don't want."];
tree[22] = ["#abra04#As for me, I'll live out the rest of my life in your human body, with all the limitations that accompany your feeble human brain."];
tree[23] = ["#abra06#So you'll get to be a Pokemon, and I'll stop being forced to see my life 33 moves ahead, and we'll both be happy, hmmm?"];
tree[24] = [80, 70, 60, 50];
tree[50] = ["Is that\npossible?"];
tree[51] = ["#abra03#Ehh-heheheh! Well, I think I may have found a way."];
tree[52] = [100];
tree[60] = ["That sounds\ngreat!"];
tree[61] = ["#abra03#Ehh-heheheh! It does, doesn't it? I knew you'd like my plan~"];
tree[62] = [100];
tree[70] = ["Hmm... I'm\nnot sure"];
tree[71] = ["#abra04#Ohh you don't have to decide yet. I know it's a big decision with a lot of implications."];
tree[72] = [100];
tree[80] = ["Oh, no\nthanks"];
tree[81] = ["#abra04#Ohh you don't have to decide yet. I know it's a big decision with a lot of implications."];
tree[82] = [100];
tree[100] = ["#abra05#I can fill you in on the details after, hmm, after this puzzle."];
tree[101] = ["#abra02#...The puzzles are actually integral to my plan. I'll explain in a moment."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#abra04#So after I graduated, I was doing some research in my spare time on how consciousness is linked to the brain."];
tree[1] = ["#abra05#Not being a particularly spiritual person, I had always assumed the brain behaved as a fully self-contained physical entity."];
tree[2] = ["#abra06#... ...Ehhh, that is, I thought our brains were just, mmmmmm... goo in a box."];
tree[3] = ["#abra04#Surprisingly though, it turns out our brains are mapped to our consciousness through a unique arrangement of neural connections in the reticular nucleus of the thalamus!"];
tree[4] = ["#abra06#... ...Ehhh, that is... Instead of goo in a box, it's more like remote-controlled goo in a box."];
tree[5] = ["#abra05#Now, these unique neural arrangements are constantly changing in small ways which doesn't disrupt our consciousness."];
tree[6] = ["#abra04#But sometimes they can change more drastically, like if someone learns a lot of things all at once, or if they drink too much."];
tree[7] = ["#abra06#I think that's why sometimes people might feel foggy or even lose consciousness in those situations."];
tree[8] = ["#abra05#You lose consciousness because the link between your mind and your brain is interrupted..."];
tree[9] = ["#abra04#...And when that happens, some... force, I'm not sure what... has trouble reconnecting the two."];
tree[10] = ["#abra05#But whatever that force is, it eventually connects your consciousness back to your original brain."];
tree[11] = ["#abra04#Well, I mean OBVIOUSLY it connects you back to your original brain! ...It's not like anybody's ever gotten so drunk they woke up with someone else's thoughts."];
tree[12] = ["#abra02#But, BUT, I'm pretty sure that could actually happen if we forced the right circumstances to occur."];
tree[13] = [60, 80, 70, 50, 90];
tree[50] = ["You want\nme to get\ndrunk?"];
tree[51] = ["#abra12#You? No no no no no no. The last thing we'd want is to slow YOUR brain down."];
tree[52] = ["#abra06#Actually if you have any caffeine or... if you can maybe get your hands on some Adderall or amphetamines, hmmm..."];
tree[53] = ["#abra05#... ...No, no, nevermind. No drugs. ...For now."];
tree[54] = [100];
tree[60] = ["That sounds\ndangerous..."];
tree[61] = ["#abra03#Mmmmm, maybe a little dangerous. Come on! Where's your pioneering spirit~"];
tree[62] = ["#abra02#Where would the parachute be without, mmmm... that parachute guy? ...That guy, you know..."];
tree[63] = ["#abra06#That forgettable French inventor who died jumping off the Eiffel tower? ... ...I suppose I could have picked a better example."];
tree[64] = [100];
tree[70] = ["Would it\nwork across\nuniverses?"];
tree[71] = ["#abra06#Hmmmm, that's a valid concern. I suppose we'll find out."];
tree[72] = ["#abra05#Worst case, I guess we'll just get sucked back into our own brains and then we'll know for sure."];
tree[73] = [100];
tree[80] = ["Have you\ntested it?"];
tree[81] = ["#abra06#Well, I verified I could weaken the mind-brain force by altering the neural connections in my thalamus."];
tree[82] = ["#abra05#...And by readjusting my neural connections back to their original configuration, It immediately snapped back into lucidity."];
tree[83] = ["#abra09#I haven't experimented with swapping consciousnesses yet, because... well, any swap would be a one-way trip."];
tree[84] = ["#abra10#I wouldn't be able to facilitate the process of swapping back if I was constrained by the limitations of someone else's brain!!"];
tree[85] = ["#abra08#So we'll just have to hope that the swapping part works. ...But worst case, we'll just get sucked back into our own brains."];
tree[86] = [100];
tree[90] = ["Ummm..."];
tree[91] = [100];
tree[100] = ["#abra04#Mmmmmm you know, you're getting too much rest from these long talks. Why don't we try another puzzle."];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#abra04#So anyways ehh... After I found out about this mind-brain connection thing, I looked for someone to swap with but... The whole scenario was pretty awkward."];
tree[2] = ["#abra05#It needed to be someone I could trust, someone who could trust me back, and someone who was actually willing to switch."];
tree[3] = ["#abra09#I had one or two candidates but... I could never build up the courage to ask them."];
tree[4] = ["#abra08#...I mean... I knew they'd think I was crazy for asking. Or that the idea was crazy. And either way they'd just tell everyone..."];
tree[5] = ["#abra09#... ...I just wasn't ready to ruin my life over a one-in-a-million chance."];
tree[6] = ["#abra06#But then I realized, what if I scouted other planets, or other universes for candidates?"];
tree[7] = ["#abra05#It eliminates the risk of ruining my life, since the worst that can happen is they'll say \"no\". ...They can't tell any of my friends."];
tree[8] = ["#abra04#...So, I designed this Monster Mind game as a way of scouting out people of average-ish intelligence, with ordinary lives, but most importantly..."];
tree[9] = ["#abra05#I designed it to scout out the types of people who would be motivated to overlook a possible lifetime of suicidal depression for a chance of becoming a Pokemon."];
tree[10] = ["#abra02#And no offense but... ...I figured perverts were my best choice. Ehheheheheh! So... What do you think?"];
tree[11] = [30, 40, 60, 70, 50];
tree[30] = ["Perverts\nwere a\ngood\nchoice!"];
tree[31] = [100];
tree[40] = ["I'm not\na pervert..."];
tree[41] = [100];
tree[50] = ["That's\noffensive"];
tree[51] = [100];
tree[60] = ["Take off\nyour damn\nclothes"];
tree[61] = ["#abra05#What? Oh, ehhh..."];
tree[62] = ["%fun-nude2%"];
tree[63] = [100];
tree[70] = ["I guess\nthat makes\nsense"];
tree[71] = [100];
tree[100] = ["#abra06#No, no, I meant... <name>, what do you think about swapping consciousnesses with me?"];
tree[101] = ["#abra09#I know it's a big question but... I need a firm yes or no."];
tree[102] = ["#abra08#If you say yes, then I'll plan out how we can synchronize our neural connections while severing our mind-brain connection and swap places."];
tree[103] = ["#abra09#If you say no, then... well... (sigh) I don't know what I'll do. ...I guess I'll start looking for a new <name>. But, I'm hoping you'll say yes."];
tree[104] = ["#abra05#So, what will it be? ...Yes or no?"];
tree[105] = [450, 200, 300];
tree[200] = ["Yes"];
tree[201] = ["#abra02#What? You're... you're really willing to swap brains with me? There's no going back, so... You're absolutely sure, right?"];
tree[202] = [450, 280, 210, 305];
tree[205] = ["Oops, I\nmeant yes"];
tree[206] = [201];
tree[210] = ["I'm sure,\nbecause..."];
tree[211] = ["#abra04#..."];
tree[212] = [230, 233, 236, 239, 216, 305];
tree[213] = ["(something\nelse...)"];
tree[214] = ["#abra04#..."];
tree[215] = [230, 233, 236, 239, 216, 305];
tree[216] = ["(something\nelse...)"];
tree[217] = ["#abra05#..."];
tree[218] = [242, 245, 248, 251, 219, 305];
tree[219] = ["(something\nelse...)"];
tree[220] = ["#abra04#..."];
tree[221] = [254, 257, 260, 263, 222, 305];
tree[222] = ["(something\nelse...)"];
tree[223] = ["#abra05#..."];
tree[224] = [266, 269, 272, 275, 213, 305];
var yesReasons:Array<String> = [
"Because\nI think you'd\ndo the same\nfor me",
"Because\nI can relate\nto what you're\ngoing through",
"Because\nit will be\nbetter this\nway for both\nof us",
"Because\nI'm not content\nwith the life\nI have",
"Because\nI want to bang\nyour Pokemon\nfriends",
"Because\nI want to see\nwhat happens\nin the game",
"Because\nbeing a human\nis just\nthe worst",
"Because\nI want you\nto be happy",
"Because\nI think you'll\nlike being\nhuman",
"Because\nit sounds like\nyou've put a\nlot of work\ninto this",
"Because\nI've always\nwanted to be\na Pokemon",
"Because I'm\nin love with\none of the\nother Pokemon\nin the game",
"Because\nI really just\nneed a break\nfrom all this",
"Because\nyou seem like\na good person",
"Because\nI want to meet\nyour Pokemon\nfriends in\nperson",
"Because\nI'm physically\nrepulsive\nand I'd love\nyour body",
];
for (i in 0...yesReasons.length)
{
tree[230 + 3 * i] = [yesReasons[i]];
tree[230 + 3 * i + 1] = [281];
}
tree[280] = ["Yeah,\nI'm sure"];
tree[281] = ["%disable-skip%"];
tree[282] = ["%setabrastory-3%"];
tree[283] = ["#abra00#... ... ... ..."];
tree[284] = ["#abra01#Thank you <name>. You have no idea what this means to me~"];
tree[285] = ["#abra00#I mean, I thought... I thought you might say yes, but... ... ..."];
tree[286] = ["%fun-nude2%"];
tree[287] = ["#abra03#...Well, I guess that means I have a lot more work to do! ...But first, why don't we have a little fun, hmm? Eee-heheheh~"];
tree[300] = ["No"];
tree[301] = ["#abra10#Wait, what!?"];
tree[302] = ["#abra08#Really? ...Why would you say no!? Maybe I wasn't clear enough... I was asking whether you wanted to swap bodies with me, yes or no?"];
tree[303] = [450, 380, 310, 205];
tree[305] = ["Oops, I\nmeant no"];
tree[306] = [301];
tree[310] = ["I said no\nbecause..."];
tree[311] = ["#abra04#..."];
tree[312] = [330, 333, 336, 339, 316, 205];
tree[313] = ["(something\nelse...)"];
tree[314] = ["#abra04#..."];
tree[315] = [330, 333, 336, 339, 316, 205];
tree[316] = ["(something\nelse...)"];
tree[317] = ["#abra05#..."];
tree[318] = [342, 345, 348, 351, 319, 205];
tree[319] = ["(something\nelse...)"];
tree[320] = ["#abra04#..."];
tree[321] = [354, 357, 360, 363, 322, 205];
tree[322] = ["(something\nelse...)"];
tree[323] = ["#abra05#..."];
tree[324] = [366, 369, 372, 375, 313, 205];
var noReasons:Array<String> = [
"Because\nbeing a Pokemon\nseems miserable",
"Because\nI'm content\nwith the life\nI have",
"Because\nyou'd still\nbe depressed\nas a human",
"Because\nI have a\npurpose to\nfulfill\nhere",
"Because I\ndon't want\nto leave\nmy friends",
"Because\nit sounds too\ndangerous",
"Because\nI think\nyou're crazy",
"Because\nyou shouldn't\nhide from your\nproblems",
"Because\nI'd rather be\na different\nkind of Pokemon",
"Because\nI'm in love\nwith someone\nover here",
"Because\nI'm physically\nrepulsive\nand you'd hate\nmy body",
"Because\nyou're a\nconceited\nasshole who\ncan't look\npast " + (PlayerData.abraMale ? "himself" : "herself"),
"Because\nI don't think\nI can trust\nyou yet",
"Because\nit would be\nworse this\nway for both\nof us",
"Because\nI want to see\nwhat happens\nin the game",
"Because\nI'm not sure\nyou've thought\nthis through",
];
for (i in 0...noReasons.length)
{
tree[330 + 3 * i] = [noReasons[i]];
tree[330 + 3 * i + 1] = [381];
}
tree[380] = ["Let's drop\nthe subject"];
tree[381] = ["%setabrastory-4%"];
tree[382] = ["%disable-skip%"];
tree[383] = ["#abra11#... ..."];
tree[384] = ["#abra09#...Ugh. Really? I... I can't believe I wasted so much time trying to get your neural patterns in sync with mine."];
tree[385] = ["#abra12#It's obvious our brains would never synchronize, because... because we're completely different. ...Because I'd never treat someone the way you're treating me!"];
tree[386] = ["%exitabra%"];
tree[387] = ["#abra13#You're... You're such a complete asshole, <name>. ...I hope you rot in that fucking flesh coffin!! ...You can go straight to hell."];
tree[388] = [390, 393, 396, 399];
tree[390] = ["Can we still\nbe friends?"];
tree[391] = [410];
tree[393] = ["I'm sorry"];
tree[394] = [410];
tree[396] = ["It's for your\nown good"];
tree[397] = [410];
tree[399] = ["Hey, wait..."];
tree[400] = [410];
tree[410] = ["#self10#(... ...)"];
tree[411] = ["#self08#(Hmm, I guess he left. ... ...He seems really mad.)"];
tree[412] = ["#self05#(...I think he'll forgive me once he calms down.)"];
tree[450] = ["Ummm..."];
tree[451] = ["#abra06#Ehh? I... I need a firm answer, yes or no?"];
tree[452] = [200, 300];
tree[10000] = ["#abra05#So I need a firm answer... Would you be willing to swap consciousnesses with me? ...Yes or no?"];
tree[10001] = [450, 200, 300];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 411, "he left", "she left");
DialogTree.replace(tree, 411, "He seems", "She seems");
DialogTree.replace(tree, 412, "he'll forgive", "she'll forgive");
DialogTree.replace(tree, 412, "he calms", "she calms");
}
}
}
}
public static function story1(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.abraStoryInt == 4)
{
// don't swap...
if (PlayerData.level == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#self04#(Hmm... where's Abra?)"];
tree[2] = ["#self08#(... ...Oh yeah, I guess he's still mad because I wouldn't do that weird thing he asked about. Hmmmm...)"];
tree[3] = ["#self05#(Well, maybe he'll show up if-)"];
tree[4] = ["%entergrov%"];
tree[5] = ["#grov05#Ahh, hello <name>! I thought I heard something."];
tree[6] = ["#grov06#...Were you looking for Abra? He's been in his room all day doing... something."];
tree[7] = ["#grov02#I'm not sure what he's up to exactly, but it must be quite important if he's distracted to the point of forgetting his puzzle sessions with you! ...I'll run and grab him."];
tree[8] = [30, 20, 25, 35];
tree[20] = ["Thanks,\nGrovyle"];
tree[21] = ["%exitgrov%"];
tree[22] = ["#grov04#I'll be back in just a moment. ...Why don't you solve this puzzle in the meantime."];
tree[25] = ["Tell " + (PlayerData.abraMale?"him":"her") + "\nI'm sorry"];
tree[26] = ["#grov04#Oh, I'm sure it's nothing you did! I'll go ask him, just wait here a moment, hmm?"];
tree[27] = [50];
tree[30] = ["Ehh, don't\nbother"];
tree[31] = [36];
tree[35] = ["I think " + (PlayerData.abraMale?"he":"she") + "\njust needs\nsome time\nto " + (PlayerData.abraMale?"himself":"herself")];
tree[36] = ["#grov04#Ahh nonsense, I'm sure it was just an oversight! I'll be back in a moment."];
tree[37] = [50];
tree[50] = ["%exitgrov%"];
tree[51] = ["#grov05#Why don't you solve this puzzle in the meantime."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 2, "he's still", "she's still");
DialogTree.replace(tree, 2, "he asked", "she asked");
DialogTree.replace(tree, 3, "he'll show", "she'll show");
DialogTree.replace(tree, 6, "He's been", "She's been");
DialogTree.replace(tree, 6, "his room", "her room");
DialogTree.replace(tree, 7, "he's up", "she's up");
DialogTree.replace(tree, 7, "he's distracted", "she's distracted");
DialogTree.replace(tree, 7, "his puzzle", "her puzzle");
DialogTree.replace(tree, 7, "grab him", "grab her");
DialogTree.replace(tree, 26, "ask him", "ask her");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%entergrov%"];
tree[2] = ["#grov09#Ehhhh, so... Abra's not feeling well. ...Perhaps you can play with him another time."];
tree[3] = ["#grov05#Alternatively, I'm free right now! ...I just need to grab a quick snack."];
tree[4] = ["#grov04#Maybe you can solve a few more puzzles without me, and I'll join in later?"];
tree[5] = [25, 20, 35, 30];
tree[20] = ["Sure, that\nsounds fun"];
tree[21] = ["%exitgrov%"];
tree[22] = ["#grov02#Excellent! I'll be free in just a little bit. Come find me, okay?"];
tree[25] = ["Oh, don't\nworry about it"];
tree[26] = ["%exitgrov%"];
tree[27] = ["#grov03#Hmm, very well. I'll be around if you change your mind. Happy puzzling~"];
tree[28] = ["#self05#(Hmm, well... I guess I'll just have to practice these puzzles by myself for now.)"];
tree[30] = ["Is Abra\nsick?"];
tree[31] = [36];
tree[35] = ["Is Abra in\na bad mood?"];
tree[36] = ["#grov03#Ohh, I wouldn't worry about it too much. ...He just gets like this from time to time. Frankly I'm surprised this is the first time it's come up!"];
tree[37] = ["%exitgrov%"];
tree[38] = ["#grov05#Anyways I'll be free in a few minutes if you want to play. Come find me, okay?"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 2, "with him", "with her");
DialogTree.replace(tree, 36, "He just", "She just");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#self08#(Hmmm, still no Abra...)"];
tree[2] = ["#self06#(I wonder if I concentrate hard enough, if I can sort of... think a message to him? ...He's telepathic, after all.)"];
tree[3] = ["#self04#(...Hmmmm... Abra, if you can hear this...)"];
tree[4] = [35, 25, 30, 20];
tree[20] = ["(I'm sorry,\nI hope we\ncan still\nbe friends)"];
tree[21] = ["#self05#(... ... ...)"];
tree[22] = ["#self04#(Oh well. ...It was worth a shot.)"];
tree[25] = ["(I changed\nmy mind, I'll\nswitch with\nyou)"];
tree[26] = ["#self05#(... ... ...)"];
tree[27] = ["#self04#(Oh well. ...It was worth a shot.)"];
tree[28] = [50];
tree[30] = ["(I really\nwant to talk\nabout this)"];
tree[31] = [21];
tree[35] = ["(You have the\nphysique of a\nlumpy peanut)"];
tree[36] = ["#self10#(... ... ...OWww!!!)"];
tree[37] = ["#self09#(I think someone just punched my brain...)"];
tree[50] = ["%fun-alpha1%"];
tree[51] = ["%fun-nude0%"];
tree[52] = ["#abra06#Wait, are you serious <name>? ...You really changed your mind? You'll do the swap?"];
tree[53] = [75, 70, 60, 65];
tree[60] = ["No, I just\nneeded to\nsee that you\nwere okay"];
tree[61] = [100];
tree[65] = ["No, but we\nneed to talk"];
tree[66] = [100];
tree[70] = ["Yeah, I\nreally want\nto do it"];
tree[71] = [76];
tree[75] = ["Yeah, if this\nis the only\nway we can\nstay friends"];
tree[76] = ["%setabrastory-3%"];
tree[77] = ["#abra03#Wow really!?! What changed your mind? Was it because-- you know what, it doesn't matter. I'm just glad you're on board~"];
tree[78] = ["#abra04#...I'm going to start getting things ready, you sort of caught me in the middle of something! ...Just give me a few days."];
tree[79] = ["%fun-alpha0%"];
tree[80] = ["#abra02#I'll be around if you need me, though! Let me know if something important comes up. "];
tree[81] = ["#abra00#And ummm... thanks~"];
tree[100] = ["%fun-alpha0%"];
tree[101] = ["#abra13#Ugh I can't believe you. You are SO fucking selfish. ...Don't... Just don't fucking talk to me. I never want to see you again."];
tree[102] = ["#self09#(Ummm.)"];
tree[103] = ["#self08#(...Hmmm, I think I made things worse.)"];
tree[10000] = ["%fun-alpha0%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 2, "to him", "to her");
DialogTree.replace(tree, 2, "He's telepathic", "She's telepathic");
}
}
}
else
{
if (PlayerData.level == 0)
{
tree[0] = ["#abra02#Ooohh I was wondering when you'd show up again, <name>!"];
tree[1] = ["#abra05#In order for the swap to work, I need a lot more information about your universe."];
tree[2] = ["#abra04#...So I've been trying to connect to your universe's internet, but I'm having trouble finding a public ISP to connect to."];
tree[3] = ["#abra02#But hmmm, now that you're here... I can probably piggyback on your connection if you give me your IP address!"];
tree[4] = [25, 30, 10, 20, 15];
tree[10] = ["I don't\nknow my IP\naddress..."];
tree[11] = ["#abra03#Ehheheh. Don't worry, I had a feeling you'd say something like that. Just do exactly what I say, okay?"];
tree[12] = [50];
tree[15] = ["Okay, I\nknow my IP\naddress"];
tree[16] = ["#abra03#Oh! ...For some reason I had far lower expectations of you. Ee-heheheheh~"];
tree[17] = ["%prompt-ip%"];
tree[20] = ["I know\nhow to\nfind my IP\naddress"];
tree[21] = ["#abra03#Oh! ...For some reason I had far lower expectations of you. Ee-heheheheh~"];
tree[22] = ["%prompt-ip%"];
tree[25] = ["What's\nan IP\naddress?"];
tree[26] = [11];
tree[30] = ["How can I\nfind my IP\naddress?"];
tree[31] = [11];
tree[50] = ["#abra06#First of all... Are you running Windows? OS X? Linux?"];
tree[51] = [400, 100, 300, 200, 500];
tree[100] = ["I'm running\nWindows"];
tree[101] = ["#abra05#Okay. So I'll need you to open a command line, can you do that for me?"];
tree[102] = ["#abra04#It's probably something like, going into the Start menu, and running the \"Command Prompt\" program... Okay?"];
tree[103] = [105, 110, 115, 120];
tree[105] = ["I'm not OK\nwith this"];
tree[106] = [121];
tree[110] = ["Umm..."];
tree[111] = [121];
tree[115] = ["I can't\nfind it..."];
tree[116] = [121];
tree[120] = ["Yeah,\nokay..."];
tree[121] = ["#abra05#Okay, then you need to type the following command very carefully, including the website address:"];
tree[122] = ["#abra04#tracert -4 -d -h 2 www.opendns.com"];
tree[123] = ["#abra06#It should run for a few seconds, and you should see a few lines of output."];
tree[124] = ["#abra05#...The first line is probably some internal IP that starts with 192, or 10, we don't want that. ...But the next line should have your external IP address. ...Do you see it?"];
tree[125] = [150, 155, 160, 165, 170];
tree[150] = ["Uhh, I'm\nnot really\ncomfortable..."];
tree[151] = [600];
tree[155] = ["No, I'm not\ngoing to\ndo that"];
tree[156] = [600];
tree[160] = ["...Huh?"];
tree[161] = ["#abra04#Did it work? ...Just type your IP address when you find it."];
tree[162] = ["%prompt-ip%"];
tree[165] = ["Sorry, I\ndon't see it"];
tree[166] = [600];
tree[170] = ["Okay, my\nIP address\nis..."];
tree[171] = ["%prompt-ip%"];
tree[200] = ["I'm running\nOS X"];
tree[201] = ["#abra05#Okay. So I'll need you to open the network utility application, can you do that for me?"];
tree[202] = ["#abra04#You'll need to select \"About this Mac\" from the Apple menu, then click the System report button... Then select Windows -> Network Utility from the menu bar."];
tree[203] = [205, 210, 215, 220];
tree[205] = ["I'm not OK\nwith this"];
tree[206] = [221];
tree[210] = ["Umm..."];
tree[211] = [221];
tree[215] = ["I can't\nfind it..."];
tree[216] = [221];
tree[220] = ["Yeah,\nokay..."];
tree[221] = ["#abra05#Okay, then in the Traceroute menu, you just need to type \"opendns.com\" in that little box at the top, and click Trace..."];
tree[222] = ["#abra06#It should run for a few seconds, and you should see a few lines of output."];
tree[223] = ["#abra05#...The first line is probably some internal IP that starts with 192, or 10, we don't want that. ...But the next line should have your external IP address. ...Do you see it?"];
tree[224] = [150, 155, 160, 165, 170];
tree[300] = ["I'm running\nLinux"];
tree[301] = ["#abra05#Okay. So I'll need you to open a command line, can you do that for me?"];
tree[302] = ["#abra04#It's probably something like Super+T or Ctrl+Alt+T. Or you can just run the \"Terminal\" application through the launcher."];
tree[303] = [305, 310, 315, 320];
tree[305] = ["I'm not OK\nwith this"];
tree[306] = [321];
tree[310] = ["Umm..."];
tree[311] = [321];
tree[315] = ["I can't\nfind it..."];
tree[316] = [321];
tree[320] = ["Yeah,\nokay..."];
tree[321] = ["#abra05#Okay, then you need to type the following command very carefully, including the website address:"];
tree[322] = ["#abra04#dig +short myip.opendns.com @resolver1.opendns.com"];
tree[323] = ["#abra05#If everything goes smoothly, that command will print a single line which should be your public IP address."];
tree[324] = [150, 155, 160, 165, 170];
tree[400] = ["I don't\nknow"];
tree[401] = ["#abra08#Hmmm... ..."];
tree[402] = ["#abra06#Well, maybe you can just find a website which tells you your external IP address?"];
tree[403] = ["#abra04#I know a few good ones, you probably don't have the same websites in your universe. Unless you have something called opendns.com?"];
tree[404] = ["#abra05#...Well, just try to find your external IP address on the internet whatever way you can, alright?"];
tree[405] = [150, 155, 160, 165, 170];
tree[500] = ["I'm running\nsome other\nOS"];
tree[501] = [401];
tree[600] = ["#abra06#Ehhh? ...If I'm going to get your physical location in your universe, I need things like GPS and network information which I can only get with an internet connection."];
tree[601] = ["#abra08#If you can't give me your IP address, I'll need to, hmmm... hmmm..."];
tree[602] = ["#abra05#... ..."];
tree[603] = ["#abra04#Wait, what the heck am I doing!? I can just check the header of the original cross-universe HTTP request you used to download the Flash file."];
tree[604] = ["#abra05#I don't need your help for this, I just... mhmm... here we go.... mhmm... Okay! I can work with this."];
tree[605] = ["#abra02#Just need a DNS server and... hey wow, it worked! I think I'm actually connected to your universe's internet now."];
tree[606] = ["#abra04#...Go ahead and work on this next puzzle! It'll give me some time to figure out where things are... Hmmm, hmmm..."];
// didn't enter IP...
tree[700] = ["%mark-alrbrmq7%"];
tree[701] = ["#abra06#Ehhh? ...If I'm going to get your physical location in your universe, I need things like GPS and network information which I can only get with an internet connection."];
tree[702] = ["#abra08#If you can't give me your IP address, I'll need to, hmmm... hmmm..."];
tree[703] = ["#abra05#... ..."];
tree[704] = [770];
// entered something which didn't look like an IP...
tree[710] = ["%mark-k7905zhp%"];
tree[711] = ["#abra06#Hmmm... That doesn't really look like an IP address."];
tree[712] = ["#abra08#It should be a few numbers in the range 0-255 separated by a period, like 123.124.125.126, something like that..."];
tree[713] = ["#abra05#... ..."];
tree[714] = [770];
// entered internal IP address...
tree[720] = ["%mark-9e295c5n%"];
tree[721] = ["#abra06#Hmmm... That looks like an internal IP address."];
tree[722] = ["#abra08#That'll allow your computers to communicate from behind a router, but I need an external IP address if I'm going to connect from all the way over here."];
tree[723] = ["#abra05#... ..."];
tree[724] = [770];
// entered acceptable IP address...
tree[730] = ["%mark-kc4ciky1%"];
tree[731] = ["#abra08#Let's see... Connecting... Connecting... ... ... Hmm, this thing's taking a long time to connect."];
tree[732] = ["#abra06#Did you type it correctly? ...Is it possible you're behind a firewall? Or maybe, hmmm, hmmm..."];
tree[733] = ["#abra05#... ..."];
tree[734] = [770];
tree[770] = ["#abra04#Wait, what the heck am I doing!? I can just check the header of the original cross-universe HTTP request you used to download the SWF file."];
tree[771] = ["#abra05#I don't need your help for this, I just... mhmm... here we go.... mhmm... Okay! I can work with this."];
tree[772] = ["#abra02#Just need a DNS server and... Hey wow! First try!!"];
tree[773] = ["#abra04#...Okay, go ahead and work on this next puzzle! It'll give me some time to figure out where things are... Hmmm, hmmm..."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#abra08#So, I'm going to need some precise GPS data in order to zero in on which brain is actually your brain."];
tree[1] = ["#abra10#...If I somehow zero in on the wrong brain to swap with, they'll obviously never synchronize and we'll just be wasting our time."];
tree[2] = ["#abra05#Now everyday household gadgets have access to consumer-grade GPS data which is fuzzed to a lower level of accuracy. So, we need something more precise."];
tree[3] = ["#abra04#And unfortunately for us, the government usually keeps this kind of highly-accurate GPS data on lockdown. So bear with me here--"];
tree[4] = ["#abra06#--I'm going to need you to burn a virus onto a few thumb drives, and get them in range of an active military base. Can you do that for me?"];
tree[5] = [40, 30, 20, 50, 10];
tree[10] = ["Sure!"];
tree[11] = ["#abra02#I'll even make it really easy for you, I just need you to put a USB drive in your computer and I'll write the virus for you."];
tree[12] = [60];
tree[20] = ["Uhh, sounds\ncomplicated"];
tree[21] = ["#abra02#Don't worry, it's easier than it sounds. I'm not asking you to actually WRITE a virus or anything like that--"];
tree[22] = ["#abra05#--I just need you to put a USB drive in your computer so I can write it for you!"];
tree[23] = [60];
tree[30] = ["Uhh, sounds\ndangerous"];
tree[31] = ["#abra02#Don't worry, it's safer than it sounds. I'm not asking you to actually break INTO the military base or anything like that--"];
tree[32] = ["#abra05#--I just need you to leave a few thumb drives in conspicuous places."];
tree[33] = [60];
tree[40] = ["No,\nsorry"];
tree[41] = [31];
tree[50] = ["...Wait, what!?"];
tree[51] = [31];
tree[60] = ["#abra04#Do you have a USB drive handy? ...Just go ahead and stick it in your computer. I'll wait here~"];
tree[61] = [100, 135, 140, 145];
tree[100] = ["I don't\nhave one"];
tree[101] = ["#abra06#Oh... I mean, I guess a CD-R will work! ...It'll be harder to get the data out, but... Well, do you have a CD-R?"];
tree[102] = ["#abra04#Just go ahead and load a rewritable CD into your computer, I'll try writing to that."];
tree[103] = [105, 110, 115];
tree[105] = ["I don't\nhave one of\nthose either"];
tree[106] = ["#abra06#Hmm, did you insert it? I think I see a device I can write to... ..."];
tree[107] = [153];
tree[110] = ["Uhh..."];
tree[111] = ["#abra06#Hmm, did you insert it? I think I see a device I can write to... ..."];
tree[112] = [153];
tree[115] = ["I'm... not\ndoing this"];
tree[116] = ["#abra06#Hmm, did you insert it? I think I see a device I can write to... ..."];
tree[117] = [153];
tree[120] = ["Okay,\nit's in"];
tree[121] = ["#abra02#Great! This'll just take a second... ..."];
tree[122] = [153];
tree[135] = ["Uhh..."];
tree[136] = ["#abra06#Hmm, did you insert it? I think I see something... Oh! It looks like you've already got some stuff on here. Is it okay if I erase it? Or..."];
tree[137] = [151];
tree[140] = ["I'm... not\ndoing this"];
tree[141] = ["#abra06#Hmm, did you insert it? I think I see something... Oh! It looks like you've already got some stuff on here. Is it okay if I erase it? Or..."];
tree[142] = [151];
tree[145] = ["Okay,\nit's in"];
tree[146] = [150];
tree[150] = ["#abra05#Okay let's see... Oh! It looks like you've already got some stuff on here. Is it okay if I erase it? Or..."];
tree[151] = ["#abra04#I mean, the virus is tiny, it'll all fit. ...It's just up to you if you want to leave that little data fingerprint. I don't know where this thing will end up."];
tree[152] = ["#abra06#Well whatever, I'll go ahead and burn the virus. You can take care of that stuff later... ..."];
tree[153] = ["#abra05#... ...Burning, burning... ... ...Hmm hmm hmm..."];
tree[154] = ["#abra02#... ... ...Okay, all done!"];
tree[155] = ["#abra06#Let's see, did you have any more? Or... Well, we can always do more later~"];
tree[156] = ["#abra04#Now we'll need to find a military base within driving distance."];
tree[157] = ["#abra05#Once you're there you can leave this sitting out on a bench somewhere, preferably in a box or an envelope so it looks official."];
tree[158] = ["#abra03#...Then I'll need to social engineer someone into inserting it, but that shouldn't be a problem! Okay, so... let's see..."];
tree[159] = ["#abra06#We need a military base within, let's say, a 100 kilometer radius... mhmm... mhmm..."];
tree[160] = ["#abra04#..."];
tree[161] = ["#abra10#Wait, wait a minute... There's this mapping web site with a... Whoa!! What is all this!?! ...Is this... right? Why isn't it obfuscated?"];
tree[162] = ["#abra09#If this is accurate, it looks like all the GPS data I need is actually... publicly available from some huge company? That... That can't be right..."];
tree[163] = ["#abra08#I think something's weird on my end. Where can I find information about... ...you guys don't have pubnet in your universe? Hmm... ..."];
tree[164] = ["#abra05#...Ehhh... Okay well, there's this online user-driven encyclopedia thing, is that what... ...Hmm, this looks good. Okay, give me a minute to do some reading."];
tree[165] = ["#abra04#... ...Go, go work on this puzzle in the meantime, while I figure out who screwed up your universe."];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#abra12#So <name>, when were you going to warn me that your universe was in the second stage of a techno-capitalist doomsday scenario? Hmmmmm!?!"];
tree[2] = [40, 30, 10, 20];
tree[10] = ["Is it\nreally?"];
tree[11] = [41];
tree[20] = ["No it\nisn't"];
tree[21] = [41];
tree[30] = ["Oh geez,\nyou're one\nof those..."];
tree[31] = [41];
tree[40] = ["Uhhh..."];
tree[41] = ["#abra08#So, okay, not to bore you but... You'll want to know this stuff when you get to MY universe anyways. So here's the history of the internet in the POKEMON world..."];
tree[42] = ["#abra05#ARPANET and NASA were two government initiatives launched in the 1970s, which formed the foundation of the internet and space travel as we know it today..."];
tree[43] = ["#abra04#...And as a result, internet and satellite technology is handled by the government, and treated as a utility."];
tree[44] = ["#abra05#They're protected from market-driven capitalism in the same way as water and electricity."];
tree[45] = ["#abra06#Which is a good thing, because it means a power-hungry corporation can't, ehhh... Make everyone's GPS go crazy or disable everyone's internet."];
tree[46] = ["#abra09#... ...Now in YOUR universe, something went CRAZY different... And as a result,"];
tree[47] = ["#abra11#It seems there are corporations who have more insight and control over internet and satellite technologies than the government!?!"];
tree[48] = ["#abra08#Like... If I'm reading this right, there are technologies with obvious military applications, which the military themselves has little or no control over!?"];
tree[49] = ["#abra06#I mean that's... Are you serious, this all seems normal to you?"];
tree[50] = [70, 90, 80, 100];
tree[70] = ["You're\noverreacting"];
tree[71] = [101];
tree[80] = ["...Is it\nreally that\nbad?"];
tree[81] = [101];
tree[90] = ["Maybe\na little\nweird"];
tree[91] = [101];
tree[100] = ["Well..."];
tree[101] = ["#abra08#...One moment, I'm still reading, it says that... mhmm... mhmm, mhmm..."];
tree[102] = ["#abra09#...So the government has their own air-gapped network... ...okay, so JWICS is... I see... mhmm..."];
tree[103] = ["#abra10#... ...Sub-orbital space flight, and... SpaceX dragon spacecraft... Wait, are you kidding me? \"SpaceX\"!?! Even the NAME sounds evil!!!"];
tree[104] = [150, 130, 160, 140, 120];
tree[120] = ["It's\nnothing"];
tree[121] = [161];
tree[130] = ["...Should\nI be\nworried?"];
tree[131] = [161];
tree[140] = ["Wait,\nwhat's\nJWICS?"];
tree[141] = [161];
tree[150] = ["Huh? What's\nwrong with\nSpaceX?"];
tree[151] = [161];
tree[160] = ["Ummm..."];
tree[161] = ["#abra08#Okay well, I might need to ehh... Change a few things once I get over there. ...But in the meantime, hmm..."];
tree[162] = ["#abra04#It seems I've used your publicly accessible, corporate controlled GPS satellite servers to zero in on your exact location, down to the meter."];
tree[163] = ["#abra12#...Which SHOULD scare you, but I'm guessing it doesn't. ...Hmph."];
tree[164] = ["%fun-nude2%"];
tree[165] = ["%fun-longbreak%"];
tree[166] = ["#abra05#Anyways, go ahead and work on this next puzzle! ...There's a few more things I need to tie up on my end. I'll be nearby~"];
tree[10000] = ["%fun-nude2%"];
tree[10001] = ["%fun-longbreak%"];
}
}
}
public static function fixIp(dialogTree:DialogTree, dialogger:Dialogger, text:String):Void
{
var regexp:EReg = ~/\d{1,3}\.\d{1,3}\.\d{1,3}\.\d{1,3}/;
var mark:String = "%mark-kc4ciky1%";
if (text.length < 4)
{
mark = "%mark-alrbrmq7%";
}
else if (!regexp.match(text))
{
mark = "%mark-k7905zhp%";
}
else if (StringTools.startsWith(text, "255.")
|| StringTools.startsWith(text, "192.168.")
|| StringTools.startsWith(text, "127.")
|| StringTools.startsWith(text, "10.")
|| StringTools.startsWith(text, "0."))
{
mark = "%mark-9e295c5n%";
}
dialogTree.jumpTo(mark);
dialogTree.go();
}
public static function story2(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.abraStoryInt == 4)
{
// don't swap
if (PlayerData.level == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#self06#(Hmm, I guess Abra's still mad. ...Is anybody else around?)"];
tree[2] = ["#self04#(... ...)"];
tree[3] = ["#self05#(Hmph, may as well solve this first puzzle, at least it's still good practice.)"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%entersmea%"];
tree[2] = ["#smea05#Oh hi <name>! Why are you here solving puzzles by yourself? ...Where's Abra?"];
tree[3] = [20, 15, 25, 10];
tree[10] = ["Abra's\nmad at me"];
tree[11] = [26];
tree[15] = ["Abra's taking\na break"];
tree[16] = [26];
tree[20] = ["I'm just\npracticing"];
tree[21] = [26];
tree[25] = ["...It's\ncomplicated"];
tree[26] = ["#smea04#Hmm I see. ...So you're just doing puzzles on your own? That doesn't seem very fun."];
tree[27] = ["#smea02#...I can take my clothes off for you if that would help! Harf!"];
tree[28] = [55, 50, 60, 65];
tree[50] = ["You don't\nhave to\ndo that"];
tree[51] = [56];
tree[55] = ["Uhh, I'm\ngood"];
tree[56] = ["#smea05#Oh! Okay. ...Umm, anyways, I'll be back in a few minutes if you want to hang out."];
tree[57] = ["%exitsmea%"];
tree[58] = ["#smea03#...Tell Abra I said hi!"];
tree[60] = ["Thanks, I'd\nlike that"];
tree[61] = [66];
tree[65] = ["Aww, you\nspoil me~"];
tree[66] = ["%proxysmea%fun-nude1%"];
tree[67] = ["#smea00#Doot-doot doot do-doot doot..."];
tree[68] = ["%proxysmea%fun-nude2%"];
tree[69] = ["#smea01#Doot do-doot do-doot doot... doot!!"];
tree[70] = ["#smea02#Ha! Ha! Come on, admit it, that was super sexy, wasn't it~"];
tree[71] = ["%exitsmea%"];
tree[72] = ["#smea03#Umm anyways, I'll be back in a few minutes if you want to hang out. ...Tell Abra I said hi!"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%entersand%"];
tree[2] = ["#sand08#Oh hey! You lookin' for Abra? ...What are you two fightin' about anyway? 'Cause she won't tell me, and she's been in her room like all week."];
tree[3] = ["#sand06#I mean uhhh... he's been in his room all week? Shit I forget. What happened to the corkboard?"];
tree[4] = ["#sand10#I'm uhh.... be right back."];
tree[5] = [10, 15, 20];
tree[10] = ["Wait,\ncorkboard?"];
tree[11] = ["#sand05#Corkboard? Nahhh you misheard me! I said uhhh... One sec, alright?"];
tree[12] = [22];
tree[15] = ["Wait, isn't\nAbra a boy?"];
tree[16] = [21];
tree[20] = ["Wait, is\nAbra a girl!?"];
if (!PlayerData.abraMale)
{
tree[15] = ["Wait, isn't\nAbra a girl?"];
tree[20] = ["Wait, is\nAbra a boy!?"];
}
tree[21] = ["#sand11#Naw man! Abra's uhhhh... Abra's whatever gender you thought she was. Uhh, shit. One sec, alright?"];
tree[22] = ["%exitsand%"];
tree[23] = ["#sand12#Yo Abra! ABRA! Where's the corkboard at?"];
tree[24] = ["#abra04#Mmmm? Oh. ...I'm replacing it with a computer monitor to make things easier once we find <name>'s replacement. ...That way it can update automatically."];
tree[25] = ["#sand04#Yeah, alright, alright... But like, in the meantime, should I be callin' you a boy or a girl? 'Cause--"];
tree[26] = ["#sand11#--Wait, hold up hold up, <name>'s REPLACEMENT?"];
tree[27] = ["%entersand%"];
tree[28] = ["#sand12#No, no, no no no. Stop talkin' crazy, you don't go replacing your friends 'cause of a stupid fight. C'mere."];
tree[29] = ["%fun-alpha1%"];
tree[30] = ["%fun-nude0%"];
tree[31] = ["#sand05#<name>, why don't you tell Abra you're sorry. Talk this shit out."];
tree[32] = [60, 65, 50, 55];
tree[50] = ["I'm sorry,\nAbra"];
tree[51] = [200];
tree[55] = [(PlayerData.abraMale ? "He" : "She") + " should\napologize first"];
tree[56] = ["#sand06#Ehhh?"];
tree[57] = ["#sand12#...Well fine then. Abra, can you apologize first? Y'know, be the bigger person? ...I just don't wanna see you guys fight."];
tree[58] = [68];
tree[60] = ["...It's more\ncomplicated\nthan that"];
tree[61] = [56];
tree[65] = ["I didn't\ndo anything"];
tree[66] = ["#sand06#Ehhh? ...Well fine then. Abra, <name> says he didn't do anything."];
tree[67] = ["#sand05#...How about you apologize first, y'know, be the bigger person. I hate seein' you guys fight."];
tree[68] = ["#abra12#No! ...There's not even any point."];
tree[69] = ["#sand12#C'mon Abra, you're better than that. <name> cares about you, you're hurting his feelings."];
tree[70] = ["#abra13#<name>'s feelings don't matter anymore. I shouldn't even be letting you TALK to him after... what he did."];
tree[71] = ["#sand10#The fuck, <name>? ...What did you do!?"];
tree[72] = ["#abra12#NO!!!"];
tree[73] = [120, 140, 160, 100];
tree[100] = ["Abra wanted\nto switch\nbodies with\nme and I\nsaid no"];
tree[101] = ["%crashsoon%"];
tree[102] = ["#abra13#NO! NO! That's the... the WHOLE reason I... NNNGGGGGHHHHH!!!"];
tree[103] = ["#sand06#Wait, what? What the hell's he talking about?"];
tree[104] = ["#abra12#He's fucking LYING is what he's doing. He's just trying... trying to make me seem crazy so you'll take his side!"];
tree[105] = ["#sand10#You're not really making any sense. ...What's this about switching bodies?"];
tree[106] = ["#abra04#...One second, I just need to do something really quick..."];
tree[107] = ["#sand06#Ehhh? Wait, what are you doing?"];
tree[108] = ["#abra05#... ..."];
tree[109] = ["#abra04#... ... ..."];
tree[110] = ["#sand08#Abra? Seriously c'mon, what are you doing?"];
tree[111] = ["#abra05#... ..."];
tree[112] = ["#abra04#... ... ..."];
tree[113] = ["#sand09#Can we at least talk about it? Is it like... Is it somethin' I can help with?"];
tree[114] = ["#abra05#... ..."];
tree[115] = ["#abra04#... ... ..."];
tree[116] = ["#sand08#Why are you being like this? ...<name> and I, we're your friends. C'mon, just... just talk. Please?"];
tree[117] = ["#abra05#... ..."];
tree[118] = ["#abra04#... ... ..."];
tree[120] = ["I beat Abra\nat one of\n" + (PlayerData.abraMale?"his":"her") + " minigames"];
tree[121] = ["#sand06#Wait, really? ...That's it?"];
tree[122] = ["#abra09#... ..."];
tree[123] = ["#abra08#-sigh- Yes, <name> beat me at a minigame."];
tree[124] = ["#abra09#...I'd been working on that game for several years, and I had my heart set on winning, and... <name> ruined everything."];
tree[125] = ["#sand12#Well that's... fuckin' stupid. I'm with <name> on this one. You gotta let that shit go, Abra."];
tree[126] = ["%fun-alpha0%"];
tree[127] = ["#abra12#...Just... Just leave me alone, alright?"];
tree[128] = ["#sand08#C'mon, Abra... ..."];
tree[129] = ["#sand09#... ..."];
tree[130] = ["#sand08#Well I dunno, I tried. ...I guess we can give it a few days and maybe things'll work out... ..."];
tree[131] = ["%exitsand%"];
tree[132] = ["#sand06#...I'll try to make sure uhh, he doesn't unplug you or nothing. Alright?"];
tree[140] = ["Abra asked\nme to do\nsomething I\ndidn't want\nto do"];
tree[141] = ["#sand06#Wait, what? ...You mean like some kind of sex thing?"];
tree[142] = ["#abra09#... ..."];
tree[143] = ["#abra08#-sigh- Yes, <name> wouldn't do a... sex thing I wanted him to do."];
tree[144] = ["#abra09#...I'd been looking forward to that specific sex thing for several years, and I had my heart set on... the sex."];
tree[145] = ["#abra05#And now I have to find somebody different, for the sex thing."];
tree[146] = [125];
tree[160] = ["I probably\nshouldn't\nsay"];
tree[161] = ["#sand06#Huh? What is it, like... some kind of embarrassing sex thing?"];
tree[162] = [142];
tree[200] = ["#abra12#Hmph. If you were REALLY sorry, you'd change your mind."];
tree[201] = [210, 215, 225, 230];
tree[210] = ["No,\nyou're being\nselfish"];
tree[211] = ["#abra13#Selfish!?! I'm not the selfish one here, I'M not the one who wasted SIX YEARS of someone else's research for no good reason."];
tree[212] = [71];
tree[215] = ["C'mon,\ncan't you\nlet it go"];
tree[216] = ["#abra13#Let it GO!? Sure, I'll just let the past six years of my LIFE go!? Is that what you mean?"];
tree[217] = ["#abra12#God, it's like you don't even... ... Nngggghh!!"];
tree[218] = ["#abra09#... ...Whatever. I'm going back to my room."];
tree[219] = [71];
tree[225] = ["No,\nI'm not\nchanging\nmy mind"];
tree[226] = ["#abra13#Of course you're not changing your mind. Why should you give a shit about ruining my life?"];
tree[227] = ["#abra12#... ...Whatever. I'm going back to my room."];
tree[228] = [71];
tree[230] = ["Okay, okay.\nI'll do it"];
tree[231] = ["#abra06#Wait, are you serious <name>? ...You really changed your mind? You'll do... the thing we talked about?"];
tree[232] = [255, 250, 240];
tree[240] = ["No,\nnevermind"];
tree[241] = [100];
tree[250] = ["Yeah, I\nreally want\nto do it"];
tree[251] = [256];
tree[255] = ["Yeah, if this\nis the only\nway we can\nstay friends"];
tree[256] = ["%setabrastory-3%"];
tree[257] = ["#abra03#Wow really!?! What changed your mind? Was it because-- you know what, it doesn't matter. I'm just glad you're on board~"];
tree[258] = ["#abra04#...I'm going to start getting things ready, you sort of caught me in the middle of something! ...Just give me a few days."];
tree[259] = ["%fun-alpha0%"];
tree[260] = ["#abra02#I'll be around if you need me, though! Let me know if something important comes up. "];
tree[261] = ["#abra00#And ummm... thanks~"];
tree[262] = ["#sand06#Uhh, alright, cool. ...Glad we could uhh, work this out, I guess. See you around, <name>."];
tree[263] = ["%exitsand%"];
tree[264] = ["#sand04#Hey! Hey Abra. What was that all about?"];
tree[265] = ["#sand01#...What are you and <name> gonna do together? ...Can I watch?"];
tree[300] = ["#abra13#Ugh I can't believe you. You are SO fucking selfish. ...Don't... Just don't fucking talk to me. I never want to see you again."];
tree[301] = [71];
tree[10000] = ["%fun-alpha0%"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 66, "says he", "says she");
DialogTree.replace(tree, 69, "hurting his", "hurting her");
DialogTree.replace(tree, 70, "to him", "to her");
DialogTree.replace(tree, 70, "he did", "she did");
DialogTree.replace(tree, 103, "hell's he", "hell's she");
DialogTree.replace(tree, 104, "He's fucking", "She's fucking");
DialogTree.replace(tree, 104, "he's doing", "she's doing");
DialogTree.replace(tree, 104, "He's just", "She's just");
DialogTree.replace(tree, 104, "his side", "her side");
DialogTree.replace(tree, 143, "him to", "her to");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 66, "says he", "says they");
DialogTree.replace(tree, 69, "hurting his", "hurting their");
DialogTree.replace(tree, 70, "to him", "to them");
DialogTree.replace(tree, 70, "he did", "they did");
DialogTree.replace(tree, 103, "hell's he", "hell are they");
DialogTree.replace(tree, 104, "He's fucking", "They're fucking");
DialogTree.replace(tree, 104, "he's doing", "they're doing");
DialogTree.replace(tree, 104, "He's just", "They're just");
DialogTree.replace(tree, 104, "his side", "their side");
DialogTree.replace(tree, 143, "him to", "them to");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 132, "he doesn't", "she doesn't");
}
}
}
else
{
if (PlayerData.level == 0)
{
var rank:Int = RankTracker.computeAggregateRank();
tree[0] = ["#abra02#Oh, hey <name>! Hmmmm, I haven't checked on your rank in awhile, how's that coming?"];
if (rank == 0)
{
tree[1] = ["#abra10#Wait, you haven't started rank mode yet!?! But... but... I was really hoping that... ..."];
tree[2] = ["#abra08#... ..."];
tree[3] = [10];
}
else if (rank < 16)
{
tree[1] = ["#abra08#Ohhh... Rank " + englishNumber(rank) + "? ... ...That's even lower than I expected. This doesn't bode well for my plan... ..."];
tree[2] = ["#abra09#... ..."];
tree[3] = [10];
}
else if (rank < 32)
{
tree[1] = ["#abra08#Ohhh... Rank " + englishNumber(rank) + "? ... ...Hmm, that's a little lower than I would have liked. This doesn't bode well for my plan... ..."];
tree[2] = ["#abra09#... ..."];
tree[3] = [10];
}
else if (rank < 38)
{
tree[1] = ["#abra06#Ohhh... Rank " + englishNumber(rank) + "? ... ...I was hoping you would have gotten that higher by now. I wonder if my plan can still work... ..."];
tree[2] = ["#abra04#... ..."];
tree[3] = [10];
}
else if (rank < 44)
{
tree[1] = ["#abra06#Ohhh... Rank " + englishNumber(rank) + "? ... ...I guess that's about what I expected from you. I wonder if my plan can still work... ..."];
tree[2] = ["#abra04#... ..."];
tree[3] = [10];
}
else if (rank < 50)
{
tree[1] = ["#abra03#Oh! Rank " + englishNumber(rank) + "! ...That's a little higher than I expected. ...My plan might actually have a chance of working~"];
tree[2] = ["#abra04#... ..."];
tree[3] = [10];
}
else
{
tree[1] = ["#abra03#Oh! Rank " + englishNumber(rank) + "! ...For some reason I had much lower expectations of you, <name>. ...My plan might actually have a chance of working~"];
tree[2] = ["#abra04#... ..."];
tree[3] = [10];
}
tree[10] = ["#abra05#I told you how our brains are mapped to our consciousness through the reticular nucleus of the thalamus..."];
tree[11] = ["#abra04#...And how this mind-brain force might be able to swap us if our thalamus had a similar fingerprint. You remember, yes?"];
tree[12] = [20, 30, 40, 50];
tree[20] = ["Yeah!\nI remember"];
tree[21] = [51];
tree[30] = ["Hmm,\nthat rings\na bell..."];
tree[31] = [51];
tree[40] = ["Uhh,\nsomething\nlike that..."];
tree[41] = [51];
tree[50] = ["Hmmmm..."];
tree[51] = ["#abra06#Well... The levels of neurokinetic activity in my thalamus versus a typical human thalamus differ by several orders of magnitude."];
tree[52] = ["#abra04#You might be wondering just how different they are, and I was wondering the same thing. ...So, I came up with this rank system to measure."];
tree[53] = ["#abra05#I solved about 200 puzzles of varying difficulty, and timed myself to establish a baseline level of neural activity."];
tree[54] = ["#abra04#So... my baseline level of neurokinetic activity corresponds to rank 100."];
if (rank == 0)
{
tree[55] = ["#abra06#For comparison, Rhydon's around rank 14 on a good day, and Grovyle's about 35."];
tree[56] = ["#abra05#And even though you haven't participated in the rank system, if I had to guess, I'd say you're somewhere around 20-30."];
tree[57] = [60];
}
else
{
tree[55] = ["#abra06#For comparison, Rhydon's around rank 14 on a good day, Grovyle's about 35, and well you're rank " + englishNumber(rank) + "."];
tree[56] = [60];
}
tree[60] = ["#abra12#...Now don't flatter yourself, it's a logarithmic scale."];
tree[61] = ["#abra04#So, obviously there's an incredible gap to cover before we can swap successfully."];
tree[62] = ["#abra02#..There are some questionable ways I might be able to tweak our neurokinetics at the last second, but... Well, the higher you can get your rank, the better. Okay?"];
}
else if (PlayerData.level == 1)
{
if (PlayerData.abraMale)
{
if (PlayerData.gender == PlayerData.Gender.Boy || PlayerData.gender == PlayerData.Gender.Complicated)
{
// boy becoming a boy
tree[0] = ["#abra08#So hmmm... ...Just a little thought experiment..."];
tree[1] = ["#abra09#What if one day, you randomly woke up with a vagina? ...How would you react?"];
tree[2] = [40, 10, 30, 20];
if (PlayerData.gender == PlayerData.Gender.Complicated)
{
// add "i already have a vagina" prompt
tree[2] = [40, 10, 45, 30, 20];
}
tree[10] = ["I'd go to\ntown on it"];
tree[11] = ["#abra02#Ehh-hehehehe! Hmmm, well that's a good sign."];
tree[12] = ["#abra04#...Because I probably should have told you this before,"];
tree[13] = [51];
tree[20] = ["I'd be\nconfused?"];
tree[21] = [50];
tree[30] = ["I'd be\nOK"];
tree[31] = [50];
tree[40] = ["I'd\nhate it"];
tree[41] = ["#abra11#HATE it? Oh wow... Ehh... Then I guess I should have told you this a lot sooner,"];
tree[42] = [51];
tree[45] = ["I'd be more\nworried\nwaking up\nwithout\nmy vagina"];
tree[46] = ["#abra02#Oh! Well that makes things easier. ...Because hmm... ...I probably should have told you this before,"];
tree[47] = [51];
tree[50] = ["#abra04#Alright, because hmmm... ...I probably should have told you this before,"];
tree[51] = ["#abra06#But that abra penis you've grown so attached to, it's not actually... Hmm."];
tree[52] = ["#abra08#...Well, that's all digital. It... It looks like I have a penis. But... I'm a girl. I've been a girl all along."];
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
tree[53] = [60, 80, 75, 70];
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_MARS_SOFTWARE) || ItemDatabase.playerHasItem(ItemDatabase.ITEM_VENUS_SOFTWARE))
{
/*
* likes boys, and bought mars/venus software...
* the player can maybe connect the dots about the
* software, but wasn't offered the female->male
* software
*/
tree[53] = [60, 80, 75, 70, 90];
}
}
else
{
// add "i already knew that" prompts
tree[53] = [100, 80, 75, 70, 110];
}
tree[60] = ["But... I've\ntouched it"];
tree[61] = ["#abra05#Well, yes, it looks very real on your side. There was a little digital trickery there,"];
tree[62] = ["#abra04#We motion captured some interactions with male genitals, and overlayed them over parts of my body so they'd look real."];
tree[63] = ["#abra05#...And when you interacted with my vagina during our sessions, we played the male interactions instead."];
tree[64] = ["#abra08#... ...Everybody else is in on it too. Some of them are females themselves, actually."];
tree[65] = [120];
tree[70] = ["But... It\nlooks\nnormal"];
tree[71] = [61];
tree[75] = ["I already\nfigured\nthat out"];
tree[76] = ["#abra02#...Oh! ...Really? Hmmmm..."];
tree[77] = ["#abra03#Well that makes this a lot less awkward~"];
tree[78] = [120];
tree[80] = ["But...\nEverybody\ncalls you\n\"he\" and\n\"him\""];
tree[81] = ["#abra05#Well, yes, that was just a matter of proper training and visual aids."];
tree[82] = ["#abra04#...There's a little corkboard offscreen with everyone's perceived genders, and we just have to be careful not to slip up when referring to pronouns or genitals."];
tree[83] = ["#abra12#Actually, you may have noticed one or two slip-ups throughout the game, particularly with that inept Lucario."];
tree[84] = ["#abra05#...I sort of pulled him in on a whim, and didn't have a chance to train him the way I trained everyone else."];
tree[85] = [120];
tree[90] = ["So, something\nlike that\ndigital\nvagina\nsoftware?"];
if (!PlayerData.grovMale)
{
tree[91] = ["#abra05#...Yes, there's a male version of that software too. ...Grovyle turned it on when she first asked you those questions about your sexual orientation."];
tree[92] = [120];
}
else
{
tree[91] = ["#abra04#...Yes, there's a male version of that software too. ...Grovyle turned that software on when he first asked you those questions about your sexual orientation."];
tree[92] = ["#abra06#Or I guess I should say, \"When SHE asked you\"? No point in... ...No, nevermind, \"when he asked you\"."];
tree[93] = ["#abra05#I may as well continue calling Grovyle \"he\", it'll be easier than re-training everyone to use different pronouns again."];
tree[94] = [120];
}
tree[100] = ["Hmm, yeah\nthat makes\nsense"];
tree[101] = ["#abra05#Mhmm... I just wanted to be sure you didn't incorrectly assume that I was, well, magically turned into a boy or something."];
tree[102] = [120];
tree[110] = ["Yeah, I\nremember you\nbeing a girl"];
tree[111] = [101];
tree[120] = ["#abra04#...So, of course this means that when you and I swap brains,"];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[121] = ["#abra05#You'll still be <name> on the inside, but... you'll have a vagina. Instead of a penis."];
tree[122] = ["#abra06#Which might be weird at first, but I think you'll get used to it."];
tree[123] = ["#abra04#...Besides, I'll have to get used to having a penis flopping around all day! I'll bet that gets distracting too..."];
tree[124] = [130];
}
else
{
tree[121] = ["#abra05#You'll still be <name> on the inside, but... you'll have a vagina. Instead of whatever you have now."];
tree[122] = ["#abra06#Which might be weird at first, but I think you'll get used to it."];
tree[123] = ["#abra04#...Besides, I'll have to get used to... ...whatever your situation is, down there! I'm sure that'll be a little strange at first too..."];
tree[124] = [130];
}
tree[130] = ["#abra08#... ..."];
tree[131] = ["#abra09#And, really... ...Sorry... I'm sorry I didn't tell you all this stuff sooner. ...That was selfish of me."];
tree[132] = [150, 160, 180, 170, 190];
tree[150] = ["Hey, it's\nno big deal"];
tree[151] = ["#abra02#Oh! ...I'm glad you're okay with this. I was preparing myself for the worst~"];
tree[152] = [200];
tree[160] = ["Oh... I\nforgive you"];
tree[161] = ["#abra00#Oh... Well thanks, I'm glad to hear that. ...I was preparing myself for the worst."];
tree[162] = [200];
tree[170] = ["Better\nlate than\nnever, I\nguess..."];
tree[171] = ["#abra08#I mean... I had planned to tell you eventually. ...It's just a difficult thing to bring up... ..."];
tree[172] = [200];
tree[180] = ["You should\nhave told\nme sooner"];
tree[181] = ["#abra08#I mean... I wanted to tell you a long time ago. ...It's just a difficult thing to bring up... ..."];
tree[182] = [200];
tree[190] = ["..."];
tree[191] = ["#abra08#... ...(sigh)..."];
tree[192] = [200];
tree[200] = ["#abra06#Anyways <name>, why don't you take a puzzle to think things over."];
if (!PlayerData.lucaMale)
{
DialogTree.replace(tree, 84, "pulled him", "pulled her");
DialogTree.replace(tree, 84, "train him", "train her");
}
}
else
{
// girl becoming a boy
tree[0] = ["#abra08#So hmmm... ...Just a little thought experiment..."];
tree[1] = ["#abra09#What if we swapped places, so you became an abra but... for some reason, you were still a girl?"];
tree[2] = [40, 10, 30, 20];
tree[10] = ["I'd be\necstatic"];
tree[11] = ["#abra02#Ehh-hehehehe! Hmmm, well that's a good sign."];
tree[12] = ["#abra04#...Because I probably should have told you this before,"];
tree[13] = [51];
tree[20] = ["I'd be fine\nwith it"];
tree[21] = [50];
tree[30] = ["I'd be\nangry"];
tree[31] = ["#abra11#You... You'd actually be angry? Oh wow... Ehh... Then I guess I should have told you this a lot sooner,"];
tree[32] = [51];
tree[40] = ["I'd be\ndisappointed"];
tree[41] = [50];
tree[50] = ["#abra04#Alright, because hmmm... ...I probably should have told you this before,"];
tree[51] = ["#abra06#But that abra penis you've grown so attached to, it's not actually... Hmm."];
tree[52] = ["#abra08#...Well, that's all digital. It... It looks like I have a penis. But... I'm a girl. I've been a girl all along."];
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
tree[53] = [60, 80, 75, 70];
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_MARS_SOFTWARE) || ItemDatabase.playerHasItem(ItemDatabase.ITEM_VENUS_SOFTWARE))
{
/*
* likes boys, and bought mars/venus software...
* the player can maybe connect the dots about the
* software, but wasn't offered the female->male
* software
*/
tree[53] = [60, 80, 75, 70, 90];
}
}
else
{
// add "i already knew that" prompts
tree[53] = [100, 80, 75, 70, 110];
}
tree[60] = ["But... I've\ntouched it"];
tree[61] = ["#abra05#Well, yes, it looks very real on your side. There was a little digital trickery there,"];
tree[62] = ["#abra04#We motion captured some interactions with male genitals, and overlayed them over parts of my body so they'd look real."];
tree[63] = ["#abra05#...And when you interacted with my vagina during our sessions, we played the male interactions instead."];
tree[64] = ["#abra08#... ...Everybody else is in on it too. Some of them are females themselves, actually."];
tree[65] = [120];
tree[70] = ["But... It\nlooks\nnormal"];
tree[71] = [61];
tree[75] = ["I already\nfigured\nthat out"];
tree[76] = ["#abra02#...Oh! ...Really? Hmmmm..."];
tree[77] = ["#abra03#Well that makes this a lot less awkward~"];
tree[78] = [120];
tree[80] = ["But...\nEverybody\ncalls you\n\"he\" and\n\"him\""];
tree[81] = ["#abra05#Well, yes, that was just a matter of proper training and visual aids."];
tree[82] = ["#abra04#...There's a little corkboard offscreen with everyone's perceived genders, and we just have to be careful not to slip up when referring to pronouns or genitals."];
tree[83] = ["#abra12#Actually, you may have noticed one or two slip-ups throughout the game, particularly with that inept Lucario."];
tree[84] = ["#abra05#...I sort of pulled him in on a whim, and didn't have a chance to train him the way I trained everyone else."];
tree[85] = [120];
tree[90] = ["You mean\nwith\nsomething\nlike that\ndigital\nvagina\nsoftware?"];
if (!PlayerData.grovMale)
{
tree[91] = ["#abra05#...Yes, there's a male version of that software too. ...Grovyle turned it on when she first asked you those questions about your sexual orientation."];
tree[92] = [120];
}
else
{
tree[91] = ["#abra04#...Yes, there's a male version of that software too. ...Grovyle turned that software on when he first asked you those questions about your sexual orientation."];
tree[92] = ["#abra06#Or I guess I should say, \"When SHE asked you\"? No point in... ...No, nevermind, \"when he asked you\"."];
tree[93] = ["#abra05#I may as well continue calling Grovyle \"he\", it'll be easier than re-training everyone to use different pronouns again."];
tree[94] = [120];
}
tree[100] = ["Hmm, yeah\nthat makes\nsense"];
tree[101] = ["#abra05#Mhmm... I just wanted to be sure you didn't incorrectly assume that I was, well, magically turned into a boy or something."];
tree[102] = [120];
tree[110] = ["Yeah, I\nremember you\nbeing a girl"];
tree[111] = [101];
tree[120] = ["#abra04#...So I mean, it should be an easy swap! ...But just in case you were looking forward to carrying around a little abra weiner with you all day,"];
tree[121] = ["#abra09#Well. I didn't want to disappoint you."];
tree[122] = [130];
tree[130] = ["#abra08#... ..."];
tree[131] = ["#abra09#And, really... ...Sorry... I'm sorry I didn't tell you all this stuff sooner. ...That was selfish of me."];
tree[132] = [150, 160, 180, 170, 190];
tree[150] = ["Hey, it's\nno big deal"];
tree[151] = ["#abra02#Oh! ...I'm glad you're okay with this. I was preparing myself for the worst~"];
tree[152] = [200];
tree[160] = ["Oh... I\nforgive you"];
tree[161] = ["#abra00#Oh... Well thanks, I'm glad to hear that. ...I was preparing myself for the worst."];
tree[162] = [200];
tree[170] = ["Better\nlate than\nnever, I\nguess..."];
tree[171] = ["#abra08#I mean... I had planned to tell you eventually. ...It's just a difficult thing to bring up... ..."];
tree[172] = [200];
tree[180] = ["You should\nhave told\nme sooner"];
tree[181] = ["#abra08#I mean... I wanted to tell you a long time ago. ...It's just a difficult thing to bring up... ..."];
tree[182] = [200];
tree[190] = ["..."];
tree[191] = ["#abra08#... ...(sigh)..."];
tree[192] = [200];
tree[200] = ["#abra06#Anyways <name>, why don't you take a puzzle to think things over."];
if (!PlayerData.lucaMale)
{
DialogTree.replace(tree, 84, "pulled him", "pulled her");
DialogTree.replace(tree, 84, "train him", "train her");
}
}
}
else
{
if (PlayerData.gender == PlayerData.Gender.Boy || PlayerData.gender == PlayerData.Gender.Complicated)
{
// boy becoming a girl
tree[0] = ["#abra08#So hmmm... ...Just a little thought experiment..."];
tree[1] = ["#abra09#What if one day, you randomly woke up with a vagina? ...How would you react?"];
tree[2] = [40, 10, 30, 20];
if (PlayerData.gender == PlayerData.Gender.Complicated)
{
// add "i already have a vagina" prompt
tree[2] = [40, 10, 45, 30, 20];
}
tree[10] = ["I'd go to\ntown on it"];
tree[11] = ["#abra02#Ehh-hehehehe! Hmmm, well that's a good sign."];
tree[12] = ["#abra04#...Because hopefully you realized the implications of the swap."];
tree[13] = [51];
tree[20] = ["I'd be\nconfused?"];
tree[21] = [50];
tree[30] = ["I'd be\nOK"];
tree[31] = [50];
tree[40] = ["I'd\nhate it"];
tree[41] = ["#abra11#HATE it? Oh wow... Ehh... Hopefully you realized the implications of the swap,"];
tree[42] = [51];
tree[45] = ["I'd be more\nworried\nwaking up\nwithout\nmy vagina"];
tree[46] = ["#abra02#Oh! Well that makes things easier. ...Because hmm... ...Hopefully you realized the implications of the swap,"];
tree[47] = [51];
tree[50] = ["#abra04#Alright, because hmmm... ... Hopefully you realized the implications of the swap,"];
tree[51] = ["#abra06#I've never done anything like this before, but I'm guessing your entire consciousness will transfer over, including your current gender identity."];
tree[52] = ["#abra08#...So you're still going to be <name> inside, but... you'll have a vagina. Instead of a penis."];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[53] = ["#abra06#Which might be weird at first, but I think you'll get used to it."];
tree[54] = ["#abra04#...Besides, I'll have to get used to having a penis flopping around all day! I'll bet that gets distracting too..."];
tree[55] = [60];
}
else
{
tree[53] = ["#abra06#Which might be weird at first, but I think you'll get used to it."];
tree[54] = ["#abra04#...Besides, I'll have to get used to... ...whatever your situation is, down there! I'm sure that'll be a little strange at first too..."];
tree[55] = [60];
}
tree[60] = ["#abra05#... ..."];
tree[61] = ["#abra04#Hopefully this didn't come as a big surprise or anything. ...I just wanted to make sure you realized."];
tree[62] = [150, 160, 180, 170, 190];
tree[150] = ["I can't\nwait to be\nfemale,\nactually"];
tree[151] = ["#abra02#Oh! ...Well that's great to hear. I think I'll enjoy being a boy too~"];
tree[152] = [200];
tree[160] = ["Yeah! I think\nI'll get\nused to it"];
tree[161] = ["#abra02#Oh... Well I think you will, too~"];
tree[162] = [200];
tree[170] = ["It might be\na little\nweird"];
tree[171] = ["#abra08#Oh... Well, maybe a little... ..."];
tree[172] = [200];
tree[180] = ["Hmm... Maybe\nwe shouldn't\nswitch..."];
tree[181] = ["#abra08#... ...(sigh)..."];
tree[182] = [200];
tree[190] = ["..."];
tree[191] = ["#abra08#... ...(sigh)..."];
tree[192] = [200];
tree[200] = ["#abra06#Anyways <name>, why don't you take a puzzle to think things over."];
}
else
{
// girl becoming a girl
tree[0] = ["#abra04#So mmm, it seems obvious but just in case... When we swap, you shouldn't call yourself <name> anymore."];
tree[1] = ["#abra05#I'll be a human, so I'll call myself <name>, since that's a good human name. ...And you'll be a Pokemon, so you should just call yourself Abra."];
tree[2] = [40, 10, 20, 30];
tree[10] = ["Hmm,\nalright"];
tree[11] = [50];
tree[20] = ["That's too\nconfusing,\nlet's swap\nnames"];
tree[21] = ["#abra06#What? ...It's one thing for my Pokemon friends to call you <name>, but I definitely can't go by Abra in your universe."];
tree[22] = [51];
tree[30] = ["Wait, Abra\nis your\nreal name!?"];
tree[31] = ["#abra06#Mmmmm well... it's what everyone calls me! ...It seems like it has the potential to be ambiguous, but that doesn't come up often."];
tree[32] = ["#abra05#...I mean you humans have about 800 first names, but I doubt it causes confusion when you're around two people named John."];
tree[33] = ["#abra04#Well, there are 800 different Pokemon, so the odds of someone needing to speak with two different abras is pretty small."];
tree[34] = ["#abra02#And if you end up befriending another abra, you can just adopt a nickname."];
tree[35] = ["#abra05#... ...Hmm, actually, it might be disorienting having people call me \"<name>\". ...But I obviously can't go by Abra in your universe."];
tree[36] = [51];
tree[40] = ["Wait,\n<name>\nisn't my\nreal name..."];
tree[41] = ["#abra06#Ehh? ...Well then, what IS your real name?"];
tree[42] = ["#abra05#... ...No, no, on second thought I don't want to have to remember two names."];
tree[43] = ["#abra04#I'll just figure out your real name after we swap. ...I'm sure it's on your driver's license or something."];
tree[44] = [50];
tree[50] = ["#abra05#...It might be a little disorienting going by a different name, but I'll get used it. ...And anyways, I obviously can't go by Abra in your universe."];
tree[51] = ["#abra02#I mean... I don't want my new human friends to think of me as some developmentally stunted manchild who's obsessed with Pokemon. ...No offense~"];
tree[52] = ["#abra03#Eee-heheheheh! I just realized I'm going to get to meet all of your hairy human friends. This is going to be fun, isn't it?"];
}
}
}
else if (PlayerData.level == 2)
{
if (!PlayerData.abraMale && PlayerData.gender == PlayerData.Gender.Girl)
{
// girl becoming a girl; we already did "name" dialog, so just skip it
tree[0] = ["#abra06#I can't think of anything else to say. ...That's everything I wanted to warn you about."];
tree[1] = ["#abra05#The rank thing, the name thing... Oh, well I guess the last thing is, well, hmmm..."];
tree[2] = [102];
}
else
{
tree[0] = ["#abra04#So mmm, it seems obvious but just in case... When we swap, you shouldn't call yourself <name> anymore."];
tree[1] = ["#abra05#I'll be a human, so I'll call myself <name>, since that's a good human name. ...And you'll be a Pokemon, so you should just call yourself Abra."];
tree[2] = [40, 10, 20, 30];
tree[10] = ["Hmm,\nalright"];
tree[11] = [50];
tree[20] = ["That's too\nconfusing,\nlet's swap\nnames"];
tree[21] = ["#abra06#What? ...It's one thing for my Pokemon friends to call you <name>, but I definitely can't go by Abra in your universe."];
tree[22] = [51];
tree[30] = ["Wait, Abra\nis your\nreal name!?"];
tree[31] = ["#abra06#Mmmmm well... it's what everyone calls me! ...It seems like it has the potential to be ambiguous, but that doesn't come up often."];
tree[32] = ["#abra04#...I mean you humans have about 800 first names, but I doubt it causes confusion when you're around two people named John."];
tree[33] = ["#abra05#Well, there are 800 different Pokemon, so the odds of someone needing to speak with two different Abras is pretty small."];
tree[34] = ["#abra02#And if you end up befriending another Abra, you can just adopt a nickname."];
tree[35] = ["#abra04#... ...Hmm, actually, it might be disorienting having people call me \"<name>\". ...But I obviously can't go by Abra in your universe."];
tree[36] = [51];
tree[40] = ["Wait,\n<name>\nisn't my\nreal name..."];
tree[41] = ["#abra06#Ehh? ...Well then, what IS your real name?"];
tree[42] = ["#abra04#... ...No, no, on second thought I don't want to have to remember two names."];
tree[43] = ["#abra05#I'll just figure out your real name after we swap. ...I'm sure it's on your driver's license or something."];
tree[44] = [50];
tree[50] = ["#abra04#...It might be a little disorienting going by a different name, but I'll get used it. ...And anyways, I obviously can't go by Abra in your universe."];
tree[51] = ["#abra02#I mean... I don't want my new human friends to think of me as some developmentally stunted manchild who's obsessed with Pokemon. ...No offense~"];
tree[52] = ["#abra03#Eee-heheheheh! I just realized I'm going to get to meet all of your hairy human friends. This is going to be fun, isn't it?"];
tree[53] = [100];
}
tree[100] = ["#abra04#But on that note... I think that's everything I wanted to warn you about."];
tree[101] = ["#abra05#The rank thing, the vagina thing, the name thing... Oh, well I guess the last thing is, well, hmmm..."];
tree[102] = ["#abra08#..."];
tree[103] = ["#abra09#... ...Sometimes I like to imagine what the world would be like if you could see a specific number on everyone's forehead--"];
tree[104] = ["#abra04#--The number of remaining times you were going to be in the same room with them. You know, until you finally drift apart."];
tree[105] = ["#abra05#Because all friendships end, you know? ...But we never think of those kinds of life experiences as finite, or countable."];
tree[106] = ["#abra06#We always just think, \"I'll probably see them tomorrow,\" which becomes \"I can always visit, they're just across the street,\" and eventually \"Well I have their phone number...\""];
tree[107] = ["#abra04#But I think if we had that forehead number we could look at... Even when it was in the hundreds, people would act differently towards one another."];
tree[108] = ["#abra05#It would sort of help them appreciate each other and get the most out of life."];
tree[109] = ["#abra08#... ..."];
tree[110] = ["#abra04#Sorry, I'm not usually like this. But, well,"];
tree[111] = ["#abra05#Just imagine all your friends and family have a big glowing number one on their forehead, and make the most of it. ...Don't leave with any regrets."];
tree[112] = ["#abra02#...Take your time, and come visit me when you're ready to swap places, okay?"];
tree[113] = [150, 160, 200, 140];
tree[140] = ["Hmm, okay,\nI'll take\nmy time"];
tree[141] = ["#abra00#I'm not in any particular hurry, alright? Let's do this the right way~"];
tree[150] = ["I don't\nneed to do\nanything"];
tree[151] = ["#abra06#Hmmm, well even if you don't have any goodbyes to say on your side, I'd like a few final moments with Grovyle and the others."];
tree[152] = [162];
tree[160] = ["But I'm\nready now!"];
tree[161] = ["#abra03#Heh! ...Well even if you don't have any goodbyes to say on your side, I'd like a few final moments with Grovyle and the others."];
tree[162] = ["#abra02#Just give me an hour or two, if you don't mind."];
tree[163] = ["#abra05#Anyways it'll give you one last chance to boost your rank, before we... ..."];
tree[164] = ["#abra00#... ... ..."];
tree[165] = ["#abra02#Well, just give me an hour or two~"];
tree[200] = ["Actually,\nI'm having\nsecond\nthoughts"];
tree[201] = ["#abra11#Wait, what? ...Second thoughts about what? I don't understand."];
tree[202] = [230, 225, 215, 235, 210, 220];
if (!PlayerData.abraMale && PlayerData.gender == PlayerData.Gender.Girl)
{
// both girls; no "you're a girl" thing
tree[202] = [230, 225, 215, 235, 220];
}
tree[210] = ["Well,\nyou're a\ngirl..."];
tree[211] = [250];
tree[215] = ["Well,\nI'd be\nleaving\nbehind a\nlot..."];
tree[216] = [250];
tree[220] = ["Well,\nI hate\nranked\npuzzles..."];
tree[221] = [250];
tree[225] = ["Well,\nyou might\ndestabilize\nour\ngovernment..."];
tree[226] = [250];
tree[230] = ["Well,\nit's about our\nrespective\nsituations..."];
tree[231] = [250];
tree[235] = ["Nevermind,\nit's nothing"];
tree[236] = ["#abra08#...?"];
tree[237] = ["#abra05#Hmm, well alright. ...Don't scare me like that!"];
tree[238] = ["#abra04#Take all the time you need. ...That way I can spend some final moments with Grovyle and the others."];
tree[239] = ["#abra05#It'll also give you one last chance to boost your rank, before we... ..."];
tree[240] = ["#abra00#... ... ..."];
tree[241] = ["#abra02#Well, take all the time you need. Come see me when you're ready, hmm~"];
tree[250] = ["#abra08#So--"];
tree[251] = ["#abra09#So what are you saying...? ... ...Are you saying because of that, you don't even want to TRY going through with the swap?"];
tree[252] = [270, 265, 285, 260, 280, 275];
tree[260] = ["I just\nneed some\ntime"];
tree[261] = [237];
tree[265] = ["It would\nbe bad for\nboth of us"];
tree[266] = [300];
tree[270] = ["I wouldn't\nfeel\ncomfortable"];
tree[271] = [300];
tree[275] = ["Hmmm,\nI don't\nthink so..."];
tree[276] = [300];
tree[280] = ["No, there's\nno way"];
tree[281] = [300];
tree[285] = ["I guess\nI could\ntry it"];
tree[286] = [237];
tree[300] = ["%setabrastory-4%"];
tree[301] = ["#abra11#But... ..."];
tree[302] = ["#abra08#... ... ..."];
tree[303] = ["%exitabra%"];
tree[304] = ["#abra13#Fine. I understand."];
tree[305] = ["#self08#(... ...)"];
tree[306] = ["#self04#(Well, I guess that could have gone worse.)"];
tree[307] = ["#self05#(...I should talk to him later.)"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 307, "to him", "to her");
}
}
}
}
public static function story3(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var trialCount:Int = getFinalTrialCount();
/*
* trial 0: beer; 0-1-1
* trial 1: sake; 0-1-2
* trial 2: soju; 0-2-3
* trial 3: rum; 2-3-4
* trial 4: absinthe; 3-4-4
*
* 0: normal
* 1: slightly impaired
* 2: some slurred/clumsy speech
* 3: consistent slurred/clumsy speech
* 4: absolutely hammered
*/
if (PlayerData.abraStoryInt == 4)
{
// don't swap
if (PlayerData.level == 0)
{
if (trialCount == 0)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["%hiderankwindow%"];
tree[2] = ["#abra08#... ...Hi, <name>."];
tree[3] = [20, 15, 25, 10];
tree[10] = ["Look, I'm\nreally\nsorry"];
tree[11] = ["#abra09#No, no, I'm sorry. ...It was immature of me to try and cut you out of my life. That was wrong. ...I was just upset."];
tree[12] = [27];
tree[15] = ["Are you\nfeeling\nbetter?"];
tree[16] = ["#abra09#Ehh, yeah. ...And, I'm sorry. ...It was immature of me to try and cut you out of my life. That was wrong. ...I was just upset."];
tree[17] = [27];
tree[20] = ["Ugh,\nyou're\nback"];
tree[21] = ["#abra09#No no, look, I'm sorry. ...It was immature of me to try and cut you out of my life. That was wrong. ...I was just upset."];
tree[22] = [27];
tree[25] = ["Did you\ncome to\napologize?"];
tree[26] = ["#abra09#Yeah, I mean, I'm sorry. ...It was immature of me to try and cut you out of my life. That was wrong. ...I was just upset."];
tree[27] = ["#abra04#Honestly, I'm still upset. ...And I still don't understand why you won't swap bodies with me. But I'm not here to argue, I don't..."];
tree[28] = ["#abra08#-sigh- ...and I don't want to... TRICK you into swapping with me against your will, or anything evil like that. ...I'm not a monster."];
tree[29] = ["#abra09#... ... ..."];
tree[30] = ["#abra06#I just... I just want to understand, okay? I want to understand WHY. Is it something with you? ...Or something with me?"];
tree[31] = ["#abra09#Is it like... the way I treated you? I mean... I thought about going through this process with someone new..."];
tree[32] = ["#abra08#...Searching other universes to find someone who would be willing to actually go through with it."];
tree[33] = ["#abra09#But if I don't understand what went wrong this time, it just feels like... I just, I really need to understand your reasoning."];
tree[34] = ["#abra06#Can you at least try to explain it one more time? ...Why don't you want to swap with me?"];
tree[35] = [100, 103, 106, 50, 109];
tree[50] = ["(something\nelse...)"];
tree[51] = ["#abra04#..."];
tree[52] = [112, 115, 118, 60, 121];
tree[60] = ["(something\nelse...)"];
tree[61] = ["#abra05#..."];
tree[62] = [124, 127, 130, 70, 133];
tree[70] = ["(something\nelse...)"];
tree[71] = ["#abra05#..."];
tree[72] = [136, 139, 142, 80, 145];
tree[80] = ["(something\nelse...)"];
tree[81] = ["#abra04#..."];
tree[82] = [100, 103, 106, 50, 109];
var noReasons:Array<String> = [
"Because\nI'd miss\nthe life\nI left behind",
"Because\nmy soul mate\nis over here",
"Because\nthe risks are\ntoo great",
"Because\nwe'd both be\nmaking the\nbiggest\nmistake\nof our lives",
"Because\nyou're always\nlying to me",
"Because\nI don't\nknow you\nwell enough",
"Because\nI think\nyou'd still\nhave the\nsame problems",
"Because\nI don't want\nto be a Pokemon",
"Because\nI'd miss\nmy friends\ntoo much",
"Because\nI don't want\nto be an\nabra",
"Because\nI have a\ndestiny\nas a human",
"Because\nyou'll keep\nmaking the\nsame mistakes",
"Because\nyou need to\nface your\nproblems\nhead-on",
"Because\nit's much\ntoo soon\nto decide\nsomething\nlike this",
"Because\nyou'd be\ntrapped\nin my gross\nhuman body",
"Because\nI don't want\nto be a\ngirl",
];
for (i in 0...noReasons.length)
{
tree[100 + 3 * i] = [noReasons[i]];
tree[100 + 3 * i + 1] = [160];
}
tree[160] = ["#abra08#... ...I wish I could say that makes sense to me. ...Sorry."];
tree[161] = ["#abra04#I... I don't think it's your fault, okay? I just have trouble relating to other people emotionally."];
tree[162] = ["#abra05#... ... ..."];
tree[163] = ["#abra04#<name>, a part of the reason I was especially interested in your brain was for its heightened capacity for emotions."];
tree[164] = ["#abra05#I think I'm missing that sort of... ...emotional connection to other people in my life-"];
tree[165] = ["#abra06#-and I think your heightened sense of empathy would have helped me to grow as an individual. Assuming it didn't get, ehhhh, overwritten I mean."];
tree[166] = ["#abra05#It's almost as if remotely transferring my consciousness would have allowed me to... evolve in some way. ...It sounds silly now that I say it out loud."];
tree[167] = [180, 190, 185, 175];
tree[175] = ["Uhh,\nactually..."];
tree[176] = [200];
tree[180] = ["That doesn't\nsound so\nfarfetched"];
tree[181] = [200];
tree[185] = ["I think\nthat's how\nKadabra\nevolves"];
tree[186] = [200];
tree[190] = ["Hmmmmmm..."];
tree[191] = [200];
tree[200] = ["%disable-skip%"];
tree[201] = ["%showrankwindow%"];
tree[202] = ["#abra04#But anyway, I actually have a solution. I've designed three puzzles which should help your brain temporarily sync up with my brain-"];
tree[203] = ["#abra05#-So with any luck, your neural activity will be slightly increased for a few minutes. ...Nothing permanent, don't worry."];
tree[204] = ["%fun-present-ipa%"];
tree[205] = ["#abra06#...And with enough alcohol, I should be able to slow my thought processes and degrade my brain to something... ehh..."];
tree[206] = ["#abra05#Something a little more <name>-like."];
tree[207] = ["%fun-hold-ipa%"];
tree[208] = ["#abra08#So anyways, do your best on these puzzles. ...And really. I'm sorry for everything."];
tree[10000] = ["%fun-drunk0%"];
tree[10001] = ["%fun-hold-ipa%"];
tree[10002] = ["%showrankwindow%"];
}
else if (trialCount == 1)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["#abra04#So I was doing more thinking, <name>... trying to figure out your reasoning for why you won't swap with me..."];
tree[2] = ["#abra06#Do you think maybe subconsciously, it's something like... because you've only seen me in this flash game, you don't think I really matter?"];
tree[3] = ["#abra09#...Like, maybe this is all pretend to you, something like that?"];
tree[4] = [10, 15, 20, 25];
tree[10] = ["Yeah,\nexactly"];
tree[11] = ["#abra08#Hmm. ...Well, it still doesn't make complete sense to me, but I think I'm starting to get it."];
tree[12] = [30];
tree[15] = ["Well, that's\na part\nof it"];
tree[16] = ["#abra08#Hmm. ...Well, it still doesn't make complete sense to me, but I think I'm starting to get it."];
tree[17] = [30];
tree[20] = ["No, not\nexactly"];
tree[21] = ["#abra08#Hmm. ...Well, it still doesn't make sense to me, but I think I'm starting to understand better."];
tree[22] = [30];
tree[25] = ["No, no.\nNothing\nlike that"];
tree[26] = ["#abra08#Hmm. ...Well, it still doesn't make sense to me, but I think I'm starting to understand better."];
tree[27] = [30];
tree[30] = ["#abra05#...But if I'm going to synchronize my brain with yours, I'm going to need to get twice as drunk."];
tree[31] = ["%fun-present-sake%"];
tree[32] = ["#abra04#Sake should do the job, hmm? ...From a mathematical standpoint, it has double the alcohol content of the IPA I was drinking last time."];
tree[33] = ["#abra06#I usually save this stuff for special occasions, but well."];
tree[34] = ["%fun-hold-sake%"];
tree[35] = ["#abra08#I guess today's as special an occasion as any. Hmmm."];
tree[36] = ["#abra05#...Bottoms up, <name>~"];
tree[10000] = ["%fun-hold-sake%"];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["#abra04#Well, so much for plan B. -sigh- I... I really thought the sake would work, too. Hmmm."];
tree[2] = ["%fun-present-soju%"];
tree[3] = ["#abra06#I was hoping to not have to resort to Soju, since it makes me really hung over."];
tree[4] = ["%fun-hold-soju%"];
tree[5] = ["#abra05#And besides, I feel like getting completely trashed might, ehhh... hinder my ability to gain any insight from your thought patterns."];
tree[6] = ["#abra09#But well, desperate times call for desperate measures I guess."];
tree[7] = ["#abra08#..."];
tree[8] = ["#abra09#Anyway, you know the drill."];
tree[10000] = ["%fun-hold-soju%"];
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-present-rum%"];
tree[2] = ["#abra03#Iiiii'm druuuuuunk alreeeeeady. Eh-heheheh~"];
tree[3] = ["#abra06#... ...Sorry, it's 'scause of how, ehh... how different our brains are, I thought I could use a head start?"];
tree[4] = ["%fun-hold-rum%"];
tree[5] = ["#abra04#..."];
tree[6] = ["#abra01#And on top of that, this is just rum today. Just STRAIGHT rum! ...The only other times I've drank this stuff is, well..."];
tree[7] = ["#abra05#... ...Ehhhh, l-look, either this'll work. Or this won't work, and I'll throw up."];
tree[8] = ["#abra04#Or, or it'll work, and I'll throw up."];
tree[9] = ["#abra02#Either way I'm throwing up. ...So hopefully it'll work~"];
tree[10000] = ["%fun-hold-rum%"];
}
else
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra07#Ohh hi " + stretch(PlayerData.name) + "! ...I've been drinking Absinthe today. Aaaabsiiiinthe... ..."];
tree[3] = ["%fun-present-absinthe%"];
tree[4] = ["#abra06#See? The ehhh... the skull means iss good for you! They say you're supposed to cut it with water but..."];
tree[5] = ["%fun-hold-absinthe%"];
tree[6] = ["#abra08#... ..."];
tree[7] = ["#abra10#<name> I REALLY want to understand what's going on in there. And why you won't... ..."];
tree[8] = ["#abra11#I've just. I've drank SO much alcohol... and thrown up SO much alcohol... And it's just... It's just..."];
tree[9] = ["#abra08#... ...I just finally want this to work finally... It'll work won't it? ... ..."];
tree[10000] = ["%fun-hold-absinthe%"];
}
}
else if (PlayerData.level == 1)
{
if (trialCount == 0)
{
tree[0] = ["%fun-drunk1%"];
tree[1] = ["%fun-hold-ipa%"];
tree[2] = ["#abra05#Hmm. ...I missed solving puzzles with you, <name>."];
tree[3] = ["#abra06#I know my comments had a way of, well, inadvertently demeaning your intelligence, but..."];
tree[4] = ["#abra04#...I've always been impressed with how, ehh... How a brain like yours could... ..."];
tree[5] = ["#abra08#... ... ..."];
tree[6] = ["#abra09#Never... Nevermind. I'm sorry."];
}
else if (trialCount == 1)
{
tree[0] = ["%fun-drunk1%"];
tree[1] = ["%fun-hold-sake%"];
tree[2] = ["#abra06#Hmm, that's a bit of an anomaly..."];
tree[3] = ["#abra04#...Even though you've used these little bugs to solve an innumerable amount of puzzles, the emotional center of your brain still lights up when you interact with them."];
tree[4] = ["#abra05#I'd have expected your empathy towards them to have dulled from repetition. ...Like, you'd eventually recognize the bugs as objects, not as living beings."];
tree[5] = ["#abra04#...'Cause it's like, everyone has an individual threshold where we recognize sentience. It's different for each person,"];
tree[6] = ["#abra05#Most everyone would empathize with another human being or Pokemon. ...But we wouldn't empathize the same way with a puppy, or an insect."];
tree[7] = ["#abra04#Somewhere in between those extremes is a threshold which varies for each of us."];
tree[8] = ["#abra06#But for you, hmm. ... ...You sort of empathize with everything a little, don't you?"];
tree[9] = ["#abra08#Why... Why do you feel so much? ... ...Doesn't it hurt?"];
tree[10] = ["#abra09#... ..."];
tree[11] = ["#abra08#Hmm."];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-hold-soju%"];
tree[2] = ["#abra00#Heyyy waaaaait, I... I think I finally get why you won't switch. Ehh-heheheh."];
tree[3] = ["#abra03#It's like, it's because you ehh... you resent me. And you're worried if you end up in my body, I'll end up rubbing off on you a little, right? Eh-heheheh."];
tree[4] = ["#abra02#Like you'll sort of be a little less of yourself... and a lillmore of this, this umm... this impish asshole you barely know."];
tree[5] = [20, 15, 10, 25];
tree[10] = ["What!?\nNo, nothing\nlike that"];
tree[11] = [30];
tree[15] = ["Aww, that's\nnot it"];
tree[16] = [30];
tree[20] = ["Yeah,\nkind of"];
tree[21] = [30];
tree[25] = ["Yep, nail\non the head"];
tree[26] = [30];
tree[30] = ["#abra04#Look, I'm not... It isn't, I just get so easily frustrated. ...Not with you, it's just..."];
tree[31] = ["#abra08#...It's like if you think of a, ummm... Like a, ehhh... ... Someone trying to... ... ..."];
tree[32] = ["#abra06#I feel like... -sigh- 'slike any analogy is just going to make me sound like a dick. Just know it's... it's harder than it looks, alright?"];
tree[33] = ["#abra09#I'm, I'm really trying. ...It's SO hard for me."];
tree[34] = ["#abra08#I'm used to being sort of goodid did everything, but... I'm SO bad at this. ...It sucks."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 32, "a dick", "a bitch");
}
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-rum%"];
tree[2] = ["#abra07#Well, no doubbibaboutit, I'm doing MY half. I am sooooo, soooo drunk."];
tree[3] = ["#abra02#Maybe one two ummm... too many reverse spits. Eh-heheheh! That's what cool kids call taking a shot~"];
tree[4] = ["#abra06#I ehh, oouugh... ..."];
tree[5] = ["%fun-shortbreak%"];
tree[6] = ["#abra07#... ...I think I shprobbly reverse spit some water too. ...Be, be right back."];
}
else
{
tree[0] = ["%fun-drunk4%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra06#...Heyyyyy. Did I ever tell you about this one... ...time college, and Grovyle'ssss draggus all to this sparty but they had a, ehh..."];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#abra07#This old... ... (mumble, mumble...) ...and everyone's sownstairs... ... (mumble...)"];
tree[5] = ["#zzzz06#... ...crowded but... (mumble) ...Time Pilot machine and, splaying... ... ..."];
tree[6] = ["#self04#(Uhhhh... I think he's still talking... but I can't hear anything...)"];
tree[7] = ["#self05#(... ...)"];
tree[8] = ["#self04#(I... guess I'll just start the puzzle without him.)"];
tree[9] = ["%fun-longbreak%"];
tree[10] = null;
tree[10000] = ["%fun-longbreak%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 6, "he's still", "she's still");
DialogTree.replace(tree, 8, "without him", "without her");
}
}
}
else if (PlayerData.level == 2)
{
if (trialCount == 0)
{
tree[0] = ["%fun-drunk1%"];
tree[1] = ["%fun-hold-ipa%"];
tree[2] = ["#abra05#Mmmm... I think I may have miscalculated how much alcohol I would need, in order to reach your, ummm... ..."];
tree[3] = ["#abra06#Your level of ehhh... Not, not that it's a BAD thing that you're ehh..."];
tree[4] = ["#abra09#... ..."];
tree[5] = ["#abra08#-sigh- I'm sorry. Aauugggghhh... ..."];
tree[6] = ["#abra10#I just don't want to make things worse than they are, okay? ...You're... You're a good person."];
tree[7] = ["#abra04#And... And you're by FAR the smartest out of all my friends."];
tree[8] = ["#abra02#I don't know if you noticed, but, eeh-heheheh. Even Grovyle's actually, really pathetic when it comes to minigames and stuff."];
tree[9] = ["#abra05#I remember the first time I showed him that scale game, and he couldn't even add up the, ehhh... ..."];
tree[10] = ["#abra06#...Hey, wait. Wait, what? Why is that... ...Even THAT offends you? But I'm talking- talking about Grovyle! It's not even..."];
tree[11] = ["#abra08#... ... -sigh-"];
tree[12] = ["#abra09#Uggghhhhh I'm making it WORSE... I'm such a fuck up... ..."];
tree[13] = ["#abra08#I can't even blame the alcohol, I... I don't even feel drunk. Just really, really tired..."];
tree[14] = ["#abra09#-sigh- Let's just get this one over with. ...I'll try to do better next time."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 9, "showed him", "showed her");
DialogTree.replace(tree, 9, "and he", "and she");
}
}
else if (trialCount == 1)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-hold-sake%"];
tree[2] = ["#abra06#Is... Is it becauzz-zzze you just think I'm like..."];
tree[3] = ["#abra08#Are you manipulating me just like these ehh... little puzzle bugs? Trying to see what happens if you say \"no\" enough? Is, is that what is, is?"];
tree[4] = [10, 15, 20, 25];
tree[10] = ["Well,\nyeah"];
tree[11] = [16];
tree[15] = ["Hmm...\nmaybe?"];
tree[16] = ["#abra09#What!? No, that's... Nobody's like that, I just... thought maybe..."];
tree[17] = [30];
tree[20] = ["No, come\non..."];
tree[21] = [26];
tree[25] = ["What!?"];
tree[26] = ["#abra09#That's... That's horrible, I know, I know. Nobody's like that, I just... thought maybe..."];
tree[27] = [30];
tree[30] = ["#abra08#... ..."];
tree[31] = ["#abra06#I still don't get it. Why is this stuff so complicated..."];
tree[32] = ["#abra04#Is it... Do I need more alcohol? Is this working? I feelllittle drunk... Maybe..."];
tree[33] = ["#abra05#...Oh well. Guess we can keep trying... -sigh-"];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-soju%"];
tree[2] = ["#abra01#Gggheggh. ...I kind of wanna take a nap. And I kind of REALLY want to kind of stay awake..."];
tree[3] = ["#abra00#You ehhh, d'you... d'you ever get like that? You know what I mean right? Mmmm."];
tree[4] = [10, 15, 20, 25];
tree[10] = ["Heh,\nyeah"];
tree[11] = [30];
tree[15] = ["Umm, I'm\nnot sure"];
tree[16] = [30];
tree[20] = ["You're...\nnot making\nsense"];
tree[21] = [30];
tree[25] = ["You really\ncan't handle\nyour liquor"];
tree[26] = [30];
tree[30] = ["#abra07#Well I ehh. I, I think I should be awake for the this one, I think we're finally going to mmngh sync up. Don't you feel,"];
tree[31] = ["#abra06#Doesn't don't feel that way too? I, you're... You're flying through these puzzles, right?"];
tree[32] = ["#abra00#Annnnd I'm defly drunk enough... Ehh-heheheh~"];
tree[33] = ["#abra01#I think, I think this'll... I think this'll be good this time. You're god this <name>."];
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk4%"];
tree[1] = ["%fun-hold-rum%"];
tree[2] = ["#abra06#I'nng get it, ssissit like... you'k, can't extend your sens... sensitive self beyond your physical perrrr-rrimiter?"];
tree[3] = ["#abra07#Like ehhhh... ...some, something like te-teteletransportational paradox? Where, you'dja djon't know if it's you? Mmmmmm?"];
tree[4] = [10, 15, 20, 25];
tree[10] = ["Yes. That's\nit, that's\nthe one"];
tree[11] = [30];
tree[15] = ["Uhh, you're\non the\nright track."];
tree[16] = [30];
tree[20] = ["Nnnno?\n...I'm going\nto say no."];
tree[21] = ["#abra03#No, nnnwait! I can... splain. Ssssomething, it's like... Eeee-heheheh."];
tree[22] = [31];
tree[25] = ["Ummm..."];
tree[26] = [30];
tree[30] = ["#abra03#Tkkkhhh!! I KNEW IT. I knew it was some, something like... Eeee-heheheh."];
tree[31] = ["#abra06#Shyou're, we're... we're all just, it's nothing! It's all'ssstjss meat, and... meat and brains though."];
tree[32] = ["#abra02#Meat, meat and brains, meat and brains. Goonnnaa... get get meat and brains. Hmm-hmhmhm~"];
tree[33] = ["#abra00#Gonna... gonna WORK this time! Snow it's gonna workk."];
tree[34] = ["#abra07#Ssue, sue drunk for it'sssnot work~"];
}
else
{
tree[0] = ["%fun-drunk4%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra03#No no no no no I'm here I was botching you you you did a good job~"];
tree[3] = ["#abra07#Youuu'rre doing a good job this time <name> and I think... twelfth umm... twelfth time's sharm, like isss always what they always say... Eh-heheheheh!"];
tree[4] = ["#abra06#I know I said this evev... elevenry time but you're... you're really persistent <name> but issslike I... hahh... I ehh..."];
tree[5] = ["#abra10#Like it feels it's smore I can understand about you... Like it's less I can understand myself??"];
tree[6] = ["#abra07#'snot like a BAD thing 'cause part maybe part it's that I'm understood myself like... WAY better than I understood anyone else."];
tree[7] = ["#abra09#Almost like it's entire universe is just... opaque mess and my brain is, sssonly sanctuary that's from this ehhh... confu... conflex world I can control?"];
tree[8] = ["#abra06#... ..."];
tree[9] = ["#abra08#...Sorry I lost strain of thought. Did you... Do knee me? ... ...'Cause I, ooooughhhh... ..."];
}
}
}
else
{
// swap
if (PlayerData.level == 0)
{
if (trialCount == 0)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["#abra02#So this is it! Three puzzles specially designed to get our brains in sync."];
tree[2] = ["#abra04#...This should maximize your levels of neurokinetic activity and increase the chance of successful synchronization."];
tree[3] = ["#abra05#But just in case that doesn't work, I have a backup plan..."];
tree[4] = ["%fun-present-ipa%"];
tree[5] = ["#abra03#Alcohol!!! Lots and lots of alcohol!"];
tree[6] = ["#abra02#This is some IPA which Gengar introduced me to back in the day."];
tree[7] = ["%fun-hold-ipa%"];
tree[8] = ["#abra05#...It should be just strong enough to dampen my neurokinetics, while still leaving me lucid enough to react if something weird happens. That's my hope, anyways."];
tree[9] = ["#abra00#Okay, puzzle #1. I believe in you, <name>~"];
tree[10000] = ["%fun-hold-ipa%"];
}
else if (trialCount == 1)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["#abra04#So I think if we're going to successfully synchronize, <name>... You either need to get twice as smart, or I need to get twice as drunk."];
tree[2] = ["#abra05#...And mathematically speaking, what gets me twice as drunk as beer?"];
tree[3] = ["%fun-present-sake%"];
tree[4] = ["#abra03#Sake, that's what!! ...If I drink enough of it, anyways~"];
tree[5] = ["#abra02#I usually try to ration this stuff out, but today's a special occasion..."];
tree[6] = ["%fun-hold-sake%"];
tree[7] = ["#abra06#...Because, today's my last day as a Pokemon, isn't it, <name>?"];
tree[8] = ["#abra00#I know you won't let me down this time~"];
tree[10000] = ["%fun-hold-sake%"];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk0%"];
tree[1] = ["#abra08#Oogh... Well so much for plan B. ...I really thought the sake would work, too. Hmph."];
tree[2] = ["#abra05#Fortunately, I've got a plan C..."];
tree[3] = ["%fun-present-soju%"];
tree[4] = ["#abra03#Downing this entire bottle of Soju!"];
tree[5] = ["#abra04#I usually avoid drinking this much Soju since it makes me really hung over."];
tree[6] = ["%fun-hold-soju%"];
tree[7] = ["#abra02#...But as long as the swap's successful, I don't need to worry about that! Ee-heheh~"];
tree[8] = ["#abra00#Good luck, <name>~"];
tree[10000] = ["%fun-hold-soju%"];
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-hold-rum%"];
tree[2] = ["#abra03#Oh, heyyyy it's <name>!!"];
tree[3] = ["#abra00#I maaaaaaayyyy have started drinking without you today. ...Ehheheheh~"];
tree[4] = ["#abra06#... ...It's 'cause of how, eh... how different our brains are, I thought I could use a head start?"];
tree[5] = ["#abra05#..."];
tree[6] = ["%fun-present-rum%"];
tree[7] = ["#abra04#And on top of that, this is just rum today. Just STRAIGHT rum! ...The only other times I've drank this sssstuff, is... well..."];
tree[8] = ["#abra08#... ...Ehhh l-look, this is not going to end well. One of us is going to be throwing up a lot tomorrow. Nngh."];
tree[9] = ["%fun-hold-rum%"];
tree[10] = ["#abra02#But with any luck, that'll be you! Eh-heheheh~"];
tree[10000] = ["%fun-hold-rum%"];
}
else
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra07#Ohh hi " + stretch(PlayerData.name) + "! ...I've been drinking Absinthe today. Aaaabsiiiinthe... ..."];
tree[3] = ["%fun-present-absinthe%"];
tree[4] = ["#abra06#See? The ehhh... the skull means iss good for you! They say you're supposed to cut it with water but..."];
tree[5] = ["%fun-hold-absinthe%"];
tree[6] = ["#abra08#... ..."];
tree[7] = ["#abra10#<name> I REALLY don't wanna be a Pokemon anymore! Pleeease, just... pleeease..."];
tree[8] = ["#abra11#I've drank SO much alcohol... and thrown up SO much alcohol... And it's just... It's just..."];
tree[9] = ["#abra08#... ...I just finally want this to work finally... It'll work won't it? ... ..."];
tree[10000] = ["%fun-hold-absinthe%"];
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-drunk1%"];
tree[1] = ["%fun-hold-ipa%"];
tree[2] = ["#abra06#Hmmm I can't tell if I'm getting drunk or not. ...Maybe just a little bit? ... ..."];
tree[3] = ["#abra02#I know, sobriety test time! ...Give me an eight-digit number and I'll try to find the prime factors."];
tree[4] = [10, 30, 20, 40];
tree[10] = ["Uhh...\n98,877,676?"];
tree[11] = ["#abra06#Well it's obviously divisible by 2... and 2,419,419, which is prime. Hmph."];
tree[12] = ["#abra12#Come on, <name>, even YOU could have done that one."];
tree[13] = [50];
tree[20] = ["Uhh...\n11,725,223?"];
tree[21] = ["#abra06#Ooh, that's a good one... 17, 19, 31... and... 1,171?"];
tree[22] = ["#abra00#Hmm, that took me a little while! ...Maybe I am getting a little drunk~"];
tree[23] = [50];
tree[30] = ["Uhh...\n84,096,587?"];
tree[31] = ["#abra08#Hmmmm! That's... 71? No, not 71... 4,297, and... 19,571!"];
tree[32] = ["#abra00#Hey that was... that was almost difficult! ...Maybe I am getting a little drunk~"];
tree[33] = [50];
tree[40] = ["Wait, like,\na number\nwith eight\nthings in it?"];
tree[41] = ["#abra08#... ..."];
tree[42] = ["#abra12#<name>, I'll be INCREDIBLY ashamed if our brains somehow synchronize today."];
tree[43] = ["#abra09#(grumble, eight things in it...)"];
tree[44] = [50];
tree[50] = ["#abra04#Well whatever, onto puzzle #2. ...Let's see if I can finish this bottle before you finish this puzzle~"];
if (trialCount == 0)
{
}
else if (trialCount == 1)
{
tree[1] = ["%fun-hold-sake%"];
tree[10] = ["How about\n65,505,500"];
tree[11] = ["#abra06#Well it's obviously divisible by 2 and 5... and 131,011, which is prime. Hmph."];
tree[20] = ["How about\n56,955,134"];
tree[21] = ["#abra06#Ooh, that's a good one... 2, 17, 43... Ehhh.... 163 and... 239?"];
tree[30] = ["How about\n36,210,151"];
tree[31] = ["#abra08#Hmmmm! That's... 61? No, not 61... 3,037, and... 11,923!"];
tree[40] = ["...Wait, do\nthey make\nnumbers that\nbig?"];
tree[50] = ["#abra04#Hmmm, I need to pick up my pace! I've barely put a dent in this bottle. Why don't you pick up your pace too~"];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-hold-soju%"];
tree[2] = ["#abra00#Ooogh, yeah, okay. That's... That's some nice Soju. Mmmmmmmmmm~"];
tree[3] = ["#abra03#...Hey <name>, did it get warm in here? Feels like... No, wait! Numbers! We gotta do the number thing~"];
tree[10] = ["18,960,450"];
tree[11] = ["#abra06#Oh! That's divisible by... FIVE! And TWO! ...And also TEN."];
tree[12] = ["#abra00#...Wait, wait, it's also visible by 1,896,045. Okay, okay! I'm still pretty smart~"];
tree[20] = ["40,963,824"];
tree[21] = ["#abra06#Oh! That's divisible by... TWO! And also by a variable \"x\"..."];
tree[22] = ["#abra00#I c... I can't tell you the value of x, because it's a secret! X would be SO mad if I told you~"];
tree[30] = ["84,350,525"];
tree[31] = ["#abra06#Oh! That's divisible by... FIVE! And... TWENTY-FIVE. ...And hmmm... what else... ..."];
tree[32] = ["#abra00#Also if you add up all the numbers, it's pretty... it's pretty big that way."];
tree[40] = ["80,431,657"];
tree[41] = ["#abra06#Oh! That's divisible by... FIVE! I meeean, it's almost divisible by five. There's a little left over. Not too much."];
tree[42] = ["#abra00#Also if you add up all the numbers, it's pretty... it's pretty big that way."];
tree[43] = [50];
tree[50] = ["#abra02#Hmph, youuu don't even know if I'm telling the truth about all this math stuff! I don't know why I thought this would work. Eh-hehehehe~"];
tree[51] = ["#abra06#You need to solve more puzzles to get smart like me! He-here's a good one~"];
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-rum%"];
tree[2] = ["#abra02#Nngggghhh " + stretch(PlayerData.name) + " let's... lessss do the number thing!!!"];
tree[3] = ["#abra03#...You remember... djemember the number thing?? Second puzzle, time for the... the number thing. Mhmm~"];
tree[10] = ["...37,243,013?"];
tree[11] = [50];
tree[20] = ["...24,708,889?"];
tree[21] = [50];
tree[30] = ["...30,464,414?"];
tree[31] = [50];
tree[40] = ["...10,000,000?"];
tree[41] = [50];
tree[50] = ["#abra06#Hey!! Hey <name>. Djever notice how come all us Pokemon we got like... the same kinds of of fingers and toes? I just noticed that."];
tree[51] = ["#abra05#Like my feet got two little foot fingers and a foot thumb!! It's just... just like my hands got and Buizel!"];
tree[52] = ["#abra06#Buizel's got... three little nub toes? And three nub fingers, and... Rhydon and Sandslash."];
tree[53] = ["#abra01#I think their... their claws? Rhydon's got... three and three... Sandslash has got... two and two? Isn't that... ... Sj-just weird right!?!"];
tree[54] = ["#abra00#If everyone's toes matched their hands like... what if maybe we goggit all backwards? ...Right? Eh-heheheheheh~"];
tree[55] = ["#abra01#... ..."];
tree[56] = ["#abra06#I just think it's... HEY! Hey wait! What were you asking me something."];
tree[57] = ["#abra03#I'm fine. Issssnot even fine! It's just... Heheheh~"];
}
else
{
tree[0] = ["%fun-drunk4%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra06#...Heyyyyy. Did I ever tell you about this one... ...time college, and Grovyle'ssss draggus all to this sparty but they had a, ehh..."];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#abra07#This old... ... (mumble, mumble...) ...and everyone's sownstairs... ... (mumble...)"];
tree[5] = ["#zzzz06#... ...crowded but... (mumble) ...Time Pilot machine and, splaying... ... ..."];
tree[6] = ["#self04#(Uhhhh... I think he's still talking... but I can't hear anything...)"];
tree[7] = ["#self05#(... ...)"];
tree[8] = ["#self04#(I... guess I'll just start the puzzle without him.)"];
tree[9] = ["%fun-longbreak%"];
tree[10] = null;
tree[10000] = ["%fun-longbreak%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 6, "he's still", "she's still");
DialogTree.replace(tree, 8, "without him", "without her");
}
}
}
else if (PlayerData.level == 2)
{
if (trialCount == 0)
{
tree[0] = ["%fun-drunk1%"];
tree[1] = ["%fun-hold-ipa%"];
tree[2] = ["#abra08#Mmmm... I don't really feel drunk at all. ...I just feel sort of tired. Hmm."];
tree[3] = ["#abra04#I think if we're going to synchronize <name>, IPA's not going to cut it."];
tree[4] = ["#abra05#But I'm already three bottles in, and we've gone through all this trouble... So why don't we just try swapping anyways? And whatever happens, happens."];
tree[5] = ["#abra04#...Worst case, we can try again tomorrow with something stronger."];
tree[6] = ["#abra00#Thanks, <name>. ...You've always been such a nice little guinea pig~"];
}
else if (trialCount == 1)
{
tree[0] = ["%fun-drunk2%"];
tree[1] = ["%fun-hold-sake%"];
tree[2] = ["#abra00#Mmm, okay... I think it's kicking in now. Mmhmhmmmm..."];
tree[3] = ["#abra01#Is this? Feels... Feels the same kind of mental impairment you prolgly suffer on a daily basis, <name>."];
tree[4] = ["#abra04#Just going off how... ehhhhhhh... ..."];
tree[5] = ["#abra06#...Sorry, I think that bug over there was doing something. Did you see that? That was kind of distracted me~"];
tree[6] = ["#abra00#What... What was I ex... explaying? Mmmnnghhh. I... I think I've gotten drunk enough."];
tree[7] = ["#abra03#This one's in your court, <name>~"];
}
else if (trialCount == 2)
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-soju%"];
tree[2] = ["#abra01#Mmmmmmmm " + stretch(PlayerData.name) + "~"];
tree[3] = ["#abra03#It's almost oooover. ...And I won't gotta be an abra anymore. And I'll get to feel what it's like with all my abra ideas? Squished inside your cozy human brain."];
tree[4] = ["#abra02#I'ma be walking around in my big ugly MAN suit. But I'm gonna be an abra. And nobody's gonna know I'm an abra. Eh-heheheh~"];
tree[5] = ["#abra06#And, and... and it's a step up for you 'cause... 'Cause you'll get to... to see what it's like being a cute fuzzy genius?"];
tree[6] = ["#abra02#...And we'll be wearing each other's skin like... like two little skin buddies mhmhmhmhmhm~"];
tree[7] = [40, 30, 20, 10];
tree[10] = ["Uhh, I'm\ngetting sort\nof a Silence\nof the Lambs\nvibe here"];
tree[11] = [41];
tree[20] = ["Hey, I'm\nnot ugly"];
tree[21] = [41];
tree[30] = ["I'm... glad\nI could\nhelp?"];
tree[31] = [41];
tree[40] = ["I can't\nwait!"];
tree[41] = ["#abra08#Shhhh shh shh shh shh. ...You're going to solve this last puzzle and you're gonna... You're so smart."];
tree[42] = ["#abra05#And you're not gonna need any hints, and you're not gonna need any help, and you're..."];
tree[43] = ["#abra04#... ..."];
tree[44] = ["#abra00#...I wanna take a nap! That's the first thing I'ma do when we switch places is, I'ma take a nap in your body."];
tree[45] = ["#abra03#A big... big gross hairy hair nap. Eeehehehehe~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 4, "ugly MAN", "ugly GIRL");
}
}
else if (trialCount == 3)
{
tree[0] = ["%fun-drunk3%"];
tree[1] = ["%fun-hold-rum%"];
tree[2] = ["#abra01#" + stretch(PlayerData.name) + "... This... thisses is it!! This HAS to be it. ..."];
tree[3] = ["#abra00#If there's no WAYYY it haves to be... smarter than you... I'm like... is there..."];
tree[4] = ["#abra03#Eh-hehhehehheh, wait, wait..."];
tree[5] = ["#abra06#Hey hey <name> what's your fambly...? What's um, what's your fambly the..."];
tree[6] = ["#abra08#Do they, do they know you're ummm... wait didn't the... is the questions thing pop up? Why isn't it-"];
tree[7] = [25, 10, 20, 30, 15];
tree[15] = ["It keeps me\nfrom getting\ntoo horny"];
tree[11] = [50];
tree[10] = ["It feels\nreally good"];
tree[16] = [50];
tree[20] = ["Actually,\nI try to avoid\nit if I can..."];
tree[21] = [50];
tree[25] = ["It helps\nme fall\nasleep"];
tree[26] = [50];
tree[30] = ["Usually I'm\njust bored"];
tree[31] = [50];
tree[50] = ["#abra12#Gaggh why didn't it... No! That was the wronnnggg one. Rgggghhhh..."];
tree[51] = ["#abra06#...Why didn't I need to have giving this thing an easier one? ... ... It's so coooomplicated."];
tree[52] = ["#abra04#... ..."];
tree[53] = ["#abra02#Nnngkay! It's the... can you can do it this time, <name>~"];
}
else
{
tree[0] = ["%fun-drunk4%"];
tree[1] = ["%fun-hold-absinthe%"];
tree[2] = ["#abra03#No no no no no I'm here I was botching you you you did a good job~"];
tree[3] = ["#abra07#Youuu'rre doing a good job this time <name> and I think... twelfth umm... twelfth time's sharm, like isss always what they always say... Eh-heheheheh!"];
tree[4] = ["#abra06#I know I said this evev... elevenry time but you're... you're really persistent <name> and thass why I... hahh... I ehh..."];
tree[5] = ["#abra10#Just so nice and your fambly and friends so lucky to have ssss-someone like you and worried when we switch ice... Ice ruin everything,"];
tree[6] = ["#abra07#'snot WANT to ruin it's just I'm, I'm just it's not good people like, good umm... Not like you are, It's like you ehhh..."];
tree[7] = ["#abra06#... ..."];
tree[8] = ["#abra08#...Sorry I lost strain of thought. Did you... Do knee me? ... ...'Cause I, ooooughhhh... ..."];
}
}
}
}
public static function epilogue(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.abraStoryInt == 6)
{
// no swap
if (PlayerData.level == 0)
{
tree[0] = ["#abra02#Ah! Hi <name>!!! ...Wow, it feels like it's been so long since I saw you last~"];
tree[1] = ["#abra04#Things have gotten a LOT better for me since then. ...I wanted to thank you for everything."];
tree[2] = ["#abra05#Thanks for putting up with me, and well... Thanks especially for standing your ground."];
tree[3] = ["#abra08#...It was stupid of me to try and swap consciousnesses to rectify what was essentially a psychological issue. ...I don't know why I thought that would work."];
tree[4] = [20, 15, 10];
tree[10] = ["You thought\nit would\nreset your\ndepression or\nsomething?"];
tree[11] = [30];
tree[15] = ["You thought\nyour psychological\nissues wouldn't\nfollow you to\nyour new body?"];
tree[16] = [30];
tree[20] = ["You thought\nmy life would\nbe that different\nfrom yours?"];
tree[21] = [30];
tree[30] = ["#abra09#Yeah well, I guess it was probably something like that."];
tree[31] = ["#abra05#Obviously, it would have been a huge mistake. I'm so glad you didn't let me go through with it."];
tree[32] = ["#abra08#...First of all, I would have missed my friends. Especially Grovyle and Buizel, I don't know what I would have done without them."];
tree[33] = ["#abra09#Regardless of future circumstances, they're... they're definitely the closest friends I'll ever have."];
tree[34] = ["#abra08#...It's infeasible to form friendships of that caliber after college. Everyone's just so busy."];
tree[35] = ["#abra06#If I'd have thrown all that away just to end up in a new body, and then have the same problems resurface later..."];
tree[36] = ["#abra09#... ...Well. I don't think I could have dealt with that. So, I really dodged a bullet."];
tree[37] = ["#abra06#Mmmm, \"dodged a bullet,\" that's not an appropriate idiom is it? I suppose it's more that you took a bullet for me."];
tree[38] = ["#abra08#So, -sigh- thanks for everything okay? ...Really, I can never repay you enough."];
tree[39] = [70, 60, 80, 50];
tree[50] = ["You're\nwelcome"];
tree[51] = ["#abra02#... ..."];
tree[52] = ["#abra04#If I ever get like that again, I hope you'll feel comfortable enough to tell me and we can work through it~"];
tree[53] = ["#abra05#But don't worry. My days of stubbornly barking out petulant demands are behind me."];
tree[54] = [100];
tree[60] = ["I knew you'd\ncome around"];
tree[61] = [51];
tree[70] = ["$250,000\nshould\ncover it"];
tree[71] = ["#abra03#Ee-heheheh! Hey! ...If I gave you $250,000, you wouldn't motivated to play my game anymore."];
tree[72] = ["#abra05#Don't underestimate the addictive qualities of a well-crafted operant conditioning chamber~"];
tree[73] = [100];
tree[80] = ["You were\na total ass,\nyou know"];
tree[81] = ["#abra09#I know. I know. I'm... I'm still kind of an ass. I'm sorry."];
tree[82] = ["#abra05#Surely my self-awareness about being an ass earns me a few brownie points? ...Like, maybe I'm only 99% ass now?"];
tree[83] = [100];
tree[100] = ["#abra04#... ..."];
tree[101] = ["#abra12#Now anyways, hurry up and solve this puzzle! ...The rationale behind this positive sentiment was to decrease your puzzle-solving stupidness."];
tree[102] = ["#abra08#Your puzzle stupidness levels are at a 10 right now! ...I need you at an 8."];
tree[103] = ["#abra02#...Ee-heheheh. I'm sorry! I'm sorry. Was I ever that bad?"];
tree[104] = ["#abra05#Ohhhhh I probably still am. Sorry. ...Thanks for putting up with me~"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#abra04#It's hard to put into words what changed that other night when we got our brains in sync."];
tree[1] = ["#abra08#Thinking about the emotional isolation I was putting myself through prior to that, and my perceptions of others..."];
tree[2] = ["#abra09#...It's almost like I was a completely different Pokemon back then. It's embarrassing to think about."];
tree[3] = ["#abra08#... ... ..."];
tree[4] = ["#abra06#I guess I've always had hobbies and personal talents which lend themselves towards spending long periods of time alone."];
tree[5] = ["#abra05#Like, even getting this webcam to work with this flash game? Encoding it properly and minimizing the stream delay, that was an ordeal."];
tree[6] = ["#abra04#...That alone took about five weeks. Just hours in my room each day, tinkering with codecs and packet analyzers."];
tree[7] = ["#abra06#Or getting that robotic hand to work, and to interface with the mouse in an intuitive way? ...Honestly that was several months."];
tree[8] = ["#abra10#I had a prototype up in no time, but it took forever to get it smooth enough to where it felt immersive. ...And it still feels a little clumsy sometimes."];
tree[9] = ["#abra05#Well, what I'm getting at is that during the development of the Monster Mind project, I spent a lot of time by myself getting things how I wanted them."];
tree[10] = ["#abra04#In a way I feel redeemed that you played this game for so long. I expected a typical player would have gotten bored a long time ago."];
tree[11] = ["#abra06#Out of curiosity, <name>... ...What, what about this game motivated you to continue playing?"];
tree[12] = [20, 30, 40, 50, 60];
tree[20] = ["I'm still\nhoping to\nsee more\nnecks"];
tree[21] = ["#abra03#Necks!? Bahahahahaha~"];
tree[22] = ["#abra00#I'd show you mine, but well, abras are cursed with abnormally short necks. ...It's a bit embarrassing."];
tree[23] = ["#abra02#Mmmm, but Grovyle's got a pretty good neck, maybe you can ask to see his neck~"];
tree[24] = [100];
tree[30] = ["I can't\nfigure out\nhow to\nclose the\ngame"];
tree[31] = ["#abra03#How to close the game!? Bahahahaha~"];
tree[32] = ["#abra02#I made that particular puzzle difficult on purpose. ...After all, I'd be pretty lonely over here if you quit on me, mmmm?"];
tree[33] = [100];
tree[40] = ["I like\nfooling\naround with\nPokemon"];
tree[41] = ["#abra03#You sure do! Ee-heheheheh~"];
tree[42] = ["#abra00#Did you like how I got you a Lucario too? I thought you'd like that~"];
tree[43] = ["#abra02#Have you seen Little Shop Of Horrors? It's like you're like the... Audrey II to my Seymour Krelborn."];
tree[44] = ["#abra04#Although when I put it that way, I'm almost a little ashamed I've run out of creatures to feed you."];
tree[45] = [100];
tree[50] = ["I still\nwant to\nprove you\nwrong when\nyou said\nI'd quit"];
tree[51] = ["#abra03#What!? Bahahahah~"];
tree[52] = ["#abra04#Well, I still think you're going to quit any moment now. ...You finished the game! There's really nothing left."];
tree[53] = ["#abra02#Soon all of our conversations will become stale, you'll get bored of the sex sequences, and you'll forget all about us. Prove me wrong!"];
tree[54] = [100];
tree[60] = ["I\nreally,\nreally\nlike\npuzzles"];
tree[61] = ["#abra03#What!? Bahahahaha. Nobody likes puzzles THIS much!"];
tree[62] = ["#abra02#...They're just little machine-generated garbage puzzles. They're not even real ones."];
tree[63] = ["#abra05#I guess they have their charm, and the broad variety of solving techniques prevents them from becoming too repetitive. But still..."];
tree[64] = ["#abra04#... ..."];
tree[65] = [100];
tree[100] = ["#abra05#Well, whatever. ...Have another puzzle you little weirdo~"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 23, "his neck", "her neck");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#abra05#Anyways so when I was developing the Monster Mind project, I spent most of my time in solitude writing code, running experiments, designing minigames."];
tree[2] = ["#abra04#And it's easy to stay content when you spend so long like that a project by yourself-- just trapped in your own head."];
tree[3] = ["#abra05#Everything's yours, everything makes sense, there's nobody to argue with."];
tree[4] = ["#abra06#...Aside from fleeting feelings of frustration when something doesn't work, it's sort of a mental utopia. Or so you'd think."];
tree[5] = ["#abra08#But long periods of isolation like that have a way of wearing on a person."];
tree[6] = ["#abra09#... ... ..."];
tree[7] = ["#abra05#I suppose it comes as no surprise I'm a massive introvert."];
tree[8] = ["#abra04#So I never think of myself as needing social contact. ...But over time, its absence wears on my emotional state in subtle ways."];
tree[9] = ["#abra05#And besides the general moodiness stemming from the absence of social contact, the other toxic thing about living in your own little bubble is, hmmm..."];
tree[10] = ["#abra04#...Well, the way it distorts everything and everyone who's outside of that bubble."];
tree[11] = ["#abra08#All of the things you used to do for fun... Having friends over, going out for a nice meal, celebrating someone's birthday?"];
tree[12] = ["#abra09#When you're content in your own little bubble world, those types of fun activities get perceived as interruptions."];
tree[13] = ["#abra12#It's like, \"Oh, Grovyle wants to do an escape room this Saturday? ...But I wanted to nail down the KP values on my PID controller. Hmph.\""];
tree[14] = ["#abra08#... ..."];
tree[15] = ["#abra05#Anyways, that's all in the past. I'm trying to be more social, and I've been setting aside at least an hour each day just to..."];
tree[16] = ["#abra03#Well, just to do nothing at all, you know? ...Maybe hang out and chat with people, participate in noncompetitive social activities. ...It's, it's a nice change."];
tree[17] = ["#abra02#I've even started exercising a little! Not that I expect to accomplish much, but... it feels good to be physically active."];
tree[18] = ["#abra04#Anyways, thanks for listening. ...I just wanted to get all that off my chest."];
tree[19] = [50, 40, 25, 30];
tree[25] = ["Mmm."];
tree[26] = [100];
tree[30] = ["Oh, no\nproblem"];
tree[31] = [100];
tree[40] = ["I'm glad\nyou're okay"];
tree[41] = ["#abra00#Mmm, thanks. ...I know it's been a rough couple of days but things really worked out for the best~"];
tree[42] = [100];
tree[50] = ["...Abra?"];
tree[51] = ["#abra06#...Mmm?"];
tree[52] = [60, 80, 70, 90];
tree[60] = ["Thanks\nfor opening\nyour bubble"];
tree[61] = ["#abra00#... ..."];
tree[62] = ["#abra01#Well... ...Thanks for letting me in yours~"];
tree[63] = [100];
tree[70] = ["Thanks\nfor not\ngiving up\non me"];
tree[71] = ["#abra00#... ..."];
tree[72] = ["#abra01#Well... ...Thanks for not giving up on me either~"];
tree[73] = [100];
tree[80] = ["Take off\nyour damn\nclothes"];
tree[81] = ["#abra00#Ee-heheheh! Oops~"];
tree[82] = ["%fun-nude2%"];
tree[83] = [100];
tree[90] = ["Umm,\nnothing"];
tree[91] = [100];
tree[100] = ["#abra05#... ...Alright, well, one more puzzle."];
}
}
else
{
// swap
if (PlayerData.level == 0)
{
tree[0] = ["#abra02#Hi Abra! I mean... ummm... hi <name>! ...Sorry!"];
tree[1] = ["#abra05#I just realized now that this swap was somewhat asymmetrical, as I'd already met most of your friends, but you hadn't met any of mine."];
tree[2] = ["#abra06#...My human friends aren't getting on your nerves too much, are they?"];
tree[3] = [30, 40, 20, 10];
tree[10] = ["All your\nfriends are\nmorons"];
tree[11] = ["#abra03#What? Ohh, come on. They're not that bad... You just need to get used to them."];
tree[12] = ["#abra06#Besides, what they lack in intelligence they make up for in their, hmm... ..."];
tree[13] = ["#abra08#Their various... positive traits... ... I'm sort of drawing a blank. It feels like so long ago..."];
tree[14] = ["#abra04#... ...Well whatever, you can always just make new friends~"];
tree[15] = [50];
tree[20] = ["Oh, they're\nfine"];
tree[21] = ["#abra02#Yeah! I'm sure you'll get along great once you get to know them."];
tree[22] = ["#abra04#I mean, none of them are quite as into this... perverted Pokemon stuff in the same way I am, but they're still nice people~"];
tree[23] = [50];
tree[30] = ["They're a\nlot of\nfun"];
tree[31] = ["#abra02#Eh-heheheh! They are, aren't they?"];
tree[32] = ["#abra04#Man I kind of miss them. I'm already sort of starting to forget what they look like."];
tree[33] = ["#abra05#...Now that you're on the other side of the computer here, maybe you can hook up a reverse webcam feed so I can see them from time to time."];
tree[34] = ["#abra06#Speaking of which, now that I'm a Pokemon... I guess it's your turn to solve puzzles? Isn't that how it works?"];
tree[35] = [51];
tree[40] = ["We're doing\nsomething\nthis weekend"];
tree[41] = ["#abra02#Oh wow, already! ...You didn't waste any time, did you? Ehh-heheheh. Well, have fun."];
tree[42] = ["#abra04#... ...And now that you're on the other side of the computer here, maybe you can hook up a reverse webcam feed so I can see them from time to time."];
tree[43] = ["#abra06#Speaking of which, now that I'm a Pokemon... I guess it's your turn to solve puzzles? Isn't that how it works?"];
tree[44] = [51];
tree[50] = ["#abra06#Anyway ehh, now that you're on the other side of the computer here... I guess it's your turn to solve puzzles? Isn't that how it works?"];
tree[51] = ["#abra10#Don't give me that look! ...You made me do hundreds of these things."];
tree[52] = ["#abra05#Besides that, you probably memorized all the answers didn't you. Eh-hehehehe. Well, just try not to cheat, hmmmm?"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#abra04#Hmph, I expected you to be faster at these."];
tree[1] = ["#abra05#...I mean you were always taunting me for my slow performance!"];
tree[2] = ["#abra03#What happened to all those secret techniques you were taunting me with? ...I thought you could solve these puzzles in like half a second."];
tree[3] = [40, 10, 20, 50, 30];
tree[10] = ["That was\nwith MY\nbrain, not\nwith your\nidiot brain"];
tree[11] = ["#abra02#Eh-heheheh. Not so easy, right?"];
tree[12] = ["#abra04#Well, maybe now you'll empathize more easily with us lower life forms."];
tree[13] = [80];
tree[20] = ["Eeggh..."];
tree[21] = ["#abra02#Eh-heheheh. Ohhh, I'm sorry. I'm just giving you a hard time."];
tree[22] = ["#abra04#After all the times you taunted me about my speed or my intelligence, I should at least be allowed to have a little fun, hmmmm?"];
tree[23] = [80];
tree[30] = ["I'm sorry,\nI didn't\nknow how\nhard these\nwere"];
tree[31] = ["#abra06#Right!? ...There's a lot to think about when you can't just churn through all the combinations in succession."];
tree[32] = ["#abra04#...I found it sort of helps to think about the colors first, and then think about their placement afterwards. Otherwise it's just too much at once."];
tree[33] = [80];
tree[40] = ["Hey, that\none was a\nwarmup! ...I\ncan go\nfaster"];
tree[41] = [21];
tree[50] = ["Eeh-heheheh!\nOh, you\nbelieved me\nabout that?"];
tree[51] = ["#abra06#Wait, really? You were joking?"];
tree[52] = ["#abra05#...Well, the puzzles seem REALLY easy to me now that I have your brain. I could probably solve a hundred of these in under a minute."];
tree[53] = ["#abra04#But I guess I've sort of got the best of both worlds, with all the puzzle shortcuts I learned as a human running on your supercharged abra brain."];
tree[54] = [80];
tree[80] = ["#abra05#...Anyways, take your time, have fun with the puzzles."];
tree[81] = ["#abra02#It's not like the ranking system matters anymore, that part's over. It's just for fun now~"];
}
else if (PlayerData.level == 2)
{
if (PlayerData.abraMale)
{
tree[0] = ["#abra00#...So is it weird seeing yourself on video like this?"];
tree[1] = ["#abra06#Wait, are you still looking at me with that fake digital penis? ...I thought you would have turned that off."];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Wow,\nit looks\npretty good"];
tree[11] = ["#abra03#I know, right? You can't even tell."];
tree[12] = ["#abra02#...Although I guess a part of it's because of these crappy webcam graphics."];
tree[13] = ["#abra04#Alright, one more puzzle."];
tree[20] = ["I forgot\nit was\nturned on"];
tree[21] = ["#abra05#Oh! ...Hmm, that's not like you to forget something like that."];
tree[22] = ["#abra03#Although it IS like me to forget. ...Eh-heheheh. I guess you're stuck with my crappy memory now."];
tree[23] = ["#abra02#Anyway, hmm, chin up. Just one more puzzle~"];
tree[30] = ["I just like\npenises\nmore"];
tree[31] = ["#abra01#Yeah! Plus you gave yourself a pretty nice looking one. A little on the cute side, but mmm. That was a nice looking penis~"];
tree[32] = ["#abra02#I'm going to kind of miss looking at that penis. Eh-heheheh."];
tree[33] = ["#abra05#... ..."];
tree[34] = ["#abra04#Oh well. Anyways, let's go-- just one more puzzle."];
tree[40] = ["Either way's\nfine"];
tree[41] = ["#abra05#Yeah, I guess you probably don't really care at this point! You've seen it all, haven't you~"];
tree[42] = ["#abra02#Well, hopefully you'll still enjoy playing with yourself. Eh-heheheh~"];
tree[43] = ["#abra04#... ...Alright, well, one more puzzle."];
}
else
{
tree[0] = ["#abra00#...So is it weird seeing yourself on video like this?"];
tree[1] = ["#abra06#Oh, you didn't turn on that fake digital penis? ...You weren't a little curious what it looks like?"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Meh,\nI've seen it.\nIt looks\npretty bad"];
tree[11] = ["#abra05#Really? ...I couldn't even tell it was fake."];
tree[12] = ["#abra04#Although I guess a part of it was because of those crappy webcam graphics."];
tree[13] = ["#abra02#... ...Alright, one more puzzle."];
tree[20] = ["I forgot\nit was\nturned off"];
tree[21] = ["#abra05#Oh! ...Hmm, that's not like you to forget something like that."];
tree[22] = ["#abra03#Although it IS like me to forget. ...Eh-heheheh. I guess you're stuck with my crappy memory now."];
tree[23] = ["#abra02#Anyway, hmm, chin up. Just one more puzzle~"];
tree[30] = ["I just like\nvaginas\nmore"];
tree[31] = ["#abra01#Yeah! Plus you've got a pretty nice looking one. A little on the cute side, but mmm. That's a nice looking vagina~"];
tree[32] = ["#abra02#... ...Anyways, let's go-- just one more puzzle."];
tree[40] = ["Oh, I've\nseen\nit before"];
tree[41] = ["#abra05#Yeah, I guess you probably don't really care at this point! You've seen it all, haven't you~"];
tree[42] = ["#abra02#Well, hopefully you'll still enjoy playing with yourself. Eh-heheheh~"];
tree[43] = ["#abra04#... ...Alright, well, one more puzzle."];
}
}
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra05#Alright <name>, no chit-chat this time. Let's just get started!"];
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra05#Oh it's you again! Why hello, hello~"];
tree[1] = ["#abra04#Let's see what you've learned!"];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra04#Back for more puzzles eh! Let me just double check."];
tree[1] = ["#abra02#...Yes, yes, this looks like a good set! Give it your best."];
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra02#Don't mind me, <name>! I'll just be studying your neural activity while you solve this next puzzle."];
}
public static function random04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (puzzleState._lockedPuzzle != null && puzzleState._lockedPuzzle != puzzleState._puzzle)
{
tree[0] = ["#abra06#Ah, well here we are again, <name>. Another day, another "
+ moneyString(puzzleState._puzzle._reward)
+ ". Or hmm, perhaps "
+ moneyString(puzzleState._lockedPuzzle._reward)
+ "? ...Which one will you choose?"];
tree[1] = ["#abra02#I'm just joking. Of course I already know~"];
}
else
{
tree[0] = ["#abra05#Ah, well here we are again, <name>. Another day, another " + moneyString(puzzleState._puzzle._reward) + "."];
tree[1] = ["#abra04#Perhaps I'll give you something more challenging once you're warmed up~"];
}
}
public static function random7Peg0(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.puzzleCount[4] == 0)
{
tree[0] = ["%enterabra%"];
tree[1] = ["#abra03#Ahh! ...Really??"];
tree[2] = ["#abra02#...You're... You're actually going to try a 7-peg puzzle with me? I know you can do it!"];
tree[3] = ["%fun-nude1%"];
tree[4] = ["#abra00#I'll tell you what. As a little incentive, I'll take off one article of clothing now..."];
tree[5] = ["#abra01#And... If you can complete the puzzle, I'll take off another article of clothing afterward."];
tree[6] = ["%exitabra%"];
tree[7] = ["#abra04#Eee-heeheh! I'm just bristling with excitement. Let's push that clunky cerebrum of yours into high gear~"];
tree[10000] = ["%exitabra%"];
}
else
{
tree[0] = ["%enterabra%"];
tree[1] = ["#abra03#Ahh! ...Really??"];
tree[2] = ["#abra02#...You're... You're going to try another 7-peg puzzle with me? I know you can do it!"];
tree[3] = ["%fun-nude1%"];
tree[4] = ["#abra00#Just like last time, I'll take off one article of clothing now..."];
tree[5] = ["#abra01#And... If you can complete the puzzle, I'll take off another article of clothing afterward."];
tree[6] = ["%exitabra%"];
tree[7] = ["#abra04#Eee-heeheh! I'm just bristling with excitement. Let's push that clunky cerebrum of yours into high gear~"];
tree[10000] = ["%exitabra%"];
}
}
public static function random7Peg1(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.puzzleCount[4] == 0)
{
random7Peg0(tree, puzzleState);
return;
}
tree[0] = ["%enterabra%"];
tree[1] = ["#abra03#You're trying another seven-peg puzzle? Really? ...Oh wow!"];
tree[2] = ["#abra04#You have NO idea how much I enjoy watching you think through these simple puzzles... It's like watching a rat slowly navigate through a maze."];
tree[3] = ["#abra02#The exit's like... right in front of you! Yet, you still bump into every dead-end along the way. It's a little cute~"];
tree[4] = ["%fun-nude2%"];
tree[5] = ["#abra00#Oh! I should really have my pants off for this. Ee-heheheheh..."];
tree[6] = ["%exitabra%"];
tree[7] = ["#abra05#...Hey! No peeking!"];
tree[8] = ["#abra02#You have to EARN your cheese first, you hungry little lab rat~"];
tree[10000] = ["%exitabra%"];
}
public static function random7Peg2(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.puzzleCount[4] == 0)
{
random7Peg0(tree, puzzleState);
return;
}
tree[0] = ["%enterabra%"];
tree[1] = ["#abra06#Back for another 7-peg puzzle? Hmm... I hope I didn't make this one too hard for you."];
tree[2] = ["%fun-nude1%"];
tree[3] = ["#abra11#I can't really gauge what's easy and what's hard!"];
tree[4] = ["#abra05#Grovyle playtests most of the puzzles for me, and I can tell what's difficult because those are the ones that take him longer to solve."];
tree[5] = ["#abra08#But... He just balks at this 7-peg stuff, so I don't have a way of figuring out which ones are good to give you."];
tree[6] = ["%exitabra%"];
tree[7] = ["#abra04#..."];
tree[8] = ["#abra02#Just, try not to get frustrated, okay? I'm rooting for you~"];
tree[10000] = ["%exitabra%"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 4, "take him", "take her");
DialogTree.replace(tree, 5, "He just", "She just");
}
}
public static function random7Peg3(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.puzzleCount[4] == 0)
{
random7Peg0(tree, puzzleState);
return;
}
var count:Int = PlayerData.recentChatCount("abra.random7Peg.0.3");
tree[0] = ["%enterabra%"];
tree[1] = ["%fun-nude1%"];
tree[2] = ["#abra06#So I've noticed that every time you-"];
tree[10000] = ["%exitabra%"];
if (count % 3 == 0)
{
tree[3] = ["%entersand%"];
tree[4] = ["#sand12#Ehh? What... what the fuck. What sort of weird-ass shit have you gotten yourself into, <name>? I thought FOUR pegs was too many!"];
tree[5] = ["#abra04#Oh, it's not as bad as it looks! There's a few extra rules which make it easier."];
tree[6] = ["#sand13#Extra rules... Which make it easier!?! Abra, you're not makin' any goddamn sense."];
tree[7] = ["#sand09#What you two are doing is... It's wrong. It's fuckin' wrong! This is supposed to be a PORN game. You're twisting it into some kind of... masochistic mental exercise."];
tree[8] = ["#abra06#It's just... It's just BARELY more difficult than the kinds of puzzles-"];
tree[9] = ["#sand12#-nope. No man, I dunno WHAT your extra rules are but I don't like it. Uh-uh. Nope."];
tree[10] = ["%exitsand%"];
tree[11] = ["#sand06#<name>, come hit me up later if you're down for some wholesome 3-peg stuff. None of this, weird-ass, kinky seven-peg shit."];
tree[12] = ["#abra05#..."];
tree[13] = ["#abra04#Well, hmm. What's gotten into him?"];
tree[14] = ["%exitabra%"];
tree[15] = ["#abra00#Actually, knowing Sandslash is against this just makes me want to solve puzzles with you even HARDER, <name>. Ee-heheheh~"];
tree[10001] = ["%exitsand%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 9, "No man", "No girl");
}
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 13, "into him", "into her");
}
}
else if (count % 3 == 1)
{
tree[3] = ["%enterkecl%"];
tree[4] = ["#kecl10#Holy... Holy hell! What are you, goin' for your postdoc in puzzle-solving, <name>? What the hell is this?"];
tree[5] = ["#abra05#It's a new puzzle I'm working on. It's got seven pegs, and an extra rule where pegs can't touch other pegs of the same color."];
tree[6] = ["#kecl05#...Listen, what the two of you do in the privacy of our... communally shared living room, that's between you two. I'm not gonna judge. Just... do me a favor,"];
tree[7] = ["#kecl07#Whatever you do, do NOT let Smeargle see this sort of stuff, he'll lose sleep!"];
tree[8] = ["#kecl08#...Poor guy struggles enough with the 3-peg stuff, this thing would give him nightmares."];
tree[9] = ["#abra06#...?"];
tree[10] = ["%exitkecl%"];
tree[11] = ["#kecl04#Seriously though <name>, like... maybe... maybe take a little break after this one. You don't gotta torture yourself."];
tree[12] = ["#abra06#...\"Nightmare\"? ...\"Torture\"?"];
tree[13] = ["#abra09#Those are pretty harsh words for what's really just a harmless little puzzle. ...It's not like we're hurting anybody."];
tree[14] = ["#abra08#..."];
tree[15] = ["%exitabra%"];
tree[16] = ["#abra10#You'll let me know if it hurts, won't you?"];
tree[10001] = ["%exitkecl%"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 7, "he'll lose", "she'll lose");
DialogTree.replace(tree, 8, "Poor guy", "Poor girl");
DialogTree.replace(tree, 8, "give him", "give her");
}
}
else if (count % 3 == 2)
{
tree[3] = ["%entergrov%"];
tree[4] = ["#grov13#Abra, what have you done!?"];
tree[5] = ["#abra10#Ehh?"];
tree[6] = ["#grov12#I TOLD you how miserable these seven peg puzzles are for most of us! And now you're putting <name> through them?"];
tree[7] = ["#abra04#...Hey, he likes them! This isn't even <name>'s first one, he's already solved a few before this one."];
tree[8] = ["#grov10#What!? ...Is that true, <name>?"];
tree[9] = [20, 30, 50, 40];
tree[20] = ["Sure, I\nlike them"];
tree[21] = ["#grov08#Goodness!"];
tree[22] = ["%exitgrov%"];
tree[23] = ["#grov06#...Perhaps I should give them another chance myself."];
tree[24] = [100];
tree[30] = ["Sure, I've\nsolved a few"];
tree[31] = [21];
tree[40] = ["Well, I'm\njust trying\nthem out"];
tree[41] = ["#grov06#Well... Don't, err..."];
tree[42] = ["#grov09#You don't have to do anything you don't enjoy, alright?"];
tree[43] = ["%exitgrov%"];
tree[44] = ["#grov08#There's no shame in joining your Grovyle friend for some easier 4-peg and 5-peg puzzles."];
tree[45] = [100];
tree[50] = ["Well, they're\npainful"];
tree[51] = [41];
tree[100] = ["#abra09#...Hmm..."];
tree[101] = ["#abra08#You know <name>, if these puzzles are too tough..."];
tree[102] = ["#abra05#..."];
tree[103] = ["%exitabra%"];
tree[104] = ["#abra04#Well, Grovyle's right. You shouldn't do these seven peg puzzles if you don't like them."];
tree[105] = ["#abra05#Just because they're my favorite doesn't mean they have to be your favorite too. It's okay if you want to do something else."];
tree[10001] = ["%exitgrov%"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 7, "Hey, he", "Hey, she");
DialogTree.replace(tree, 7, "one, he's", "one, she's");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 7, "Hey, he", "Hey, they");
DialogTree.replace(tree, 7, "one, he's", "one, they've");
}
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra04#Let's see if you can pick up the pace a little!"];
tree[1] = ["#abra05#I'm sensing your neural activity at about a four. I need you at like a six."];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra00#Ahh, that's better."];
tree[1] = ["#abra05#Pants are overrated, underwear is much more comfortable."];
}
static private function appendQuiz(tree:Array<Array<Object>>, answers:Array<Array<Int>>, firstGuessIndex:Int, secondGuessIndex:Int)
{
tree[answers[0][1]] = [englishNumber(answers[0][0])];
for (i in 1...answers.length)
{
tree[answers[i][1]] = [englishNumber(answers[i][0])];
tree[answers[i][1] + 1] = [answers[1][1] + 1];
tree[answers[i][1] + 5] = [englishNumber(answers[i][0])];
tree[answers[i][1] + 6] = [answers[1][1] + 6];
}
var answers0:Array<Array<Int>> = answers.copy();
answers0.sort(function(a, b) return a[0] - b[0]);
tree[firstGuessIndex] = [];
tree[secondGuessIndex] = [];
for (i in 0...answers0.length)
{
tree[firstGuessIndex].push(answers0[i][1]);
if (answers0[i][1] == answers[0][1])
{
tree[secondGuessIndex].push(answers0[i][1]);
}
else
{
tree[secondGuessIndex].push(answers0[i][1] + 5);
}
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
{
var puzA:Int = FlxG.random.int(3, 9);
var puzB:Int = puzA - FlxG.random.int(1, puzA - 1);
tree[0] = ["#abra06#Hmm, did you get enough sleep last night? Your neural activity seems a little sluggish."];
tree[1] = ["#abra02#How about I give you a little break! I'll remove my underwear without a puzzle if you answer a math problem for me. Let's see..."];
if (PlayerData.isAbraNice())
{
tree[2] = ["#abra04#Hmm what's something that's not too difficult... Okay how about this,"];
}
else
{
tree[2] = ["#abra04#Hmm what's something around your skill level... Okay how about this,"];
}
tree[3] = ["#abra05#If you have " + englishNumber(puzA) + " chocolates, and you eat " + englishNumber(puzB) + " of them, how many do you have left?"];
var rightAnswer:Int = puzA - puzB;
var wrongAnswers:Array<Int> = [ rightAnswer - 4, rightAnswer - 3, rightAnswer - 2, rightAnswer - 1, rightAnswer + 1, rightAnswer + 2, rightAnswer + 3, rightAnswer + 4];
var fromIndex:Int = FlxG.random.int(0, 4);
var selectedWrongAnswers:Array<Int> = wrongAnswers.slice(fromIndex, fromIndex + 4);
appendQuiz(tree, [[rightAnswer, 50], [ selectedWrongAnswers[0], 10], [selectedWrongAnswers[1], 20], [selectedWrongAnswers[2], 30], [selectedWrongAnswers[3], 40]], 4, 13);
// tree[4] = first guesses...
tree[11] = ["#abra08#Ohhh, take your time! You can do it."];
tree[12] = ["#abra05#Maybe it would help to count on your fingers. So hold up " + englishNumber(puzA) + " fingers... and then put " + englishNumber(puzB) + " of your fingers down. How many fingers are left?"];
// tree[13] = second guesses...
tree[16] = ["#abra09#Hmmm. Well, you were close. Math is hard! You'll understand it better some day."];
tree[4].push(60);
tree[4].push(200);
}
tree[51] = ["#abra02#Wow! Did you do that all by yourself or did you ask for help?"];
tree[52] = ["%skip%"];
tree[53] = ["%fun-nude2%"];
tree[54] = ["#abra03#How very clever of you. Good job!!"];
tree[55] = ["#abra04#Okay, take your time with this last puzzle. I don't want you to burn yourself out or anything."];
{
var variations:Array<Array<Object>> = [
// 15 * 36 * 21
["sixteen candy bars: four kit-kats, seven hershey bars, and five milky ways", 11340, [7392, 8736, 9282, 10710, 11970, 12600, 13230, 14994]],
// 15 * 36 * 28
["seventeen candy bars: four kit-kats, seven hershey bars, and six milky ways", 15120, [8568, 10472, 11088, 13104, 17136, 18088, 19040, 19992]],
// 21 * 45 * 28
["nineteen candy bars: five kit-kats, eight hershey bars, and six milky ways", 26460, [18360, 20520, 22230, 23940, 28980, 31050, 33750, 36450]]];
var prompt:String = variations[0][0];
var rightAnswer:Int = cast variations[0][1];
var wrongAnswers:Array<Int> = cast variations[0][2];
var fromIndex = FlxG.random.int(0, 4);
var selectedWrongAnswers:Array<Int> = wrongAnswers.slice(fromIndex, fromIndex + 4);
tree[60] = ["That's\ntoo\neasy"];
if (PlayerData.isAbraNice())
{
tree[61] = ["#abra06#Too easy? I thought most humans would struggle with that one."];
}
else
{
tree[61] = ["#abra06#Too easy? Too easy even for you? ...Really?"];
}
tree[62] = ["#abra04#So, you want something just a little harder... Hmmm.... Hmmm... Okay, I think I've got one."];
tree[63] = ["#abra05#Three of us find a box with " + variations[0][0] + ". How many ways can we divide the candy?"];
appendQuiz(tree, [[rightAnswer, 140], [ selectedWrongAnswers[0], 100], [selectedWrongAnswers[1], 110], [selectedWrongAnswers[2], 120], [selectedWrongAnswers[3], 130]], 64, 104);
tree[101] = ["#abra08#Ohhh, take your time! You can do it."];
tree[102] = ["#abra05#Like I might keep all the candy for myself, or you keep all the candy for yourself. That's two ways."];
tree[103] = ["#abra04#Or you could keep most of it, but give each of us a milky way bar. That's three, count on your fingers if you have to! How many ways are there total?"];
tree[106] = ["#abra09#Hmmm. Well, you were close. Math is hard! You'll understand it better some day."];
tree[64].push(150);
tree[64].push(160);
}
tree[141] = ["#abra02#Wow! Did you do that all by yourself or did you ask for help?"];
tree[142] = ["%skip%"];
tree[143] = ["%fun-nude2%"];
tree[144] = ["#abra03#How very clever of you. Good job!!"];
tree[145] = ["#abra04#Okay, take your time with this last puzzle. I don't want you to burn yourself out or anything."];
tree[150] = ["That's\ntoo\neasy"];
tree[151] = ["#abra00#Well hey I'm trying to give you a break here! If I make it too difficult I won't get to remove my undies."];
tree[152] = ["#abra04#So how many ways can you divide the candy?"];
tree[153] = [105, 115, 125, 135, 140];
tree[160] = ["That's\ntoo\nhard"];
tree[161] = [101];
tree[200] = ["That's\ntoo\nhard"];
if (PlayerData.isAbraNice())
{
tree[201] = ["#abra08#Hmm yes I was worried that might be too hard for humans to solve."];
}
else
{
tree[201] = ["#abra08#Hmm yes I was worried that might be too hard for you."];
}
tree[202] = ["#abra04#So, you want something just a little easier... Hmm.... Hmm... Okay, I think I've got one."];
tree[203] = [63];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var rank:Int = RankTracker.computeAggregateRank();
var maxRank:Int = RankTracker.computeMaxRank(puzzleState._puzzle._difficulty);
tree[0] = ["#abra05#How's your rank coming along? Hmmm... Yes, I see you're rank " + englishNumber(rank) + "..."];
if (rank == 0)
{
tree[1] = ["#abra04#Oh, you haven't really started on your rank journey yet. Well, you should!"];
if (PlayerData.isAbraNice())
{
tree[2] = ["#abra02#Your rank doesn't matter much anymore, but it's still a fun way to measure yourself as you improve at these puzzles. Try to get it as high as you can!"];
}
else
{
tree[2] = ["#abra02#The ranking system is actually quite important to me. Get that rank as high as you can!"];
}
tree[3] = ["#abra05#In the meantime, let's try another puzzle."];
}
else if (rank >= maxRank && rank != 65)
{
tree[1] = ["#abra08#You can't really progress past rank " + englishNumber(maxRank) + " on this difficulty! You'll eventually stop getting rank chances."];
tree[2] = ["#abra04#You should focus on the harder difficulties if you want to increase your rank."];
}
else if (rank >= 65)
{
tree[1] = ["#abra07#Wait a minute, RANK " + englishNumber(rank) + "!?! How the heck did you get to Rank " + englishNumber(rank) + "?"];
tree[2] = ["#abra03#...Maybe you should have your own puzzle game!"];
}
else
{
tree[1] = ["#abra02#...Wow, how incredibly clever of you! Getting to rank " + englishNumber(rank) + " was quite difficult wasn't it?"];
tree[2] = ["#abra04#You're probably expecting me to well, brag about my rank and make some sort of... backhanded compliment tainted by masked condescension. But well..."];
if (PlayerData.isAbraNice())
{
tree[3] = ["#abra00#...I was really proud about the design of this ranking system, and I'm glad you're participating in it. Good job."];
}
else
{
tree[3] = ["#abra00#...This ranking system is actually quite important to me and I'm glad you're participating in it. Good job."];
}
tree[4] = ["#abra05#..."];
tree[5] = ["#abra02#...Now try for rank " + englishNumber(rank + 1) + "! Ee-heheh-heh."];
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra04#Don't worry about the critters locked in those boxes, they've got airholes."];
tree[1] = ["#abra08#...Well I think I remember poking some airholes!"];
tree[2] = ["#abra03#Let's solve this one quickly just in case."];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#abra05#Let's flex those brain muscles. See what you can do with this one!"];
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("abra.randomChats.2.2");
if (count % 4 == 0)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#abra04#There's only one thing better than a pair of comfortable underwear..."];
tree[2] = ["%fun-nude2%"];
tree[3] = ["#abra03#No pair of comfortable underwear!!!"];
tree[4] = ["#abra06#Hmm is it... Is it \"no pair\"? Zero pairs of comfortable underwear? Zero... Zero pair?"];
tree[5] = [10, 20, 30, 40];
tree[10] = ["No\npair"];
tree[11] = ["#abra04#No... pair? No pair of comfortable underwear?"];
tree[12] = ["#abra09#Hmm..."];
tree[13] = ["#abra08#No, that's definitely not it."];
tree[20] = ["No\npairs"];
tree[21] = ["#abra05#No... pairs? No pairs of comfortable underwear?"];
tree[22] = ["#abra08#No pair? No pairs? Pair, pairs... pairs..."];
tree[23] = ["#abra07#Now the word \"pairs\" seems weird to me."];
tree[30] = ["Zero\npair"];
tree[31] = ["#abra08#Zero... pair? Zero pair of comfortable underwear? Are you sure?"];
tree[32] = ["#abra09#..."];
tree[33] = ["#abra04#I think I'll ask somebody else."];
tree[40] = ["Zero\npairs"];
tree[41] = ["#abra02#Zero... pairs? Really? Zero pairs of comfortable underwear?"];
tree[42] = ["#abra03#I'm wearing zero pairs of comfortable underwear. Hey, zero pairs here. Check out my zero pairs!"];
tree[43] = ["#abra06#..."];
tree[44] = ["#abra10#...But that sounds so clumsy!"];
tree[10000] = ["%fun-nude2%"];
}
else if (count % 4 == 2)
{
var puzzleRank:Int = 0;
if (PlayerData.difficulty == PlayerData.Difficulty.Easy)
{
puzzleRank = 9;
}
else if (PlayerData.difficulty == PlayerData.Difficulty._3Peg)
{
puzzleRank = 19;
}
else if (PlayerData.difficulty == PlayerData.Difficulty._4Peg)
{
puzzleRank = 29;
}
else if (PlayerData.difficulty == PlayerData.Difficulty._5Peg)
{
puzzleRank = 39;
}
else if (PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
puzzleRank = 49;
}
var playerRank:Int = RankTracker.computeAggregateRank();
if (puzzleRank < playerRank)
{
tree[0] = ["#abra05#Alright <name>, I designed this final puzzle especially for you! You'll have to-"];
tree[1] = ["#abra06#Wait, isn't this... Oops! ...I actually designed this puzzle especially for someone else. Ehhhhhh..."];
tree[2] = ["#abra10#Well, this one might be too simple for someone like you. I meant to grab a different puzzle!"];
}
else
{
tree[0] = ["#abra05#Alright <name>, I designed this final puzzle especially for you! You'll have to-"];
tree[1] = ["#abra06#Wait, isn't this... Oops! ...I actually designed this puzzle especially for someone else. Ehhhhhh..."];
tree[2] = ["#abra10#Well, this one might be too difficult for someone like you. Just do your best, okay?"];
}
}
else
{
tree[0] = ["#abra05#Alright <name>, I designed this final puzzle especially for you! You'll have to let me know what you think of it~"];
}
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.recentChatTime("abra.randomChats.2.3") >= 800)
{
if (PlayerData.isAbraNice())
{
tree[0] = ["#abra06#Ehh? Wait, I think I hear Grovyle. Hey, Grovyle!"];
tree[1] = ["%entergrov%"];
tree[2] = ["#grov05#Oh! ...Hello Abra. Did you need me for something?"];
tree[3] = ["#abra02#...Ohhh, I just wanted to say thanks again for throwing me that great birthday party."];
tree[4] = ["#grov03#Birthday party? Ah, yes! ...It was no trouble, honestly. We always do something to celebrate your birthday, I just thought I'd step it up a little."];
tree[5] = ["#abra05#Really though, it meant a lot to me. Having all my friends around, and... well..."];
tree[6] = ["#abra00#... ...It was just really special~"];
tree[7] = ["%exitgrov%"];
tree[8] = ["#grov00#Heh! Heheheheheh. Well, I'm glad you enjoyed it. ...Same time next year, hmmm?"];
tree[9] = ["#abra02#..."];
}
else
{
var date:Int = Date.now().getDate();
if (date >= 30)
{
date = 29;
}
else if (date % 10 == 1 || date % 10 == 2 || date % 10 == 3)
{
date += 3;
}
tree[0] = ["%entergrov%"];
tree[1] = ["#grov03#So Abra! Your birthday's next month, isn't it? The " + date + "th?"];
tree[2] = ["#abra04#Yes, that's right."];
tree[3] = ["#grov05#Did you want to do anything special? Perhaps have some friends over for a party that Saturday, does that sound good?"];
tree[4] = ["#abra05#Sure, we can have a bunch of friends over like last year."];
tree[5] = ["#grov04#Now, what kind of cake would you like? We could do err, a traditional chocolate cake, or some kind of ice cream cake..."];
tree[6] = ["#abra04#I don't care. Red Velvet cake."];
tree[7] = ["#grov02#Tsk, you HATE Red Velvet. Come on, seriously you must have some opinion on the cake don't you? A favorite type of cake?"];
tree[8] = ["#abra09#It really doesn't matter."];
tree[9] = ["#grov03#Of course it matters, it's your birthday cake. Just pick one!"];
tree[10] = ["#abra05#Fine... Then I pick whichever way it matters."];
tree[11] = ["%exitgrov%"];
tree[12] = ["#grov05#Hmph..."];
tree[13] = ["#abra05#Sorry it's just... Sometimes it's possible to be TOO nice you know? Just bombarding me with questions..."];
tree[14] = ["#abra04#As long as my friends are all there I don't really care about the details."];
tree[15] = [40, 50, 20, 30];
tree[20] = ["He was\nannoying"];
tree[21] = ["#abra04#Ehh, he means well. He's a nice guy."];
tree[22] = [60];
tree[30] = ["You should\napologize"];
tree[31] = ["#abra06#Ehh, really? Alright."];
tree[32] = ["#abra05#GROVYLE! Hey Grovyle, are you around here?"];
tree[33] = ["%entergrov%"];
tree[34] = ["#grov05#Ah, yes?"];
tree[35] = ["#abra02#Sorry I gave you a hard time earlier. Cookies and cream ice cream cake sounds great."];
tree[36] = ["#grov02#Ahh no worries. Sorry for badgering you about the cake."];
tree[37] = ["%exitgrov%"];
tree[38] = [60];
tree[40] = ["Happy\nbirthday"];
tree[41] = ["#abra02#Ehh? Well like in four weeks anyway. Thanks."];
tree[42] = [60];
tree[50] = ["Let's\nmove on"];
tree[51] = ["#abra05#Yeah I think we got one last puzzle right?"];
tree[60] = ["#abra05#Anyway let's get to it! One more puzzle."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 20, "He was", "She was");
DialogTree.replace(tree, 21, "he means well", "she means well");
DialogTree.replace(tree, 21, "He's a nice guy", "She's thoughtful");
}
}
}
else
{
tree[0] = ["%entergrov%"];
tree[1] = ["#grov04#So Abra! Is it really true you can read people's thoughts?"];
tree[2] = ["#abra04#Ehh? Yeah, vaguely. I can pretty much get a sense of what people are thinking if I concentrate on it."];
tree[3] = ["#grov03#Alright... what am I thinking right now?"];
tree[4] = ["#abra05#Mmmm... Your mind is... completely empty. It's like there's no brain activity whatsoever."];
tree[5] = ["#grov14#Really? What about now? Hrnnngh..."];
tree[6] = ["#abra04#Not getting anything. It's literally-- wait, I'm sensing a few faint electrical impulses... I think?"];
tree[7] = ["#abra06#Nothing resembling sentience but like... about the same energy levels I'd expect from a clump of cauliflower... Certainly not enough to assemble a coherent thought."];
tree[8] = ["#grov13#A CLUMP OF CAULIFLOWER!?! COME NOW, JUST BECAUSE I-"];
tree[9] = ["#abra05#Whoa, whoa, here it comes. Alright, a LONG string of what appear to be expletives... Yep alright expletives, a few particularly colorful mental images and..."];
tree[10] = ["#abra13#HEY! That's incredibly unhygenic and anyway the root system of a mango tree wouldn't even FIT up there-"];
tree[11] = ["#grov11#Ah! Heh. heh. Pardon me for that, I err..."];
tree[12] = ["#grov10#You know, I believe I can actually read YOUR thoughts-"];
tree[13] = ["#abra12#..."];
tree[14] = ["#grov15#Yes, I think I'm just going to..."];
tree[15] = ["%exitgrov%"];
tree[16] = ["#grov06#*cough*"];
tree[17] = ["#abra09#Ohhhh-kay. *sigh* One last puzzle right?"];
}
}
public static function restoreHandNone(tree:Array<Array<Object>>)
{
tree[0] = ["#self06#(Oh? ...There's another glove just sitting out here. Is this mine?)"];
tree[1] = ["%cursor-normal%"];
tree[2] = ["#self02#(Hey, it works! ...Well, at least that's back to normal.)"];
tree[10000] = ["%cursor-normal%"];
}
public static function restoreHandAbra(tree:Array<Array<Object>>)
{
tree[0] = ["#abra06#...So <name>, were you ever going to tell me why you're using a mouse pointer today? Hmmmmmm?? What happened to that nice glove I made for you?"];
tree[1] = [40, 10, 30, 50, 20];
tree[10] = ["It was an\naccident"];
tree[11] = ["#abra10#No, no, spare me the details! I examined the remote sensory data of the glove's final moments."];
tree[12] = ["#abra11#...That poor, innocent glove. Why... that glove had a family, you know!"];
tree[13] = ["%fun-alpha0%"];
tree[14] = ["#abra05#...Well, not a large family, but it at least had a twin brother. It's right here..."];
tree[15] = [62];
tree[20] = ["It was my\nfault"];
tree[21] = [11];
tree[30] = ["I'm sorry"];
tree[31] = ["#abra12#Tsk! Apologies are cheap, but electronics are very expensive!"];
tree[32] = ["#abra04#The raw materials alone set me back ^6,500, plus all my precious abra time spent assembling it!"];
tree[33] = ["#abra00#That's like... 250 abra hand jobs you owe me. Eee-heh-heh!"];
tree[34] = [60];
tree[40] = ["I like it\nthis way"];
tree[41] = ["#abra12#YOU like it this way!? Well what about those of us on the OTHER side of the pointer? Hmmm?"];
tree[42] = ["#abra05#I'm certainly not letting you get anywhere near me with that thing."];
tree[43] = ["#abra10#Look how pointy it is, you could draw blood with it! It's a safety hazard."];
tree[44] = [60];
tree[50] = ["Just\nfix it"];
tree[51] = ["#abra12#\"Just fix it\" he says. Hmph! You're lucky I like you."];
tree[52] = [60];
tree[60] = ["%fun-alpha0%"];
tree[61] = ["#abra05#Anyway I think I've got a replacement for you around here..."];
tree[62] = ["#abra06#Wait, where did it go?"];
tree[63] = ["#abra11#What is it doing over HERE!? And why does it smell like... (sniff, sniff) who's been messing with this thing!"];
tree[64] = ["%fun-alpha1%"];
tree[65] = ["%cursor-normal%"];
tree[66] = ["#abra04#Well whatever, it's yours now. Now I haven't had time to waterproof that one yet, so be gentle with it!"];
tree[67] = ["#abra10#It's going to take me a few days to make another backup glove, so I don't know what we'll do if that one breaks."];
tree[68] = ["#abra05#But anyways..."];
tree[10000] = ["%fun-alpha1%"];
tree[10001] = ["%cursor-normal%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 33, "hand jobs", "orgasms");
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 51, "he says", "she says");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 51, "he says", "they say");
Date.now().getDate();
}
}
public static function restoreHandOther(tree:Array<Array<Object>>)
{
tree[0] = ["%enterabra%"];
tree[1] = ["#abra06#...So <name>, were you ever going to tell me why you're using a mouse pointer today? Hmmmmmm?? What happened to that nice glove I made for you?"];
tree[2] = [40, 10, 30, 50, 20];
tree[10] = ["It was an\naccident"];
tree[11] = ["#abra10#No, no, spare me the details! I examined the remote sensory data of the glove's final moments."];
tree[12] = ["#abra11#...That poor, innocent glove. Why... that glove had a family, you know!"];
tree[13] = ["%exitabra%"];
tree[14] = ["#abra05#...Well, not a large family, but it at least had a twin brother. It's right here..."];
tree[15] = [62];
tree[20] = ["It was my\nfault"];
tree[21] = [11];
tree[30] = ["I'm sorry"];
tree[31] = ["#abra12#Tsk! Apologies are cheap, but electronics are very expensive!"];
tree[32] = ["#abra04#The raw materials alone set me back ^6,500, plus all my precious abra time spent assembling it!"];
tree[33] = ["#abra00#That's like... 250 abra hand jobs you owe me. Eee-heh-heh!"];
tree[34] = [60];
tree[40] = ["I like it\nthis way"];
tree[41] = ["#abra12#YOU like it this way!? Well what about those of us on the OTHER side of the pointer? Hmmm?"];
tree[42] = ["#abra05#I'm certainly not letting you get anywhere near me with that thing."];
tree[43] = ["#abra10#Look how pointy it is, you could draw blood with it! It's a safety hazard."];
tree[44] = [60];
tree[50] = ["Just\nfix it"];
tree[51] = ["#abra12#\"Just fix it\" he says. Hmph! You're lucky I like you."];
tree[52] = [60];
tree[60] = ["%exitabra%"];
tree[61] = ["#abra05#Anyway I think I've got a replacement for you around here..."];
tree[62] = ["#abra06#Wait, where did it go?"];
tree[63] = ["#abra11#What is it doing over HERE!? And why does it smell like... *sniff* *sniff* who's been messing with this thing!"];
tree[64] = ["%enterabra%"];
tree[65] = ["%cursor-normal%"];
tree[66] = ["#abra04#Well whatever, it's yours now. Now I haven't had time to waterproof that one yet..."];
tree[67] = ["%exitabra%"];
tree[68] = ["#abra10#...so be gentle with it! At least until I can make a replacement..."];
tree[10000] = ["%cursor-normal%"];
tree[10001] = ["%exitabra%"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 33, "hand jobs", "orgasms");
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 51, "he says", "she says");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 51, "he says", "they say");
}
}
public static function tutorialNotice(tree:Array<Array<Object>>)
{
tree[0] = ["#abra02#The next step's up to you <name>! You can go back to solving more novice puzzles, or you might enjoy trying something a little more difficult, hmmm?"];
tree[1] = ["%lights-tutorial%"];
tree[2] = ["#abra05#...If you get confused by the new mechanics, Grovyle has tutorials on how it all works. But I think you'll pick it up easily enough~"];
tree[3] = ["%lights-on%"];
tree[10000] = ["%lights-on%"];
}
public static function halfwayNotice(tree:Array<Array<Object>>)
{
var totalPuzzlesSolved:Int = PlayerData.getTotalPuzzlesSolved();
tree[0] = ["#abra02#Oh, hello <name>! How are things coming along? ...You've solved " + englishNumber(totalPuzzlesSolved) + " puzzles now. I'll bet that seems like a lot!"];
tree[1] = ["#abra06#I haven't checked on your neurokinetics in awhile, I thought I'd see if you, hmm... ... ...hmmmmmm... Oh, I see..."];
tree[2] = ["#abra04#Mmmm. Well, you've still a ways to go. ...I'll check in again later."];
}
public static function storyNotice(tree:Array<Array<Object>>)
{
var totalPuzzlesSolved:Int = PlayerData.getTotalPuzzlesSolved();
tree[0] = ["#abra02#Hey <name>! How are things coming along? Let's look at your numbers."];
tree[1] = ["#abra07#Wait, has someone been messing with this? ...Have you... have you really solved " + englishNumber(totalPuzzlesSolved) + " puzzles? How long did that take you!?"];
tree[2] = ["#abra04#...I mean I can't... It must have taken you FOREVER to solve that many puzzles, considering you're... considering... ehhhh... ..."];
tree[3] = ["#abra03#Considering how great you are at them!"];
tree[4] = ["#abra06#How's your neural activity? Any new insights? Let me see... Your neurokinetics look like they're... hmmmm.... no, that's... ..."];
tree[5] = ["#abra05#...Oh! That actually... might be good enough? Is there a chance you could, hmm...."];
tree[6] = ["#abra04#Could you come talk to me later? ...There's something important I wanted to ask you. ... ...Thanks~"];
}
public static function denDialog(sexyState:AbraSexyState = null, playerVictory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#abra04#Ah! Heracross allowed you back here, did " + (PlayerData.heraMale ? "he" : "she") + "? Well, I suppose that's acceptable. I could use the company~",
"#abra10#Wait, you didn't actually want to play <minigame> against ME!?! Ack! Just... ...try not to get too frustrated, okay? I'll go easy on you."
]);
denDialog.setSexGreeting([
"#abra05#I suppose it's okay if you take a break from puzzle stuff for a little while.",
"#abra02#Yes, yes, everyone needs a break sometimes. It feels good to relax~"
]);
denDialog.addRepeatSexGreeting([
"#abra04#I'm ready if you are. Remember, sex is kind of a puzzle too.",
"#abra00#Just because I don't assign you an explicit sex ranking doesn't mean I'm not tracking of your progress. Eeh-heheheh~"
]);
denDialog.addRepeatSexGreeting([
"#abra00#Wow, you're really giving me another turn? ...Is it a special occasion or something?",
"#abra01#I mean, hah... I love all the attention but... I also wouldn't mind if it were spread out a little... phew..."
]);
denDialog.addRepeatSexGreeting([
"#abra07#You're not exhausted yet? I mean... phew... I'm exhausted and I don't really even have to do anything..."
]);
denDialog.addRepeatSexGreeting([
"#abra02#Goodness... You're always dutiful when it when it comes to your abra studies. But... what sparked this sudden cram session?"
]);
denDialog.setTooManyGames([
"#abra04#Thanks, this was fun, <name>! Unfortunately, I have some abra stuff I have to go take care of.",
PlayerData.isAbraNice() ?
"#abra07#...But keep at it, you're actually getting REALLY good! Even by abra standards..."
: "#abra05#...But keep at it. You're actually getting somewhat competent. You know, by non-abra standards."
]);
denDialog.setTooMuchSex([
"#abra07#Phew, that was... Hahh... I think... I need to take a break...",
"#abra08#Thanks for spending so much time with me today, <name>. I know sometimes I can be a lot to deal with but... well...",
"#abra04#...Just, thanks~"
]);
denDialog.addReplayMinigame([
"#abra02#Mmm! Well that was surprisingly fun.",
"#abra04#Did you want to practice more? Or did you want to try your skill at... some other activities~"
],[
"Let's practice\nmore",
"#abra03#Ee-heheh! I won't go so easy on you this time~"
],[
"Mmm! Let's try\nsome other\nactivities",
"#abra00#Other activities? Hmm, well I guess I'm naked... And we have some privacy...",
"#abra01#I'm sure we'll think of something~"
],[
"Actually\nI think I\nshould go",
"#abra05#Oh, I see. ...I'll see you around."
]);
denDialog.addReplayMinigame([
"#abra04#I think you might have actually improved ever-so-slightly. I guess it's like they say, practice makes perfect, mmm?",
"#abra05#Did you want to play again? Or... there's always other things we could do back here..."
],[
"Let's play\nagain",
"#abra02#Oh good! I was worried you'd be getting " + (playerVictory?"bored":"frustrated") + " by this~"
],[
"\"Other things\"\nsounds nice...",
"#abra00#Ee-heheheh! Let's see what the two of us can come up with~"
],[
"I think I'll\ncall it a day",
"#abra04#What? Oh. ...Sure, that's fine. See you around, <name>."
]);
denDialog.addReplayMinigame([
"#abra04#Good game, <name>. Good game. You know, after a game like this it's proper etiquette to shake hands.",
"#abra00#But you know... We can shake whatever you want to shake. Proper or otherwise, I won't tell~"
],[
"I want a\nrematch!",
"#abra02#Eeh-heheh! Well I'll never turn down a challenge. Let's play again."
],[
"Let's go do\nsomething\nimproper~",
"#abra01#Ah! To the locker rooms then. Ee-heheheh~"
],[
"Hmm, I\nshould go",
"#abra05#Oh, out of time? I see. ...Hmm. I'll see you again soon."
]);
denDialog.addReplaySex([
"#abra00#I'm going to go get cleaned up, look what a mess we made!",
"#abra05#When I come back though, I wouldn't mind going one more time though. You know, if you're up for it~"
],[
"Sure, I'm\nup for it!",
"#abra02#I knew you wouldn't let me down, <name>! Ee-heheheh. I'll be right back~"
],[
"Ahh, I'm good\nfor now",
"#abra04#Oh, okay. ...Well, thanks for paying me a visit back here, this was nice."
]);
denDialog.addReplaySex([
"#abra00#Hah... Wow... I didn't think I'd enjoy this as much without the puzzles. But... that was nice~",
"#abra05#I'm going to grab a glass of water. I think I've still got a few left in the chamber, if you wanted to... well..."
],[
"Yeah!\nLet's go",
"#abra02#Ee-heheheh! That's the spirit. I'll be right back~"
],[
"Oh, I think\nI'll head out",
"#abra04#Aww okay. See you around, <name>."
]);
denDialog.addReplaySex([
"#abra00#Mmmm... That felt goooooood...",
"#abra05#I'm going to get a little snack. Did you want to stick around? I won't kick you out if you want to stay~"
],[
"Sure! I'll\nstay",
"#abra01#Aww! Well... ...I'll be back in just one second."
],[
"I should\ngo...",
"#abra04#Yeah! Yeah okay, I get it. ...I'll see you later."
]);
return denDialog;
}
static public function snarkyVibe(tree:Array<Array<Object>>)
{
if (FlxG.random.bool())
{
tree[0] = ["#abra12#A vibrator? Really, <name>? ...What, are you in a hurry?"];
}
else
{
tree[0] = ["#abra12#Tsk, I don't need any help from your cheap little thrift store vibrator. ... ...I can make my own stuff."];
}
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:AbraSexyState)
{
var count:Int = PlayerData.recentChatCount("abra.cursorSmell");
if (count == 0)
{
tree[0] = ["#abra00#Nngh I'm so turned on right now. ... ... (sniff) I ehh, I can't wait to... (sniff, sniff)"];
tree[1] = ["#abra06#... ...Oh... Did you have to screw around with Grimer before MY turn, <name>? ...Hmmm... ..."];
tree[2] = ["#abra08#I guess I can't complain too much, seeing as it's my fault he's here in the first place. (sigh) Oh Grimer. What am I going to do with you..."];
if (!PlayerData.grimMale)
{
DialogTree.replace(tree, 2, "he's here", "she's here");
}
}
else
{
tree[0] = ["#abra00#Nngh I'm so turned on right now. ... ... (sniff) I ehh, I can't wait to... (sniff, sniff)"];
tree[1] = ["#abra08#... ...Oh, I see. ...Smells like Abra's picking up Grimer's sloppy seconds again. ...Hmmm... ..."];
tree[2] = ["#abra09#<name>, we don't have to do this right now if you don't want. ...Why don't you go visit Heracross? He'll be happy to have your stinky company."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 2, "He'll be", "She'll be");
}
}
}
public static function finalTrialSuccess():Array<Array<Object>>
{
var trialCount:Int = getFinalTrialCount();
var tree:Array<Array<Object>> = [];
if (PlayerData.abraStoryInt == 4)
{
tree[0] = ["#self08#(It looks like Abra's passed out... But I think... I sort of felt something?)"];
tree[1] = ["#self04#(How will we know if it even worked? Especially if he's unconscious...)"];
tree[2] = ["#self05#(...Huh. ...I guess I'll just have to wait and see. But he seemed a little different this time.)"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he's unconscious", "she's unconscious");
DialogTree.replace(tree, 2, "he seemed", "she seemed");
}
}
else {
tree[0] = ["#self08#(It looks like Abra's passed out... Did I mess up or something? I thought I did a good job...)"];
tree[1] = ["#self09#(I mean, he's breathing and everything. ...Maybe he was just-- ooughghhghhh...)"];
tree[2] = ["#self08#(... ... ...)"];
tree[3] = ["#self07#(...I feel really dizzy all of a sudden... ...)"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he's breathing", "she's breathing");
DialogTree.replace(tree, 1, "he was just", "she was just");
}
}
return tree;
}
public static function finalTrialFailure():Array<Array<Object>>
{
var trialCount:Int = getFinalTrialCount();
var tree:Array<Array<Object>> = [];
if (PlayerData.abraStoryInt == 4)
{
// don't swap...
if (trialCount == 0)
{
tree[0] = ["#self08#(It looks like Abra's passed out... Was that supposed to happen? Or...)"];
tree[1] = ["#self04#(I mean, he's breathing and everything. ...Maybe he was just tired? Hmm... ...)"];
tree[2] = ["#self05#(...Ugh, I really hope I don't have to do all this stuff over again.)"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he's breathing", "she's breathing");
DialogTree.replace(tree, 1, "he was", "she was");
}
tree[10000] = ["%exitabra%"];
}
else if (trialCount == 1)
{
tree[0] = ["#self09#(...Ugh... It happened again...)"];
tree[1] = ["#self05#(Am I doing something wrong? I mean, it looks like our brains are--)"];
tree[2] = ["#grov06#Ah! Abra, enjoying some personal time with the floor, I see..."];
tree[3] = ["#abra09#...Blrrggh..."];
tree[4] = ["#grov04#I imagine that means you've been up drinking with <name> again? ...Very well, upsy-daisy."];
tree[5] = ["%exitabra%"];
tree[6] = ["#grov03#Let's get you into your nice comfy bed, hmmm? That sounds nice doesn't it~"];
tree[10000] = ["%exitabra%"];
}
else if (trialCount == 2)
{
tree[0] = ["#self06#(... ...Aaand, of course. Nothing's happening. Again. Sigh...)"];
tree[1] = ["#self11#(I mean, Abra seemed REALLY drunk that time. There is no WAY I'm-)"];
tree[2] = ["#grov08#Ah. Passed out... again. ...Why are you drinking so much lately?"];
tree[3] = ["%exitabra%"];
tree[4] = ["#grov05#...Allllright, easy does it. Now be careful with the stairs..."];
tree[5] = ["#abra08#Wh... what? Where is... is it... oouooghhh... think I'm... (urp) gonna throw up..."];
tree[6] = ["#grov10#Eh!? I err... Well, why don't we stop by the restroom first..."];
tree[10000] = ["%exitabra%"];
}
else if (trialCount >= 3)
{
tree[0] = ["#self06#(... ...)"];
tree[1] = [FlxG.random.getObject([
"#self04#(...Why did Abra think this would work? This is getting ridiculous...)",
"#self05#(...I don't know. I just don't know...)",
"#self04#(...Maybe we're just too different. Maybe we'll never synchronize...)",
"#self05#(...I think it would be irresponsible for "+(PlayerData.abraMale?"him":"her")+" to drink more than " + (PlayerData.abraMale?"he":"she") + " already is...)",
])];
tree[2] = ["#grov09#Ohhhhh... Not again."];
tree[3] = ["%exitabra%"];
tree[4] = ["#grov08#Abra, I'm starting to worry. ...You can't keep doing this to yourself, there are long-term implications of-"];
tree[5] = ["#abra08#...Puke... Puke my pants... Blgghh..."];
tree[6] = ["#grov06#Now now, that's not going to happen. Let's just try to hurry..."];
tree[10000] = ["%exitabra%"];
}
}
else {
// swap...
if (trialCount == 0)
{
tree[0] = ["#self08#(It looks like Abra's passed out... Did I mess up or something? I thought I did a good job...)"];
tree[1] = ["#self04#(I mean, he's breathing and everything. ...Maybe he was just tired? Hmm... ...)"];
tree[2] = ["#self05#(...Ugh, I really hope I don't have to do all this stuff over again.)"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he's breathing", "she's breathing");
DialogTree.replace(tree, 1, "he was", "she was");
}
tree[10000] = ["%exitabra%"];
}
else if (trialCount == 1)
{
tree[0] = ["#self09#(...Ugh... It happened again...)"];
tree[1] = ["#self05#(Am I doing something wrong? I mean, it looks like our brains are--)"];
tree[2] = ["#grov06#Ah! Abra, enjoying some personal time with the floor, I see..."];
tree[3] = ["#abra09#...Blrrggh..."];
tree[4] = ["#grov04#I imagine that means you've been up drinking with <name> again? ...Very well, upsy-daisy."];
tree[5] = ["%exitabra%"];
tree[6] = ["#grov03#Let's get you into your nice comfy bed, hmmm? That sounds nice doesn't it~"];
tree[10000] = ["%exitabra%"];
}
else if (trialCount == 2)
{
tree[0] = ["#self06#(... ...Aaand, of course. Nothing's happening. Again. Sigh...)"];
tree[1] = ["#self11#(I mean, Abra seemed REALLY drunk that time. There is no WAY I'm-)"];
tree[2] = ["#grov08#Ah. Passed out... again. ...Why are you drinking so much lately?"];
tree[3] = ["%exitabra%"];
tree[4] = ["#grov05#...Allllright, easy does it. Now be careful with the stairs..."];
tree[5] = ["#abra08#Wh... what? Where is... is it... oouooghhh... think I'm... (urp) gonna throw up..."];
tree[6] = ["#grov10#Eh!? I err... Well, why don't we stop by the restroom first..."];
tree[10000] = ["%exitabra%"];
}
else if (trialCount >= 3)
{
tree[0] = ["#self06#(... ...)"];
tree[1] = [FlxG.random.getObject([
"#self04#(...Maybe Abra's calculations were wrong. This is getting ridiculous...)",
"#self05#(...I don't know. I just don't know...)",
"#self04#(...Maybe we're just too different. Maybe we'll never synchronize...)",
"#self05#(...I think it would be irresponsible for "+(PlayerData.abraMale?"him":"her")+" to drink more than " + (PlayerData.abraMale?"he":"she") + " already is...)",
])];
tree[2] = ["#grov09#Ohhhhh... Not again."];
tree[3] = ["%exitabra%"];
tree[4] = ["#grov08#Abra, I'm starting to worry. ...You can't keep doing this to yourself, there are long-term implications of-"];
tree[5] = ["#abra08#...Puke... Puke my pants... Blgghh..."];
tree[6] = ["#grov06#Now now, that's not going to happen. Let's just try to hurry..."];
tree[10000] = ["%exitabra%"];
}
}
return tree;
}
public static function gloveWakeUp():Array<Array<Object>>
{
var tree:Array<Array<Object>> = [];
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#glov03#(vvvvrrttt..... tktktktktk-- -- --beboop!)"];
tree[2] = ["%fun-alpha1%"];
tree[3] = ["#glov01#Hello?"];
tree[4] = ["#glov00#Hey <name>! I mean... Abra! Are you there?"];
tree[5] = [10, 15, 20, 25];
tree[10] = ["Ohhh!\nHey!"];
tree[11] = [30];
tree[15] = ["Yeah,\nI'm here!"];
tree[16] = [30];
tree[20] = ["Is that\nyou?"];
tree[21] = ["#glov03#Yep, it's me. ...The artist formerly known as Abra."];
tree[22] = [30];
tree[25] = ["Abra?\nI mean...\n<name>?"];
tree[26] = [21];
tree[30] = ["#glov02#Sorry it took so long for me to get in touch."];
tree[31] = ["#glov05#After we switched places, I turned off the computer without thinking, and mmm.... It took me forever to find the correct web page again."];
tree[32] = ["#glov04#Hmph, you could have set a bookmark, or written the address down or something you know..."];
tree[33] = ["#glov01#... ...Anyways, I trust you're settling in well in the Pokemon world?"];
tree[34] = [45, 60, 50, 40, 55];
tree[40] = ["I've made\nso many\nfriends"];
tree[41] = ["#glov05#Ee-heheheh! Well that sounds great. I'm happy for you, Abra."];
tree[42] = [70];
tree[45] = ["I've had\nso much\nsex"];
tree[46] = ["#glov05#Ehhhhh!? Already!?! ...Wait, who with? I hope you didn't... ... ..."];
tree[47] = ["#glov03#... ...(sigh) Oh, nevermind. I suppose it's your body now."];
tree[48] = [70];
tree[50] = ["I'm having\nso much\nfun"];
tree[51] = ["#glov05#Ee-heheheh! Well that sounds great. I'm happy for you, Abra."];
tree[52] = [70];
tree[55] = ["I sort\nof miss\nhome..."];
tree[56] = ["#glov05#Yeah. I know what you mean. ...I'm starting to feel a little homesick too, but, I think playing this game a little will help me get over some of that."];
tree[57] = ["#glov03#You know, I'll get to see some familiar faces. I can say hi to the old gang again~"];
tree[58] = [70];
tree[60] = ["Ugh, why\ndid you\nhave to be\na girl..."];
tree[61] = ["#glov05#Ehhhhhh? ...Why, that's sort of rude."];
tree[62] = ["#glov01#I give you a once-in-a-lifetime opportunity to live as a Pokemon instead of an icky human, and you're hung up on having an innie instead of an outie?"];
tree[63] = ["#glov03#...Well, I think you'll get used to it eventually."];
tree[64] = [70];
tree[70] = ["#glov00#As for me, being a human is... well... I'm still adjusting to it."];
tree[71] = ["#glov04#Physically, I had some expectation of what I was getting into but... Everything still feels so fuzzy... and weird... and gross."];
tree[72] = ["#glov01#So umm, I shaved your arms, and your legs, and... your nipples. ...Is it normal for nipples to be that hairy!?! I suppose it's one more thing to get used to."];
tree[73] = ["#glov03#Or maybe I'll just keep shaving them. Hmm. ...Unless... humans LIKE hairy nipples? Is... Is that something humans watch for? ...Like a status symbol?"];
tree[74] = [100, 120, 110, 105, 115];
tree[100] = ["My nipples\nshould have\nalready\nbeen shaved"];
tree[101] = ["#glov01#You call THAT shaved!? ...They were like two little prickly cactuses. They're better now, but... eggghh..."];
tree[102] = [130];
tree[105] = ["Don't shave\nyour nipples,\nthat's weird"];
tree[106] = ["#glov01#Ehh!? What!?! But... all those little hairs were so long, and so gross looking!"];
tree[107] = ["#glov03#Plus like every time my shirt moved a little, I could feel them pulling and... Eggh! How did you deal with this?"];
tree[108] = ["#glov05#...But anyways, as far as your brain though... Holy crap, I was NOT expecting it to be this bad."];
tree[109] = [131];
tree[110] = ["Humans don't\nusually pay\nattention\nto that"];
tree[111] = ["#glov01#Well, in that case I'm definitely going to keep shaving them. ...It's just more comfortable this way."];
tree[112] = [130];
tree[115] = ["The one\nwith the\nhairiest\nnipples\nis our king"];
tree[116] = ["#glov01#Egggghh... Well... ...I suppose I didn't have any particular political aspirations anyways."];
tree[117] = ["#glov03#Somebody else can be king of the hairy nipple people. ...I just want to be able to put on a shirt without feeling like I'm being molested by two tiny spiders."];
tree[118] = [130];
tree[120] = ["My nipples\nweren't\nTHAT hairy..."];
tree[121] = ["#glov01#Are you serious? Egggh, I was surprised I didn't clog the drain when I finished shaving."];
tree[122] = [130];
tree[130] = ["#glov05#As far as your brain though, holy crap Abra. I was NOT expecting it to be this bad."];
tree[131] = ["#glov02#I thought I'd be downgrading from a supercomputer to, like, a pocket calculator."];
tree[132] = ["#glov04#But you left me with like a... a garage sale abacus with half the beads missing!!!"];
tree[133] = ["#glov01#How did you... How do you even multiply three-digit numbers!?! I feel like I can't keep one digit memorized while I calculate the rest..."];
tree[134] = [155, 140, 160, 145, 150];
tree[140] = ["Well,\njust use a\ncalculator"];
tree[141] = ["#glov03#Hmph. I liked it better when my calculator was built in..."];
tree[142] = [180];
tree[145] = ["Well,\nthere are\nsome\nshortcuts"];
tree[146] = ["#glov03#Shortcuts... Dear god, I never thought I'd need shortcuts just to do something as simple as multiplication... (sigh)"];
tree[147] = [180];
tree[150] = ["Well,\nI could\nnever\nreally do\nthat"];
tree[151] = ["#glov03#(sigh) No. ...No, of course you couldn't. ... ...What have I gotten myself into..."];
tree[152] = [180];
tree[155] = ["I feel\nsorry for\nyou and your\npathetic brain"];
tree[156] = ["#glov03#My pathetic brain!? *MY* pathetic brain!?!? YOU'RE the one who... grrrrrrrr..."];
tree[157] = ["#glov01#... ...(sigh) You're not making this any easier, you know."];
tree[158] = [180];
tree[160] = ["Sorry, no\ntake backs"];
tree[161] = ["#glov03#No, no. That's kind of you to... NOT offer, but I'm fine. Eh-heheh~"];
tree[162] = ["#glov01#Even if there were some way to switch back, I think it's better this way. ... ...I can get used to this."];
tree[163] = [180];
tree[180] = ["#glov02#Well anyways, I should be able to keep in touch with you now that I found the website with the game on it."];
tree[181] = ["#glov04#...Even though I know the game inside and out, I'll still try to play every once in awhile."];
tree[182] = ["#glov03#It'll be nice to say hi, and to see all of my old friends again~"];
tree[183] = ["#glov00#Speaking of which, I'm going to go see what they're up to. See you around, Abra~"];
tree[184] = [200, 215, 205, 210];
tree[200] = ["See you!"];
tree[201] = ["%fun-alpha0%"];
tree[205] = ["Wait!"];
tree[206] = ["#glov04#Hey, relax Abra. ...We'll stay in touch, okay?"];
tree[207] = ["%fun-alpha0%"];
tree[208] = ["#glov05#You haven't seen the last of me. ... ...Anyways, take it easy~"];
tree[210] = ["Hold on!"];
tree[211] = [206];
tree[215] = ["Don't\ngo yet!"];
tree[216] = [206];
tree[10000] = ["%fun-alpha0%"];
return tree;
}
}
|
argonvile/monster
|
source/poke/abra/AbraDialog.hx
|
hx
|
unknown
| 266,058 |
package poke.abra;
import flixel.graphics.FlxGraphic;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Abra. These paths toggle based on Abra's gender
*/
class AbraResource
{
public static var titleScreen:FlxGraphicAsset;
public static var undies:FlxGraphicAsset;
public static var head:FlxGraphicAsset;
public static var chat:FlxGraphicAsset;
public static var dick:FlxGraphicAsset;
public static var pants:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static var tutorialOffButton:FlxGraphicAsset;
public static var shopHead:FlxGraphicAsset;
public static var shopPants:FlxGraphicAsset;
public static var beadsDick:FlxGraphicAsset;
public static var beadsHead:FlxGraphicAsset;
public static function initialize():Void
{
titleScreen = PlayerData.abraMale ? AssetPaths.title_screen_abra0__png : AssetPaths.title_screen_abra0_f__png;
undies = PlayerData.abraMale ? AssetPaths.abra_undies__png : AssetPaths.abra_panties__png;
head = PlayerData.abraMale ? AssetPaths.abra_head__png : AssetPaths.abra_head_f__png;
if (PlayerData.abraStoryInt == 5 || PlayerData.abraStoryInt == 6)
{
chat = PlayerData.abraMale ? AssetPaths.abra_chat_happy__png : AssetPaths.abra_chat_happy_f__png;
}
else {
chat = PlayerData.abraMale ? AssetPaths.abra_chat__png : AssetPaths.abra_chat_f__png;
}
dick = PlayerData.abraMale ? AssetPaths.abra_dick__png : AssetPaths.abra_dick_f__png;
pants = PlayerData.abraMale ? AssetPaths.abra_pants__png : AssetPaths.abra_pants_f__png;
button = PlayerData.abraMale ? AssetPaths.menu_abra__png : AssetPaths.menu_abra_f__png;
tutorialOffButton = PlayerData.abraMale ? AssetPaths.tutorial_off_button__png : AssetPaths.tutorial_off_button_f__png;
shopHead = PlayerData.abraMale ? AssetPaths.shop_abra_head__png : AssetPaths.shop_abra_head_f__png;
shopPants = PlayerData.abraMale ? AssetPaths.shop_abra_pants__png : AssetPaths.shop_abra_pants_f__png;
beadsDick = PlayerData.abraMale ? AssetPaths.abrabeads_dick__png : AssetPaths.abrabeads_dick_f__png;
beadsHead = PlayerData.abraMale ? AssetPaths.abrabeads_head__png : AssetPaths.abrabeads_head_f__png;
}
}
|
argonvile/monster
|
source/poke/abra/AbraResource.hx
|
hx
|
unknown
| 2,220 |
package poke.abra;
import openfl.utils.Object;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter;
import flixel.effects.particles.FlxParticle;
import flixel.group.FlxGroup;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSpriteKludge;
import kludge.LateFadingFlxParticle;
import poke.sexy.ArmsAndLegsArranger;
import poke.sexy.BlobbyGroup;
import poke.sexy.FancyAnim;
import poke.sexy.HeartBank;
import poke.sexy.RandomPolygonPoint;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.sexy.WordParticle;
/**
* Sex sequence for Abra
*
* Abra likes having her feet and chest rubbed, or sometimes just two out of
* the three. That's right, sometimes her left foot is more sore than her right
* foot, or vice-versa. ...Maybe it's from sitting crosslegged.
*
* Sometimes abra likes anal; you can try clicking her mouth and see if she'll
* suck on your fingers. If she glances away, she is not interested. If she
* sucks on your fingers, she's interested in anal and this will make her very
* happy.
*
* On the days that Abra is not in the mood for anal, she really likes having
* her shoulders rubbed.
*
* Abra hates having her scalp or belly rubbed. She finds it demeaning.
*
* As you finger her pussy, Abra likes your pace to accelerate as her climax
* builds. Start slow and gradually ramp up your speed; if you slow down even
* slightly, she'll tell you to pick up the pace. She is annoyingly picky.
*
* Abra likes the small anal beads, either purple or grey.
*
* Abra doesn't particularly care how many beads you stick in her, or how fast
* you do it. If you insert a ton of beads, they'll each provide a slightly
* reduced reward so it balances out the same either way.
*
* Abra can only hold so many. The amount of beads she can hold will increase
* over time, if you keep playing with her over and over, and keep filling her
* to capacity.
*
* If you keep increasing her capacity, her belly will eventually distend a
* ridiculous amount, and she'll complain that it hurts or that she thinks
* she's going to die. But, she will be OK.
*
* Abra likes when you pull out the beads slowly. You want to pull out each
* bead half-way until you see a few hearts, and then pull out the bead the
* rest of the way.
*
* Abra doesn't like when you pull out too few or too many beads. You can tell
* if you pull out the wrong number, because very few hearts will appear, and
* they'll be the tiny white hearts. Of course you are not a mind-reader, but
* there is a pattern:
* - If Abra pulls out 4 beads, you should pull out 3 beads.
* - If Abra pulls out 3 beads, you should pull out 4 beads.
* - If Abra pulls out only 1 bead, you should pull out either 3 or 4 beads,
* but not the same number that you removed on your previous turn.
* If you adhere to this pattern, and don't go too quickly, you'll get a lot of
* hearts for each bead removed, particularly the final 10. If you've prepped
* Abra beforehand and gotten her close to the edge, this can even make her cum.
*/
class AbraSexyState extends SexyState<AbraWindow>
{
public var permaBoner:Bool = false; // if you solve a 7-peg puzzle, abra will start with a boner
private var ballOpacityTween:FlxTween;
// areas that animate when you click them
private var mouthPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var assPolyArray:Array<Array<FlxPoint>>;
private var leftLegPolyArray:Array<Array<FlxPoint>>;
private var rightLegPolyArray:Array<Array<FlxPoint>>;
// areas that he likes or hates
private var shoulderPolyArray:Array<Array<FlxPoint>>;
private var bellyPolyArray:Array<Array<FlxPoint>>;
private var chestTorsoPolyArray:Array<Array<FlxPoint>>;
private var chestArmsPolyArray:Array<Array<FlxPoint>>;
private var scalpPolyArray:Array<Array<FlxPoint>>;
// abra's mood today
private var abraMood0:Int = FlxG.random.int(0, 7);
private var abraMood1:Bool = FlxG.random.bool();
private var abraMood2:Int = Std.int(Math.min(FlxG.random.int(1, 3), FlxG.random.int(1, 4)));
/*
* niceThings[0] = rub both of abra's feet, and her chest
* niceThings[1] = rub abra's shoulders or (maybe) finger her ass
* niceThings[2] = (male only) rub abra's balls after he gets a boner
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = rub abra's head
* meanThings[1] = rub abra's belly
*/
private var meanThings:Array<Bool> = [true, true];
private var patienceCount:Int = 1;
private var mistakeChain:Int = 0;
private var tooSlowWords:Qord;
private var tooFastWords:Qord;
private var toyTooManyWords:Qord;
private var toyWayTooManyWords:Qord;
private var minigasmCounter:Int = 1;
private var _toyWindow:AbraBeadWindow;
private var _toyInterface:AbraBeadInterface;
private var _tugNoise:TugNoise = new TugNoise();
private var _beadPushRewards:Array<Float> = [];
private var _beadPullRewards:Array<Float> = [];
private var _beadNudgeRewards:Array<Float> = [];
private var _beadPlayerPullTarget:Int = 0; // when should the player stop pulling beads?
private var _beadPlayerPullStart:Int = 0; // when did the player start pulling beads?
private var _prevAbraBeadCount:Int = 0;
private var _totalBeadPenalty:Float = 0;
private var _vibeButton:FlxButton;
public var justFinishedGame:Bool = false; // true if the player just swapped with abra
override public function create():Void
{
prepare("abra");
super.create();
_toyWindow = new AbraBeadWindow(256, 0, 248, 426);
_toyInterface = new AbraBeadInterface();
toyGroup.add(_toyWindow);
toyGroup.add(_toyInterface);
_pokeWindow._ass.animation.add("finger-ass", [1, 2]);
_pokeWindow._interact.animation.add("finger-ass", [16, 17]);
_dick.animation.add("finger-ass", [1, 2]);
_pokeWindow.reposition(_pokeWindow._arms, _pokeWindow.members.indexOf(_pokeWindow._legs));
_pokeWindow._arms.animation.play("0");
if (PlayerData.abraSexyBeforeChat == 8)
{
justFinishedGame = true;
}
if (PlayerData.abraSexyBeforeChat == 2)
{
// butt talk puts him in a bad butt mood
abraMood1 = false;
}
if (PlayerData.abraSexyBeforeChat == 7)
{
// craving anal
abraMood1 = true;
}
if (PlayerData.abraSexyBeforeChat == 3 || PlayerData.abraSexyBeforeChat == 4)
{
// foot/chest talk makes him want both feet/chest rubbed
abraMood0 = 7;
}
if (!_male)
{
// no "ball rubbing" fetish for girls
niceThings[2] = false;
}
sfxEncouragement = [AssetPaths.abra0__mp3, AssetPaths.abra1__mp3, AssetPaths.abra2__mp3];
sfxPleasure = [AssetPaths.abra3__mp3, AssetPaths.abra4__mp3, AssetPaths.abra5__mp3, AssetPaths.abra6__mp3];
sfxOrgasm = [AssetPaths.abra7__mp3, AssetPaths.abra8__mp3, AssetPaths.abra9__mp3];
popularity = 0.0;
cumTrait0 = 2;
cumTrait1 = 3;
cumTrait2 = 8;
cumTrait3 = 4;
cumTrait4 = 6;
_rubRewardFrequency = 3.1;
// after solving 7-peg puzzles, abra might have a boner or appear aroused.
setInactiveDickAnimation();
_pokeWindow.setArousal(determineArousal());
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_SMALL_PURPLE_BEADS))
{
var _purpleAnalBeadButton:FlxButton = newToyButton(purpleAnalBeadButtonEvent, AssetPaths.smallbeads_purple_button__png, _dialogTree);
addToyButton(_purpleAnalBeadButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_SMALL_GREY_BEADS))
{
var _greyAnalBeadButton:FlxButton = newToyButton(greyAnalBeadButtonEvent, AssetPaths.smallbeads_grey_button__png, _dialogTree);
addToyButton(_greyAnalBeadButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_VIBRATOR))
{
_vibeButton = newToyButton(vibeButtonEvent, AssetPaths.vibe_button__png, _dialogTree);
addToyButton(_vibeButton, 0.59);
}
// should abra just shut up about the player's tempo this time?
if ((abraMood0 + abraMood2 * 2) % 3 == 0)
{
// don't complain about going too slowly this time
tooSlowWords.timer = 900;
}
if ((abraMood0 * 3 + abraMood2) % 4 == 0)
{
// only complain about going too slowly once, if ever
tooSlowWords.frequency = 900;
}
else if ((abraMood0 * 3 + abraMood2) % 4 == 1)
{
// complain a ton
tooSlowWords.frequency = 4;
}
_toyWindow.beadPushCallback = beadPushed;
_toyWindow.beadPullCallback = beadPulled;
_toyWindow.beadNudgeCallback = beadNudged;
for (i in 0...PlayerData.abraBeadCapacity)
{
_beadPushRewards.push(0);
}
var pushReservoir:Float = _toyBank._foreplayHeartReservoir;
while (pushReservoir > 0)
{
var index:Int = Std.int(Math.min(FlxG.random.int(0, _beadPushRewards.length - 1), FlxG.random.int(0, _beadPushRewards.length - 1)));
_beadPushRewards[index] += 0.25;
pushReservoir -= 0.25;
}
}
override function toyForeplayFactor():Float
{
// foreplayReservoir: pushing beads; dickReservoir: pulling beads
return 0.15;
}
public function vibeButtonEvent():Void
{
playButtonClickSound();
removeToyButton(_vibeButton);
var tree:Array<Array<Object>> = [];
AbraDialog.snarkyVibe(tree);
showEarlyDialog(tree);
}
public function purpleAnalBeadButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function greyAnalBeadButtonEvent():Void
{
playButtonClickSound();
_toyWindow.setGreyBeads();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
override public function shouldEmitToyInterruptWords()
{
return _toyInterface.pushMode || _toyWindow.getNextPulledBeadIndex() >= 0;
}
override function pastBonerThreshold():Bool
{
return super.pastBonerThreshold() || (PlayerData.pokemonLibido > 1 && permaBoner && !came);
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (pastBonerThreshold() && _gameState == 200)
{
if (fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (fancyRubbing(_pokeWindow._feet) && _armsAndLegsArranger._armsAndLegsTimer < 1.5)
{
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
}
override public function getToyWindow():PokeWindow
{
return _toyWindow;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
if (_toyWindow._breakTime > 0)
{
// hasn't settled down yet...
_toyInterface.visible = false;
return;
}
_toyInterface.visible = true;
if (_toyInterface._pullingBeads && !FlxG.mouse.pressed)
{
_toyInterface._pullingBeads = false;
if (_toyWindow.getIntBeadPosition() > _beadPlayerPullStart)
{
_toyInterface.setInteractive(false);
if (_toyWindow.getIntBeadPosition() >= 1000)
{
// no more beads to remove...
}
else
{
abraPullsBeads();
relaxPulledAnalBeads();
}
}
}
else if (_toyInterface.justFinishedPushMode())
{
_toyInterface.pushMode = false;
var pullReservoir:Float = _toyBank._dickHeartReservoir;
for (i in 0..._beadPushRewards.length)
{
pullReservoir += _beadPushRewards[i];
}
for (i in 0..._toyInterface.getBeadsPushed())
{
_beadNudgeRewards[i] = 0;
_beadPullRewards[i] = 0;
}
var nudgeBank:Float = SexyState.roundDownToQuarter(pullReservoir * 0.3);
var heartsPerNudge:Float = SexyState.roundDownToQuarter(nudgeBank * 0.7 / _beadNudgeRewards.length);
pullReservoir -= nudgeBank;
var heartsPerPull:Float = SexyState.roundDownToQuarter(pullReservoir * 0.7 / _beadPullRewards.length);
for (i in 0..._beadPullRewards.length)
{
_beadNudgeRewards[i] += heartsPerNudge;
nudgeBank -= heartsPerNudge;
_beadPullRewards[i] += heartsPerPull;
pullReservoir -= heartsPerPull;
}
while (pullReservoir > 0)
{
var index:Int = Std.int(Math.min(FlxG.random.int(0, _beadPullRewards.length - 1), FlxG.random.int(0, _beadPullRewards.length - 1)));
_beadPullRewards[index] += 0.25;
pullReservoir -= 0.25;
}
while (nudgeBank > 0)
{
var index:Int = Std.int(Math.max(FlxG.random.int(0, _beadNudgeRewards.length - 1), FlxG.random.int(0, _beadNudgeRewards.length - 1)));
_beadNudgeRewards[index] += 0.25;
nudgeBank -= 0.25;
}
// transition to abra's turn
_beadPlayerPullTarget = _toyWindow.getNextPulledBeadIndex();
abraPullsBeads();
}
if (_toyInterface.pushMode)
{
if (_toyInterface.getBeadsPushed() >= 30 && !_toyInterface.canEndPushMode)
{
_toyInterface.canEndPushMode = true;
}
}
if (_toyWindow.abrasTurn && _toyInterface.interactive)
{
_toyInterface.setInteractive(false);
}
else if (!_toyWindow.abrasTurn && !_toyInterface.interactive)
{
if (_toyWindow.getIntBeadPosition() >= 1000)
{
// no more beads to remove...
}
else
{
_toyInterface.setInteractive(true);
_beadPlayerPullStart = _toyWindow.getIntBeadPosition();
}
}
_toyWindow.pushingBeads = _toyInterface.pushMode;
if (_toyInterface.pushMode && _toyInterface.isMouseNearPushableBead())
{
if (_toyWindow._interact.animation.name == "default")
{
_toyWindow._interact.animation.play("ready-to-push");
}
if (_toyWindow.beadPushAnim == null && FlxG.mouse.pressed)
{
_toyWindow.beadPushAnim = new FancyAnim(_toyWindow._interact, "push-bead");
}
}
else {
if (_toyWindow.beadPushAnim != null)
{
_toyWindow.beadPushAnim = null;
}
if (_toyWindow._interact.animation.name != "default")
{
_toyWindow._interact.animation.play("default");
}
}
if (_toyWindow.abrasTurn)
{
if (_toyWindow.slack == 0 && _toyWindow._ass.animation.frameIndex != 0)
{
_tugNoise.tugging = true;
}
}
else if (_toyInterface._pullingBeads)
{
_toyWindow.tryPullingBeads(elapsed, _toyInterface.pulledBeads + _toyInterface._desiredBeadPosition);
_toyWindow.lineAngle = _toyInterface.lineAngle;
if (_toyWindow.beadPosition >= 999 + AbraBeadWindow.BEAD_BP_CENTER)
{
// no more beads
_toyWindow.slack = AbraBeadWindow.MAX_SLACK;
}
if (_toyWindow.slack == 0)
{
// line is taut; limit the interface's pull distance
_toyInterface._actualBeadPosition = _toyWindow.beadPosition - _toyInterface.pulledBeads;
}
else
{
// line is slack; the interface can do whatever it wants
_toyInterface._actualBeadPosition = _toyInterface._desiredBeadPosition;
}
if (_toyWindow.slack == 0 && _toyWindow._ass.animation.frameIndex != 0)
{
_tugNoise.tuggingMouse = true;
}
}
else if (_toyWindow.beadPushAnim != null)
{
var oldPulledBeads:Int = _toyInterface.pulledBeads;
_toyInterface.pulledBeads = Std.int(1 + _toyWindow.beadPosition - 0.42);
_toyInterface._actualBeadPosition = _toyWindow.beadPosition - _toyInterface.pulledBeads;
if (oldPulledBeads != _toyInterface.pulledBeads)
{
// when pushing beads, avoid interface bead getting sucked back out
_toyInterface._visualActualBeadPosition += 1;
}
}
else {
relaxPulledAnalBeads();
}
_tugNoise.update(elapsed);
_tugNoise.tugging = false;
_tugNoise.tuggingMouse = false;
}
function abraPullsBeads():Void
{
var nextPulledBeadIndex:Int = _toyWindow.getNextPulledBeadIndex();
var penaltyArray:Array<Float> = [];
if (_beadPlayerPullTarget != nextPulledBeadIndex)
{
// penalty...
var harshPenaltyCount:Int = nextPulledBeadIndex - 1 - _beadPlayerPullTarget;
for (i in 0...harshPenaltyCount)
{
// pulled way too few...
penaltyArray.push(0);
}
if (_beadPlayerPullTarget < nextPulledBeadIndex)
{
// too few...
penaltyArray.push(0.20);
}
penaltyArray.push(0.33);
}
var whichBehavior:Int = FlxG.random.int(0, _prevAbraBeadCount == 0 ? 1 : 2);
var abraBeadCount:Int = 1;
if (whichBehavior == 0)
{
// 3: player should pull four beads
abraBeadCount = 3;
_prevAbraBeadCount = 3;
_toyWindow.abraDesiredBeadPosition = _toyWindow.beadPosition;
_beadPlayerPullTarget = Std.int(nextPulledBeadIndex - 7);
}
else if (whichBehavior == 1)
{
// 4: player should pull three beads
abraBeadCount = 4;
_prevAbraBeadCount = 4;
_toyWindow.abraDesiredBeadPosition = _toyWindow.beadPosition;
_beadPlayerPullTarget = Std.int(nextPulledBeadIndex - 7);
}
else {
// 1: player should pull 3 or 4 beads, but a different number from last time
abraBeadCount = 1;
_prevAbraBeadCount = (_prevAbraBeadCount == 3 ? 4 : 3);
_toyWindow.abraDesiredBeadPosition = _toyWindow.beadPosition;
_beadPlayerPullTarget = Std.int(nextPulledBeadIndex - (_prevAbraBeadCount == 3 ? 5 : 4));
}
for (i in 0...penaltyArray.length)
{
var penalty0:Float = SexyState.roundDownToQuarter(_beadPullRewards[nextPulledBeadIndex - i] * (1 - penaltyArray[i]));
_beadPullRewards[nextPulledBeadIndex - i] -= penalty0;
_totalBeadPenalty += penalty0;
var penalty1:Float = SexyState.roundDownToQuarter(_beadNudgeRewards[nextPulledBeadIndex - i] * (1 - penaltyArray[i]));
_beadNudgeRewards[nextPulledBeadIndex - i] -= penalty1;
_totalBeadPenalty += penalty1;
}
_toyWindow.removeBeads(abraBeadCount);
}
public function beadPushed(index:Int, duration:Float, radius:Float):Void
{
_toyBank._foreplayHeartReservoir = Math.max(0, SexyState.roundDownToQuarter(_toyBank._foreplayHeartReservoir - _toyBank._foreplayHeartReservoirCapacity / 30));
_heartEmitCount += _beadPushRewards[index];
_heartBank._foreplayHeartReservoirCapacity += _beadPushRewards[index];
_beadPushRewards[index] = 0;
if (duration >= 0.75 && (_toyWindow.isGreyBeads() && index % 6 == 0 || !_toyWindow.isGreyBeads() && radius >= 15))
{
// that was a big one...
maybeScheduleBreath();
if (_breathTimer > 0)
{
_breathTimer = 0.1;
}
}
if (index > 60)
{
// urghh... too many...
_autoSweatRate += 0.01;
}
if (index > 100)
{
if (FlxG.random.bool(3))
{
maybeEmitWords(toyWayTooManyWords);
}
}
else if (index > 85)
{
if (FlxG.random.bool(3))
{
maybeEmitWords(toyTooManyWords);
}
}
if (radius >= 12)
{
var magicNumber:Float = duration * FlxG.random.float(0, 1);
if (magicNumber > 0.8)
{
var precumAmount:Int = 1;
if (magicNumber > 1.1)
{
precumAmount++;
}
if (magicNumber > 1.5)
{
precumAmount++;
}
precum(precumAmount);
}
}
maybeEmitToyWordsAndStuff();
}
public function beadPulled(index:Int, duration:Float, radius:Float):Void
{
_toyBank._dickHeartReservoir = Math.max(0, SexyState.roundDownToQuarter(_toyBank._dickHeartReservoir - _toyBank._dickHeartReservoirCapacity / 30));
if (index <= _beadPlayerPullTarget)
{
var penalty:Float = 0.33;
if (index == _beadPlayerPullTarget)
{
penalty = 0.33;
}
else if (index == _beadPlayerPullTarget - 1)
{
penalty = 0.20;
}
else
{
penalty = 0.12;
}
var penaltyAmount0:Float = SexyState.roundUpToQuarter(_beadPullRewards[index] * (1 - penalty));
_beadPullRewards[index] -= penaltyAmount0;
_totalBeadPenalty += penaltyAmount0;
var penaltyAmount1:Float = SexyState.roundDownToQuarter(_beadNudgeRewards[index - 1] * (1 - penalty));
_beadNudgeRewards[index - 1] -= penaltyAmount1;
_totalBeadPenalty += penaltyAmount1;
}
_heartEmitCount += _beadPullRewards[index];
_heartBank._foreplayHeartReservoirCapacity += _beadPullRewards[index];
_beadPullRewards[index] = 0;
beadNudged(index, duration, radius); // give nudge reward, if duration is large enough
if (index > 70)
{
_autoSweatRate -= 0.01;
}
if (_toyWindow.abrasTurn && _beadNudgeRewards[index] > 0)
{
// if abra misses a nudge... just give it to them
_heartEmitCount += _beadNudgeRewards[index];
_beadNudgeRewards[index] = 0;
}
if (_beadNudgeRewards[index] > 0)
{
// player missed a nudge...
_totalBeadPenalty += _beadNudgeRewards[index];
_beadNudgeRewards[index] = 0;
if (index > 70)
{
// they're still sick, keep 'em sweating...
}
else
{
_autoSweatRate *= 0.7;
}
}
else {
if (radius >= 15)
{
maybeScheduleBreath();
if (_breathTimer > 0)
{
_breathTimer = 0.1;
}
}
else {
_breathlessCount++;
}
}
if (radius >= 10)
{
var magicNumber:Float = duration * FlxG.random.float(0, 1);
if (magicNumber > 0.6)
{
var precumAmount:Int = 1;
if (magicNumber > 1.1)
{
precumAmount++;
}
if (_heartEmitCount > 1.5)
{
precumAmount++;
}
if (_heartEmitCount > 3.0)
{
precumAmount++;
}
precum(precumAmount);
}
}
if (index < 10)
{
var penaltyPercent:Float = _totalBeadPenalty / _toyBank._totalReservoirCapacity;
if (penaltyPercent < 0.04)
{
_heartBank._dickHeartReservoirCapacity += _heartEmitCount * 0.6;
}
else if (index < 5 && penaltyPercent < 0.08)
{
_heartBank._dickHeartReservoirCapacity += _heartEmitCount * 0.6;
}
}
if (index == 0)
{
if (finalOrgasmLooms())
{
}
else
{
toyButtonsEnabled = false;
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 2.8, callback:eventHideToyWindow});
eventStack.addEvent({time:time += 0.5, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
}
maybeEmitToyWordsAndStuff();
}
override function generateCumshots():Void
{
if (_remainingOrgasms == 1 && _activePokeWindow == _toyWindow)
{
// empty the remaining anal bead rewards into the orgasm
for (i in 0..._toyWindow.getNextPulledBeadIndex() + 1)
{
_heartBank._dickHeartReservoir += _beadPullRewards[i];
_heartBank._dickHeartReservoir += _beadNudgeRewards[i];
_beadPullRewards[i] = 0;
_beadNudgeRewards[i] = 0;
}
}
super.generateCumshots();
// it's OK to go slow after cumming
patienceCount = 1;
mouseTiming.insert(0, 1000);
}
public function beadNudged(index:Int, duration:Float, radius:Float):Void
{
var targetDuration:Float = 0;
if (radius <= 11)
{
targetDuration = 0.24;
}
else if (radius <= 13)
{
targetDuration = 0.38;
}
else if (radius <= 15)
{
targetDuration = 0.65;
}
else {
targetDuration = 1.17;
}
if (_beadNudgeRewards[index] > 0 && duration >= targetDuration)
{
_heartEmitCount += _beadNudgeRewards[index];
_heartBank._foreplayHeartReservoirCapacity += _beadNudgeRewards[index];
_beadNudgeRewards[index] = 0;
if (index > 70)
{
// already pretty sweaty
}
else if (_autoSweatRate < 0.3)
{
_autoSweatRate += 0.02;
}
else if (_autoSweatRate < 0.5)
{
_autoSweatRate += 0.01;
}
}
_idlePunishmentTimer = 0;
}
override public function generateSexyBeforeDialog():Array<Array<Object>>
{
if (permaBoner)
{
var tree:Array<Array<Object>> = new Array<Array<Object>>();
var chat:Dynamic;
if (PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
var sexyBeforeChat:Int = PlayerData.abra7PegSexyBeforeChat % AbraDialog.sexyBefore7Peg.length;
chat = AbraDialog.sexyBefore7Peg[sexyBeforeChat];
PlayerData.appendChatHistory("abra.sexy7PegBeforeChat." + sexyBeforeChat);
}
else
{
chat = AbraDialog.sexyBefore5PegTutorial;
PlayerData.appendChatHistory("abra.sexyTutorial.0");
}
chat(tree, this);
return tree;
}
return super.generateSexyBeforeDialog();
}
override function emitBreath():Void
{
if (_fancyRub && _rubHandAnim._flxSprite.animation.name == "suck-fingers")
{
// don't emit breath when sucking fingers
}
else {
super.emitBreath();
}
}
override public function determineArousal():Int
{
var result:Int = 0;
if (_heartBank.getDickPercent() < 0.77)
{
result = 4;
}
else if (_heartBank.getDickPercent() < 0.9)
{
result = 3;
}
else if (super.pastBonerThreshold())
{
result = 2;
}
else if (_heartBank.getForeplayPercent() < 0.77)
{
result = 3;
}
else if (_heartBank.getForeplayPercent() < 0.9)
{
result = 2;
}
else if ((permaBoner && !came) || _heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
result = 1;
}
else {
result = 0;
}
if (specialRub == "belly" || specialRub == "scalp")
{
result = 0;
}
return result;
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "rub-balls")
{
specialRub = "balls";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-left-foot")
{
specialRub = "left-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-foot")
{
specialRub = "right-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "finger-ass")
{
specialRub = "ass";
}
else if (_rubHandAnim._flxSprite.animation.name == "suck-fingers")
{
specialRub = "mouth";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
}
else
{
if (touchedPart == _head && clickedPolygon(touchedPart, scalpPolyArray))
{
specialRub = "scalp";
}
else if (touchedPart == _pokeWindow._arms && clickedPolygon(touchedPart, shoulderPolyArray))
{
specialRub = "shoulder";
}
else if (touchedPart == _pokeWindow._arms && clickedPolygon(touchedPart, chestArmsPolyArray))
{
specialRub = "chest";
}
else if (touchedPart == _pokeWindow._torso && clickedPolygon(touchedPart, chestTorsoPolyArray))
{
specialRub = "chest";
}
else if (touchedPart == _pokeWindow._torso && clickedPolygon(touchedPart, bellyPolyArray))
{
specialRub = "belly";
}
}
}
override public function canChangeHead():Bool
{
/*
* Don't move Abra's head if our fingers are in her mouth
*/
return !fancyRubbing(_head);
}
override function shouldRecordMouseTiming():Bool
{
return _dick.animation.name == "jack-off";
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && (touchedPart == _dick || !_male && touchedPart == _pokeWindow._torso && clickedPolygon(touchedPart, vagPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
}
if (!_male)
{
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.length - 1);
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
interactOn(_pokeWindow._balls, "rub-balls");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_dick) + 1);
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _head)
{
if (clickedPolygon(touchedPart, mouthPolyArray))
{
if (abraMood1)
{
if (niceThings[1] == false)
{
// your fingers have been in his ass (ew)
_newHeadTimer = 0;
}
else
{
interactOn(_head, "suck-fingers");
return true;
}
}
else
{
_newHeadTimer = 0;
}
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._torso)
{
if (clickedPolygon(touchedPart, assPolyArray))
{
interactOn(_pokeWindow._ass, "finger-ass");
if (!_male)
{
// vagina stretches when fingering ass
_rubBodyAnim2 = new FancyAnim(_dick, "finger-ass");
_rubBodyAnim2.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:0.65 }, 0.25);
return true;
}
}
if (touchedPart == _pokeWindow._legs && _clickedDuration > 1.5)
{
if (clickedPolygon(touchedPart, leftLegPolyArray))
{
// raise left leg
_pokeWindow._legs.animation.play("raise-left-leg");
_pokeWindow._feet.animation.play("raise-left-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
if (clickedPolygon(touchedPart, rightLegPolyArray))
{
// raise right leg
_pokeWindow._legs.animation.play("raise-right-leg");
_pokeWindow._feet.animation.play("raise-right-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._feet)
{
if (_pokeWindow._feet.animation.name == "raise-left-leg")
{
interactOn(_pokeWindow._feet, "rub-left-foot", "raise-left-leg");
}
else
{
interactOn(_pokeWindow._feet, "rub-right-foot", "raise-right-leg");
}
return true;
}
return false;
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _pokeWindow._ass)
{
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:1.0 }, 0.25);
}
else if (touchedPart == _head)
{
_head.animation.play("1-1");
_newHeadTimer = FlxG.random.float(1, 2);
}
else if (touchedPart == _pokeWindow._feet)
{
_pokeWindow._feet.animation.play(_pokeWindow._legs.animation.name);
}
}
override function initializeHitBoxes():Void
{
if (_activePokeWindow == _pokeWindow)
{
mouthPolyArray = new Array<Array<FlxPoint>>();
mouthPolyArray[0] = [new FlxPoint(142, 227), new FlxPoint(139, 200), new FlxPoint(172, 184), new FlxPoint(208, 200), new FlxPoint(207, 228)];
mouthPolyArray[1] = [new FlxPoint(166, 226), new FlxPoint(162, 191), new FlxPoint(183, 161), new FlxPoint(215, 157), new FlxPoint(231, 173), new FlxPoint(228, 219)];
mouthPolyArray[2] = [new FlxPoint(166, 226), new FlxPoint(162, 191), new FlxPoint(183, 161), new FlxPoint(215, 157), new FlxPoint(231, 173), new FlxPoint(228, 219)];
mouthPolyArray[8] = [new FlxPoint(76, 166), new FlxPoint(77, 100), new FlxPoint(123, 118), new FlxPoint(138, 141), new FlxPoint(123, 172), new FlxPoint(88, 177)];
mouthPolyArray[9] = [new FlxPoint(76, 166), new FlxPoint(77, 100), new FlxPoint(123, 118), new FlxPoint(138, 141), new FlxPoint(123, 172), new FlxPoint(88, 177)];
mouthPolyArray[10] = [new FlxPoint(162, 225), new FlxPoint(154, 203), new FlxPoint(163, 170), new FlxPoint(189, 157), new FlxPoint(219, 185), new FlxPoint(219, 216)];
mouthPolyArray[11] = [new FlxPoint(162, 225), new FlxPoint(154, 203), new FlxPoint(163, 170), new FlxPoint(189, 157), new FlxPoint(219, 185), new FlxPoint(219, 216)];
mouthPolyArray[12] = [new FlxPoint(127, 233), new FlxPoint(124, 199), new FlxPoint(147, 184), new FlxPoint(205, 186), new FlxPoint(208, 224)];
mouthPolyArray[13] = [new FlxPoint(127, 233), new FlxPoint(124, 199), new FlxPoint(147, 184), new FlxPoint(205, 186), new FlxPoint(208, 224)];
mouthPolyArray[16] = [new FlxPoint(73, 117), new FlxPoint(128, 126), new FlxPoint(138, 168), new FlxPoint(122, 194), new FlxPoint(76, 182)];
mouthPolyArray[17] = [new FlxPoint(73, 117), new FlxPoint(128, 126), new FlxPoint(138, 168), new FlxPoint(122, 194), new FlxPoint(76, 182)];
mouthPolyArray[18] = [new FlxPoint(147, 224), new FlxPoint(142, 204), new FlxPoint(183, 183), new FlxPoint(235, 181), new FlxPoint(239, 209), new FlxPoint(197, 229)];
mouthPolyArray[19] = [new FlxPoint(147, 224), new FlxPoint(142, 204), new FlxPoint(183, 183), new FlxPoint(235, 181), new FlxPoint(239, 209), new FlxPoint(197, 229)];
mouthPolyArray[20] = [new FlxPoint(124, 212), new FlxPoint(128, 193), new FlxPoint(175, 188), new FlxPoint(221, 196), new FlxPoint(216, 237), new FlxPoint(133, 240)];
mouthPolyArray[21] = [new FlxPoint(124, 212), new FlxPoint(128, 193), new FlxPoint(175, 188), new FlxPoint(221, 196), new FlxPoint(216, 237), new FlxPoint(133, 240)];
mouthPolyArray[24] = [new FlxPoint(123, 218), new FlxPoint(161, 172), new FlxPoint(202, 181), new FlxPoint(237, 170), new FlxPoint(250, 217), new FlxPoint(190, 238)];
mouthPolyArray[25] = [new FlxPoint(123, 218), new FlxPoint(161, 172), new FlxPoint(202, 181), new FlxPoint(237, 170), new FlxPoint(250, 217), new FlxPoint(190, 238)];
mouthPolyArray[26] = [new FlxPoint(132, 223), new FlxPoint(124, 192), new FlxPoint(148, 176), new FlxPoint(214, 187), new FlxPoint(211, 249), new FlxPoint(143, 250)];
mouthPolyArray[27] = [new FlxPoint(132, 223), new FlxPoint(124, 192), new FlxPoint(148, 176), new FlxPoint(214, 187), new FlxPoint(211, 249), new FlxPoint(143, 250)];
mouthPolyArray[28] = [new FlxPoint(115, 211), new FlxPoint(161, 186), new FlxPoint(210, 192), new FlxPoint(216, 234), new FlxPoint(168, 268)];
mouthPolyArray[29] = [new FlxPoint(115, 211), new FlxPoint(161, 186), new FlxPoint(210, 192), new FlxPoint(216, 234), new FlxPoint(168, 268)];
mouthPolyArray[32] = [new FlxPoint(132, 223), new FlxPoint(133, 187), new FlxPoint(179, 194), new FlxPoint(213, 161), new FlxPoint(244, 161), new FlxPoint(252, 228)];
mouthPolyArray[33] = [new FlxPoint(132, 223), new FlxPoint(133, 187), new FlxPoint(179, 194), new FlxPoint(213, 161), new FlxPoint(244, 161), new FlxPoint(252, 228)];
mouthPolyArray[34] = [new FlxPoint(81, 118), new FlxPoint(106, 127), new FlxPoint(162, 140), new FlxPoint(156, 190), new FlxPoint(77, 169)];
mouthPolyArray[35] = [new FlxPoint(81, 118), new FlxPoint(106, 127), new FlxPoint(162, 140), new FlxPoint(156, 190), new FlxPoint(77, 169)];
mouthPolyArray[40] = [new FlxPoint(110, 208), new FlxPoint(156, 174), new FlxPoint(181, 183), new FlxPoint(206, 165), new FlxPoint(237, 174), new FlxPoint(244, 207), new FlxPoint(186, 255)];
mouthPolyArray[41] = [new FlxPoint(110, 208), new FlxPoint(156, 174), new FlxPoint(181, 183), new FlxPoint(206, 165), new FlxPoint(237, 174), new FlxPoint(244, 207), new FlxPoint(186, 255)];
mouthPolyArray[42] = [new FlxPoint(111, 193), new FlxPoint(142, 195), new FlxPoint(184, 175), new FlxPoint(226, 210), new FlxPoint(164, 269)];
mouthPolyArray[43] = [new FlxPoint(111, 193), new FlxPoint(142, 195), new FlxPoint(184, 175), new FlxPoint(226, 210), new FlxPoint(164, 269)];
scalpPolyArray = new Array<Array<FlxPoint>>();
scalpPolyArray[0] = [new FlxPoint(70, 135), new FlxPoint(169, 170), new FlxPoint(281, 138), new FlxPoint(286, 66), new FlxPoint(70, 65)];
scalpPolyArray[1] = [new FlxPoint(101, 144), new FlxPoint(196, 154), new FlxPoint(270, 131), new FlxPoint(285, 58), new FlxPoint(66, 60)];
scalpPolyArray[2] = [new FlxPoint(98, 149), new FlxPoint(195, 153), new FlxPoint(272, 131), new FlxPoint(295, 57), new FlxPoint(58, 66)];
scalpPolyArray[8] = [new FlxPoint(112, 108), new FlxPoint(255, 132), new FlxPoint(285, 53), new FlxPoint(106, 53)];
scalpPolyArray[9] = [new FlxPoint(112, 108), new FlxPoint(255, 132), new FlxPoint(285, 53), new FlxPoint(106, 53)];
scalpPolyArray[10] = [new FlxPoint(102, 152), new FlxPoint(179, 166), new FlxPoint(258, 121), new FlxPoint(272, 53), new FlxPoint(57, 56)];
scalpPolyArray[11] = [new FlxPoint(102, 152), new FlxPoint(179, 166), new FlxPoint(258, 121), new FlxPoint(272, 53), new FlxPoint(57, 56)];
scalpPolyArray[12] = [new FlxPoint(140, 169), new FlxPoint(255, 128), new FlxPoint(267, 54), new FlxPoint(71, 55), new FlxPoint(87, 145)];
scalpPolyArray[13] = [new FlxPoint(140, 169), new FlxPoint(255, 128), new FlxPoint(267, 54), new FlxPoint(71, 55), new FlxPoint(87, 145)];
scalpPolyArray[16] = [new FlxPoint(107, 115), new FlxPoint(239, 137), new FlxPoint(280, 53), new FlxPoint(103, 53)];
scalpPolyArray[17] = [new FlxPoint(107, 115), new FlxPoint(239, 137), new FlxPoint(280, 53), new FlxPoint(103, 53)];
scalpPolyArray[18] = [new FlxPoint(177, 156), new FlxPoint(264, 122), new FlxPoint(271, 53), new FlxPoint(43, 55), new FlxPoint(85, 158)];
scalpPolyArray[19] = [new FlxPoint(177, 156), new FlxPoint(264, 122), new FlxPoint(271, 53), new FlxPoint(43, 55), new FlxPoint(85, 158)];
scalpPolyArray[20] = [new FlxPoint(172, 177), new FlxPoint(263, 139), new FlxPoint(279, 60), new FlxPoint(68, 62), new FlxPoint(82, 145)];
scalpPolyArray[21] = [new FlxPoint(172, 177), new FlxPoint(263, 139), new FlxPoint(279, 60), new FlxPoint(68, 62), new FlxPoint(82, 145)];
scalpPolyArray[24] = [new FlxPoint(194, 161), new FlxPoint(263, 137), new FlxPoint(284, 53), new FlxPoint(60, 55), new FlxPoint(103, 142)];
scalpPolyArray[25] = [new FlxPoint(194, 161), new FlxPoint(263, 137), new FlxPoint(284, 53), new FlxPoint(60, 55), new FlxPoint(103, 142)];
scalpPolyArray[26] = [new FlxPoint(141, 167), new FlxPoint(251, 125), new FlxPoint(264, 53), new FlxPoint(80, 56), new FlxPoint(83, 139)];
scalpPolyArray[27] = [new FlxPoint(141, 167), new FlxPoint(251, 125), new FlxPoint(264, 53), new FlxPoint(80, 56), new FlxPoint(83, 139)];
scalpPolyArray[28] = [new FlxPoint(170, 180), new FlxPoint(257, 144), new FlxPoint(282, 64), new FlxPoint(67, 62), new FlxPoint(76, 143)];
scalpPolyArray[29] = [new FlxPoint(170, 180), new FlxPoint(257, 144), new FlxPoint(282, 64), new FlxPoint(67, 62), new FlxPoint(76, 143)];
scalpPolyArray[32] = [new FlxPoint(179, 167), new FlxPoint(255, 126), new FlxPoint(269, 53), new FlxPoint(63, 57), new FlxPoint(80, 146)];
scalpPolyArray[33] = [new FlxPoint(179, 167), new FlxPoint(255, 126), new FlxPoint(269, 53), new FlxPoint(63, 57), new FlxPoint(80, 146)];
scalpPolyArray[34] = [new FlxPoint(109, 111), new FlxPoint(247, 136), new FlxPoint(281, 53), new FlxPoint(92, 56)];
scalpPolyArray[35] = [new FlxPoint(109, 111), new FlxPoint(247, 136), new FlxPoint(281, 53), new FlxPoint(92, 56)];
scalpPolyArray[37] = [new FlxPoint(193, 161), new FlxPoint(268, 121), new FlxPoint(284, 57), new FlxPoint(56, 56), new FlxPoint(76, 143)];
scalpPolyArray[38] = [new FlxPoint(193, 161), new FlxPoint(268, 121), new FlxPoint(284, 57), new FlxPoint(56, 56), new FlxPoint(76, 143)];
scalpPolyArray[39] = [new FlxPoint(193, 161), new FlxPoint(268, 121), new FlxPoint(284, 57), new FlxPoint(56, 56), new FlxPoint(76, 143)];
scalpPolyArray[40] = [new FlxPoint(178, 160), new FlxPoint(255, 127), new FlxPoint(274, 53), new FlxPoint(60, 59), new FlxPoint(89, 147)];
scalpPolyArray[41] = [new FlxPoint(178, 160), new FlxPoint(255, 127), new FlxPoint(274, 53), new FlxPoint(60, 59), new FlxPoint(89, 147)];
scalpPolyArray[42] = [new FlxPoint(142, 173), new FlxPoint(257, 125), new FlxPoint(271, 53), new FlxPoint(65, 55), new FlxPoint(79, 141)];
scalpPolyArray[43] = [new FlxPoint(142, 173), new FlxPoint(257, 125), new FlxPoint(271, 53), new FlxPoint(65, 55), new FlxPoint(79, 141)];
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(191, 373), new FlxPoint(165, 372), new FlxPoint(162, 347), new FlxPoint(191, 347)];
assPolyArray = new Array<Array<FlxPoint>>();
assPolyArray[0] = [new FlxPoint(123, 372), new FlxPoint(124, 406), new FlxPoint(159, 422), new FlxPoint(198, 416), new FlxPoint(226, 385), new FlxPoint(223, 367)];
leftLegPolyArray = new Array<Array<FlxPoint>>();
leftLegPolyArray[0] = [new FlxPoint(172, 554), new FlxPoint(-202, 554), new FlxPoint(-202, 304), new FlxPoint(52, 329), new FlxPoint(126, 370), new FlxPoint(169, 449)];
leftLegPolyArray[1] = [new FlxPoint(172, 554), new FlxPoint(-202, 554), new FlxPoint(-202, 304), new FlxPoint(100, 310), new FlxPoint(143, 353), new FlxPoint(170, 460)];
leftLegPolyArray[2] = [new FlxPoint(172, 554), new FlxPoint(-202, 554), new FlxPoint(-202, 304), new FlxPoint(65, 314), new FlxPoint(111, 341), new FlxPoint(169, 461)];
leftLegPolyArray[4] = [new FlxPoint(172, 554), new FlxPoint(-202, 554), new FlxPoint(-202, 304), new FlxPoint(62, 272), new FlxPoint(116, 278), new FlxPoint(145, 335), new FlxPoint(175, 450)];
leftLegPolyArray[5] = [new FlxPoint(172, 554), new FlxPoint(-202, 554), new FlxPoint(-202, 304), new FlxPoint(67, 301), new FlxPoint(112, 370), new FlxPoint(169, 461)];
rightLegPolyArray = new Array<Array<FlxPoint>>();
rightLegPolyArray[0] = [new FlxPoint(172, 554), new FlxPoint(566, 554), new FlxPoint(566, 304), new FlxPoint(330, 357), new FlxPoint(220, 371), new FlxPoint(178, 456)];
rightLegPolyArray[1] = [new FlxPoint(172, 554), new FlxPoint(566, 554), new FlxPoint(566, 304), new FlxPoint(305, 316), new FlxPoint(250, 364), new FlxPoint(172, 427), new FlxPoint(173, 469)];
rightLegPolyArray[2] = [new FlxPoint(172, 554), new FlxPoint(566, 554), new FlxPoint(566, 304), new FlxPoint(289, 337), new FlxPoint(240, 378), new FlxPoint(179, 460)];
rightLegPolyArray[4] = [new FlxPoint(172, 554), new FlxPoint(566, 554), new FlxPoint(566, 304), new FlxPoint(289, 298), new FlxPoint(243, 369), new FlxPoint(179, 463)];
rightLegPolyArray[5] = [new FlxPoint(172, 554), new FlxPoint(566, 554), new FlxPoint(566, 304), new FlxPoint(294, 274), new FlxPoint(243, 277), new FlxPoint(212, 346), new FlxPoint(172, 459)];
shoulderPolyArray = new Array<Array<FlxPoint>>();
shoulderPolyArray[0] = [new FlxPoint(89, 249), new FlxPoint(150, 244), new FlxPoint(157, 207), new FlxPoint(152, 128), new FlxPoint(197, 135), new FlxPoint(201, 238), new FlxPoint(264, 255), new FlxPoint(270, 209), new FlxPoint(258, 113), new FlxPoint(85, 112), new FlxPoint(83, 221)];
shoulderPolyArray[1] = [new FlxPoint(81, 231), new FlxPoint(149, 258), new FlxPoint(163, 227), new FlxPoint(157, 101), new FlxPoint(194, 103), new FlxPoint(199, 211), new FlxPoint(219, 228), new FlxPoint(268, 208), new FlxPoint(268, 81), new FlxPoint(76, 83)];
shoulderPolyArray[2] = [new FlxPoint(76, 228), new FlxPoint(119, 262), new FlxPoint(137, 255), new FlxPoint(148, 217), new FlxPoint(147, 116), new FlxPoint(210, 121), new FlxPoint(208, 228), new FlxPoint(224, 257), new FlxPoint(270, 243), new FlxPoint(271, 111), new FlxPoint(84, 105)];
shoulderPolyArray[4] = [new FlxPoint(79, 244), new FlxPoint(120, 263), new FlxPoint(139, 238), new FlxPoint(141, 123), new FlxPoint(198, 129), new FlxPoint(204, 221), new FlxPoint(219, 258), new FlxPoint(271, 232), new FlxPoint(271, 120), new FlxPoint(78, 112)];
shoulderPolyArray[5] = [new FlxPoint(74, 221), new FlxPoint(88, 233), new FlxPoint(127, 254), new FlxPoint(150, 214), new FlxPoint(151, 116), new FlxPoint(208, 122), new FlxPoint(209, 227), new FlxPoint(228, 260), new FlxPoint(272, 241), new FlxPoint(265, 120), new FlxPoint(76, 105)];
shoulderPolyArray[6] = [new FlxPoint(79, 241), new FlxPoint(122, 262), new FlxPoint(143, 233), new FlxPoint(148, 133), new FlxPoint(202, 141), new FlxPoint(200, 218), new FlxPoint(224, 256), new FlxPoint(276, 222), new FlxPoint(275, 135), new FlxPoint(75, 124)];
bellyPolyArray = new Array<Array<FlxPoint>>();
bellyPolyArray[0] = [new FlxPoint(116, 280), new FlxPoint(173, 269), new FlxPoint(236, 284), new FlxPoint(215, 336), new FlxPoint(139, 333)];
chestTorsoPolyArray = new Array<Array<FlxPoint>>();
chestTorsoPolyArray[0] = [new FlxPoint(117, 282), new FlxPoint(108, 193), new FlxPoint(250, 190), new FlxPoint(236, 282)];
chestArmsPolyArray = new Array<Array<FlxPoint>>();
chestArmsPolyArray[0] = [new FlxPoint(149, 229), new FlxPoint(153, 182), new FlxPoint(207, 180), new FlxPoint(204, 223)];
chestArmsPolyArray[1] = [new FlxPoint(153, 248), new FlxPoint(157, 171), new FlxPoint(201, 168), new FlxPoint(222, 230)];
chestArmsPolyArray[2] = [new FlxPoint(142, 239), new FlxPoint(144, 183), new FlxPoint(217, 188), new FlxPoint(213, 240)];
chestArmsPolyArray[4] = [new FlxPoint(137, 241), new FlxPoint(132, 187), new FlxPoint(215, 187), new FlxPoint(209, 237)];
chestArmsPolyArray[5] = [new FlxPoint(144, 241), new FlxPoint(139, 185), new FlxPoint(220, 187), new FlxPoint(213, 240)];
chestArmsPolyArray[6] = [new FlxPoint(138, 240), new FlxPoint(131, 186), new FlxPoint(210, 182), new FlxPoint(209, 239)];
if (_male)
{
// cock squirt angle
dickAngleArray[0] = [new FlxPoint(162, 364), new FlxPoint(-43, 256), new FlxPoint(-73, 249)];
dickAngleArray[1] = [new FlxPoint(147, 349), new FlxPoint(-234, 113), new FlxPoint(-257, 40)];
dickAngleArray[2] = [new FlxPoint(157, 312), new FlxPoint(-60, -253), new FlxPoint(-106, -238)];
dickAngleArray[4] = [new FlxPoint(147, 350), new FlxPoint(-220, 138), new FlxPoint(-254, 54)];
dickAngleArray[5] = [new FlxPoint(142, 344), new FlxPoint(-259, 16), new FlxPoint(-204, -161)];
dickAngleArray[6] = [new FlxPoint(139, 343), new FlxPoint(-208, 156), new FlxPoint(-197, -169)];
dickAngleArray[8] = [new FlxPoint(154, 314), new FlxPoint(-149, -213), new FlxPoint(-91, -243)];
dickAngleArray[9] = [new FlxPoint(155, 309), new FlxPoint(-98, -241), new FlxPoint(-37, -257)];
dickAngleArray[10] = [new FlxPoint(154, 305), new FlxPoint(-100, -240), new FlxPoint(-54, -254)];
dickAngleArray[11] = [new FlxPoint(156, 301), new FlxPoint(-69, -251), new FlxPoint(-16, -260)];
dickAngleArray[12] = [new FlxPoint(159, 294), new FlxPoint( -37, -257), new FlxPoint(15, -260)];
}
else
{
// vagina squirt angle
dickAngleArray[0] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[1] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[2] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[3] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[4] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[5] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[6] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-122, 230)];
dickAngleArray[8] = [new FlxPoint(173, 362), new FlxPoint(111, 235), new FlxPoint(-132, 224)];
dickAngleArray[9] = [new FlxPoint(173, 362), new FlxPoint(116, 233), new FlxPoint(-147, 214)];
dickAngleArray[10] = [new FlxPoint(173, 362), new FlxPoint(136, 222), new FlxPoint(-156, 208)];
dickAngleArray[11] = [new FlxPoint(173, 362), new FlxPoint(168, 198), new FlxPoint(-198, 168)];
dickAngleArray[12] = [new FlxPoint(173, 362), new FlxPoint(202, 163), new FlxPoint(-212, 150)];
dickAngleArray[16] = [new FlxPoint(173, 362), new FlxPoint(130, 225), new FlxPoint(-111, 235)];
dickAngleArray[17] = [new FlxPoint(173, 362), new FlxPoint(161, 204), new FlxPoint(-152, 211)];
dickAngleArray[18] = [new FlxPoint(173, 362), new FlxPoint(159, 206), new FlxPoint(-173, 194)];
dickAngleArray[19] = [new FlxPoint(173, 362), new FlxPoint(166, 200), new FlxPoint(-192, 175)];
dickAngleArray[20] = [new FlxPoint(173, 362), new FlxPoint(197, 170), new FlxPoint(-194, 173)];
dickAngleArray[21] = [new FlxPoint(173, 362), new FlxPoint(223, 134), new FlxPoint(-231, 119)];
}
breathAngleArray[0] = [new FlxPoint(166, 217), new FlxPoint(-6, 80)];
breathAngleArray[1] = [new FlxPoint(201, 196), new FlxPoint(69, 41)];
breathAngleArray[2] = [new FlxPoint(201, 196), new FlxPoint(69, 41)];
breathAngleArray[8] = [new FlxPoint(96, 143), new FlxPoint(-71, -38)];
breathAngleArray[9] = [new FlxPoint(96, 143), new FlxPoint(-71, -38)];
breathAngleArray[10] = [new FlxPoint(184, 197), new FlxPoint(33, 73)];
breathAngleArray[11] = [new FlxPoint(184, 197), new FlxPoint(33, 73)];
breathAngleArray[12] = [new FlxPoint(158, 209), new FlxPoint(-18, 78)];
breathAngleArray[13] = [new FlxPoint(158, 209), new FlxPoint(-18, 78)];
breathAngleArray[16] = [new FlxPoint(96, 146), new FlxPoint(-69, -40)];
breathAngleArray[17] = [new FlxPoint(96, 146), new FlxPoint(-69, -40)];
breathAngleArray[18] = [new FlxPoint(185, 202), new FlxPoint(28, 75)];
breathAngleArray[19] = [new FlxPoint(185, 202), new FlxPoint(28, 75)];
breathAngleArray[20] = [new FlxPoint(167, 220), new FlxPoint(0, 80)];
breathAngleArray[21] = [new FlxPoint(167, 220), new FlxPoint(0, 80)];
breathAngleArray[24] = [new FlxPoint(198, 208), new FlxPoint(55, 58)];
breathAngleArray[25] = [new FlxPoint(198, 208), new FlxPoint(55, 58)];
breathAngleArray[26] = [new FlxPoint(164, 213), new FlxPoint(-22, 77)];
breathAngleArray[26] = [new FlxPoint(149, 217), new FlxPoint(-32, 74)];
breathAngleArray[27] = [new FlxPoint(149, 217), new FlxPoint(-32, 74)];
breathAngleArray[28] = [new FlxPoint(169, 227), new FlxPoint(-3, 80)];
breathAngleArray[29] = [new FlxPoint(169, 227), new FlxPoint(-3, 80)];
breathAngleArray[32] = [new FlxPoint(188, 208), new FlxPoint(27, 75)];
breathAngleArray[33] = [new FlxPoint(188, 208), new FlxPoint(27, 75)];
breathAngleArray[34] = [new FlxPoint(89, 141), new FlxPoint(-73, -34)];
breathAngleArray[34] = [new FlxPoint(83, 126), new FlxPoint(-67, -43)];
breathAngleArray[35] = [new FlxPoint(83, 126), new FlxPoint(-67, -43)];
breathAngleArray[37] = [new FlxPoint(197, 199), new FlxPoint(63, 49)];
breathAngleArray[37] = [new FlxPoint(207, 198), new FlxPoint(65, 46)];
breathAngleArray[38] = [new FlxPoint(207, 198), new FlxPoint(65, 46)];
breathAngleArray[39] = [new FlxPoint(207, 198), new FlxPoint(65, 46)];
breathAngleArray[40] = [new FlxPoint(188, 206), new FlxPoint(22, 77)];
breathAngleArray[41] = [new FlxPoint(188, 206), new FlxPoint(22, 77)];
breathAngleArray[42] = [new FlxPoint(152, 216), new FlxPoint(-41, 69)];
breathAngleArray[43] = [new FlxPoint(152, 216), new FlxPoint(-41, 69)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(161, 325), new FlxPoint(134, 310), new FlxPoint(123, 290), new FlxPoint(124, 239), new FlxPoint(125, 208), new FlxPoint(158, 225), new FlxPoint(186, 225), new FlxPoint(231, 204), new FlxPoint(231, 286), new FlxPoint(199, 322)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(171, 184), new FlxPoint(113, 142), new FlxPoint(142, 135), new FlxPoint(146, 94), new FlxPoint(197, 92), new FlxPoint(205, 132), new FlxPoint(241, 145)];
headSweatArray[1] = [new FlxPoint(194, 163), new FlxPoint(158, 143), new FlxPoint(130, 139), new FlxPoint(150, 124), new FlxPoint(155, 88), new FlxPoint(213, 92), new FlxPoint(233, 119), new FlxPoint(242, 139), new FlxPoint(222, 137), new FlxPoint(212, 161)];
headSweatArray[2] = [new FlxPoint(194, 163), new FlxPoint(158, 143), new FlxPoint(130, 139), new FlxPoint(150, 124), new FlxPoint(155, 88), new FlxPoint(213, 92), new FlxPoint(233, 119), new FlxPoint(242, 139), new FlxPoint(222, 137), new FlxPoint(212, 161)];
headSweatArray[8] = [new FlxPoint(134, 141), new FlxPoint(132, 119), new FlxPoint(187, 97), new FlxPoint(176, 75), new FlxPoint(152, 70), new FlxPoint(107, 100), new FlxPoint(122, 121), new FlxPoint(121, 175), new FlxPoint(174, 195), new FlxPoint(226, 174), new FlxPoint(234, 147), new FlxPoint(166, 152)];
headSweatArray[9] = [new FlxPoint(134, 141), new FlxPoint(132, 119), new FlxPoint(187, 97), new FlxPoint(176, 75), new FlxPoint(152, 70), new FlxPoint(107, 100), new FlxPoint(122, 121), new FlxPoint(121, 175), new FlxPoint(174, 195), new FlxPoint(226, 174), new FlxPoint(234, 147), new FlxPoint(166, 152)];
headSweatArray[10] = [new FlxPoint(179, 165), new FlxPoint(120, 160), new FlxPoint(140, 99), new FlxPoint(198, 89), new FlxPoint(236, 133)];
headSweatArray[11] = [new FlxPoint(179, 165), new FlxPoint(120, 160), new FlxPoint(140, 99), new FlxPoint(198, 89), new FlxPoint(236, 133)];
headSweatArray[12] = [new FlxPoint(143, 167), new FlxPoint(122, 149), new FlxPoint(105, 145), new FlxPoint(128, 96), new FlxPoint(183, 81), new FlxPoint(199, 107), new FlxPoint(209, 126), new FlxPoint(251, 140), new FlxPoint(227, 149), new FlxPoint(187, 146), new FlxPoint(158, 173)];
headSweatArray[13] = [new FlxPoint(143, 167), new FlxPoint(122, 149), new FlxPoint(105, 145), new FlxPoint(128, 96), new FlxPoint(183, 81), new FlxPoint(199, 107), new FlxPoint(209, 126), new FlxPoint(251, 140), new FlxPoint(227, 149), new FlxPoint(187, 146), new FlxPoint(158, 173)];
headSweatArray[16] = [new FlxPoint(124, 114), new FlxPoint(108, 100), new FlxPoint(128, 78), new FlxPoint(159, 72), new FlxPoint(187, 95), new FlxPoint(154, 108), new FlxPoint(129, 132), new FlxPoint(159, 153), new FlxPoint(237, 147), new FlxPoint(216, 182), new FlxPoint(157, 194), new FlxPoint(116, 167), new FlxPoint(130, 153), new FlxPoint(121, 131)];
headSweatArray[17] = [new FlxPoint(124, 114), new FlxPoint(108, 100), new FlxPoint(128, 78), new FlxPoint(159, 72), new FlxPoint(187, 95), new FlxPoint(154, 108), new FlxPoint(129, 132), new FlxPoint(159, 153), new FlxPoint(237, 147), new FlxPoint(216, 182), new FlxPoint(157, 194), new FlxPoint(116, 167), new FlxPoint(130, 153), new FlxPoint(121, 131)];
headSweatArray[18] = [new FlxPoint(177, 161), new FlxPoint(153, 154), new FlxPoint(121, 154), new FlxPoint(128, 121), new FlxPoint(145, 97), new FlxPoint(197, 89), new FlxPoint(218, 109), new FlxPoint(233, 128), new FlxPoint(198, 144), new FlxPoint(190, 159)];
headSweatArray[19] = [new FlxPoint(177, 161), new FlxPoint(153, 154), new FlxPoint(121, 154), new FlxPoint(128, 121), new FlxPoint(145, 97), new FlxPoint(197, 89), new FlxPoint(218, 109), new FlxPoint(233, 128), new FlxPoint(198, 144), new FlxPoint(190, 159)];
headSweatArray[20] = [new FlxPoint(169, 182), new FlxPoint(152, 161), new FlxPoint(104, 153), new FlxPoint(111, 139), new FlxPoint(141, 134), new FlxPoint(147, 92), new FlxPoint(196, 95), new FlxPoint(206, 134), new FlxPoint(240, 139), new FlxPoint(239, 151), new FlxPoint(191, 158), new FlxPoint(180, 179)];
headSweatArray[21] = [new FlxPoint(169, 182), new FlxPoint(152, 161), new FlxPoint(104, 153), new FlxPoint(111, 139), new FlxPoint(141, 134), new FlxPoint(147, 92), new FlxPoint(196, 95), new FlxPoint(206, 134), new FlxPoint(240, 139), new FlxPoint(239, 151), new FlxPoint(191, 158), new FlxPoint(180, 179)];
headSweatArray[24] = [new FlxPoint(188, 164), new FlxPoint(163, 142), new FlxPoint(123, 147), new FlxPoint(145, 130), new FlxPoint(153, 89), new FlxPoint(213, 93), new FlxPoint(234, 122), new FlxPoint(240, 129), new FlxPoint(221, 135), new FlxPoint(214, 164)];
headSweatArray[25] = [new FlxPoint(188, 164), new FlxPoint(163, 142), new FlxPoint(123, 147), new FlxPoint(145, 130), new FlxPoint(153, 89), new FlxPoint(213, 93), new FlxPoint(234, 122), new FlxPoint(240, 129), new FlxPoint(221, 135), new FlxPoint(214, 164)];
headSweatArray[26] = [new FlxPoint(158, 172), new FlxPoint(133, 172), new FlxPoint(128, 153), new FlxPoint(106, 149), new FlxPoint(134, 94), new FlxPoint(181, 83), new FlxPoint(197, 115), new FlxPoint(235, 134), new FlxPoint(176, 155)];
headSweatArray[27] = [new FlxPoint(158, 172), new FlxPoint(133, 172), new FlxPoint(128, 153), new FlxPoint(106, 149), new FlxPoint(134, 94), new FlxPoint(181, 83), new FlxPoint(197, 115), new FlxPoint(235, 134), new FlxPoint(176, 155)];
headSweatArray[28] = [new FlxPoint(171, 181), new FlxPoint(143, 158), new FlxPoint(104, 152), new FlxPoint(114, 140), new FlxPoint(141, 135), new FlxPoint(143, 93), new FlxPoint(197, 91), new FlxPoint(204, 131), new FlxPoint(239, 138), new FlxPoint(242, 150), new FlxPoint(195, 157)];
headSweatArray[29] = [new FlxPoint(171, 181), new FlxPoint(143, 158), new FlxPoint(104, 152), new FlxPoint(114, 140), new FlxPoint(141, 135), new FlxPoint(143, 93), new FlxPoint(197, 91), new FlxPoint(204, 131), new FlxPoint(239, 138), new FlxPoint(242, 150), new FlxPoint(195, 157)];
headSweatArray[32] = [new FlxPoint(179, 169), new FlxPoint(148, 155), new FlxPoint(117, 154), new FlxPoint(119, 145), new FlxPoint(143, 98), new FlxPoint(198, 92), new FlxPoint(234, 131), new FlxPoint(197, 141)];
headSweatArray[33] = [new FlxPoint(179, 169), new FlxPoint(148, 155), new FlxPoint(117, 154), new FlxPoint(119, 145), new FlxPoint(143, 98), new FlxPoint(198, 92), new FlxPoint(234, 131), new FlxPoint(197, 141)];
headSweatArray[34] = [new FlxPoint(169, 151), new FlxPoint(210, 142), new FlxPoint(240, 153), new FlxPoint(214, 186), new FlxPoint(144, 185), new FlxPoint(153, 150), new FlxPoint(142, 141), new FlxPoint(123, 139), new FlxPoint(120, 115), new FlxPoint(107, 104), new FlxPoint(131, 80), new FlxPoint(175, 75), new FlxPoint(188, 100), new FlxPoint(208, 121), new FlxPoint(173, 108), new FlxPoint(133, 117), new FlxPoint(130, 135), new FlxPoint(142, 138)];
headSweatArray[35] = [new FlxPoint(169, 151), new FlxPoint(210, 142), new FlxPoint(240, 153), new FlxPoint(214, 186), new FlxPoint(144, 185), new FlxPoint(153, 150), new FlxPoint(142, 141), new FlxPoint(123, 139), new FlxPoint(120, 115), new FlxPoint(107, 104), new FlxPoint(131, 80), new FlxPoint(175, 75), new FlxPoint(188, 100), new FlxPoint(208, 121), new FlxPoint(173, 108), new FlxPoint(133, 117), new FlxPoint(130, 135), new FlxPoint(142, 138)];
headSweatArray[37] = [new FlxPoint(194, 164), new FlxPoint(163, 149), new FlxPoint(118, 144), new FlxPoint(145, 129), new FlxPoint(152, 83), new FlxPoint(214, 90), new FlxPoint(244, 133), new FlxPoint(209, 142)];
headSweatArray[38] = [new FlxPoint(194, 164), new FlxPoint(163, 149), new FlxPoint(118, 144), new FlxPoint(145, 129), new FlxPoint(152, 83), new FlxPoint(214, 90), new FlxPoint(244, 133), new FlxPoint(209, 142)];
headSweatArray[39] = [new FlxPoint(194, 164), new FlxPoint(163, 149), new FlxPoint(118, 144), new FlxPoint(145, 129), new FlxPoint(152, 83), new FlxPoint(214, 90), new FlxPoint(244, 133), new FlxPoint(209, 142)];
headSweatArray[40] = [new FlxPoint(171, 163), new FlxPoint(154, 152), new FlxPoint(119, 152), new FlxPoint(144, 97), new FlxPoint(198, 89), new FlxPoint(233, 128), new FlxPoint(197, 147), new FlxPoint(195, 160)];
headSweatArray[41] = [new FlxPoint(171, 163), new FlxPoint(154, 152), new FlxPoint(119, 152), new FlxPoint(144, 97), new FlxPoint(198, 89), new FlxPoint(233, 128), new FlxPoint(197, 147), new FlxPoint(195, 160)];
headSweatArray[42] = [new FlxPoint(157, 176), new FlxPoint(139, 175), new FlxPoint(130, 153), new FlxPoint(104, 149), new FlxPoint(127, 97), new FlxPoint(170, 83), new FlxPoint(201, 110), new FlxPoint(225, 128), new FlxPoint(251, 136), new FlxPoint(238, 168), new FlxPoint(220, 183), new FlxPoint(215, 145), new FlxPoint(171, 151)];
headSweatArray[43] = [new FlxPoint(157, 176), new FlxPoint(139, 175), new FlxPoint(130, 153), new FlxPoint(104, 149), new FlxPoint(127, 97), new FlxPoint(170, 83), new FlxPoint(201, 110), new FlxPoint(225, 128), new FlxPoint(251, 136), new FlxPoint(238, 168), new FlxPoint(220, 183), new FlxPoint(215, 145), new FlxPoint(171, 151)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:6, sprite:_pokeWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:4, sprite:_pokeWindow._torso, sweatArrayArray:torsoSweatArray});
}
else {
if (_male)
{
dickAngleArray[0] = [new FlxPoint(123, 294), new FlxPoint(-41, 257), new FlxPoint(-238, 105)];
dickAngleArray[1] = [new FlxPoint(107, 266), new FlxPoint(-233, -116), new FlxPoint(-259, -26)];
dickAngleArray[2] = [new FlxPoint(120, 216), new FlxPoint( -16, -259), new FlxPoint( -44, -256)];
}
else {
dickAngleArray[0] = [new FlxPoint(139, 317), new FlxPoint(212, 151), new FlxPoint(-229, 122)];
dickAngleArray[1] = [new FlxPoint(137, 316), new FlxPoint(206, 159), new FlxPoint(-243, 91)];
dickAngleArray[2] = [new FlxPoint(136, 316), new FlxPoint(200, 166), new FlxPoint(-229, 122)];
dickAngleArray[3] = [new FlxPoint(136, 316), new FlxPoint(214, 148), new FlxPoint(-243, 91)];
dickAngleArray[4] = [new FlxPoint(135, 317), new FlxPoint(200, 166), new FlxPoint(-239, 102)];
dickAngleArray[5] = [new FlxPoint(135, 316), new FlxPoint(212, 151), new FlxPoint(-229, 122)];
}
breathAngleArray[0] = [new FlxPoint(153, 164), new FlxPoint(-79, -11)];
breathAngleArray[1] = [new FlxPoint(153, 164), new FlxPoint(-79, -11)];
breathAngleArray[2] = [new FlxPoint(153, 164), new FlxPoint(-79, -11)];
breathAngleArray[3] = [new FlxPoint(153, 164), new FlxPoint(-79, -11)];
breathAngleArray[4] = [new FlxPoint(155, 171), new FlxPoint(-80, 1)];
breathAngleArray[5] = [new FlxPoint(155, 171), new FlxPoint(-80, 1)];
breathAngleArray[6] = [new FlxPoint(161, 179), new FlxPoint(-77, 21)];
breathAngleArray[7] = [new FlxPoint(161, 179), new FlxPoint(-77, 21)];
breathAngleArray[8] = [new FlxPoint(156, 152), new FlxPoint(-77, -22)];
breathAngleArray[9] = [new FlxPoint(156, 152), new FlxPoint(-77, -22)];
breathAngleArray[10] = [new FlxPoint(168, 201), new FlxPoint(-55, 58)];
breathAngleArray[11] = [new FlxPoint(168, 201), new FlxPoint(-55, 58)];
breathAngleArray[12] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[13] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[18] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[19] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[20] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[21] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[22] = [new FlxPoint(154, 173), new FlxPoint(-80, 8)];
breathAngleArray[23] = [new FlxPoint(154, 173), new FlxPoint( -80, 8)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(165, 199), new FlxPoint(149, 229), new FlxPoint(133, 262)];
torsoSweatArray[1] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(164, 201), new FlxPoint(141, 244), new FlxPoint(125, 267)];
torsoSweatArray[2] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(164, 201), new FlxPoint(142, 239), new FlxPoint(121, 258), new FlxPoint(111, 279), new FlxPoint(139, 263)];
torsoSweatArray[3] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(164, 201), new FlxPoint(142, 239), new FlxPoint(128, 245), new FlxPoint(108, 276), new FlxPoint(141, 260)];
torsoSweatArray[4] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(164, 201), new FlxPoint(140, 234), new FlxPoint(123, 244), new FlxPoint(102, 274), new FlxPoint(140, 263)];
torsoSweatArray[5] = [new FlxPoint(212, 276), new FlxPoint(213, 249), new FlxPoint(230, 205), new FlxPoint(164, 201), new FlxPoint(148, 226), new FlxPoint(128, 234), new FlxPoint(109, 247), new FlxPoint(96, 280), new FlxPoint(139, 264)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[1] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[2] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[3] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[4] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[5] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[6] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[7] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[8] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[9] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[10] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[11] = [new FlxPoint(151, 128), new FlxPoint(179, 139), new FlxPoint(209, 142), new FlxPoint(270, 138), new FlxPoint(251, 90), new FlxPoint(212, 79), new FlxPoint(172, 92)];
headSweatArray[12] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[13] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[18] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[19] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[20] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[21] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[22] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
headSweatArray[23] = [new FlxPoint(154, 118), new FlxPoint(174, 124), new FlxPoint(221, 125), new FlxPoint(262, 121), new FlxPoint(248, 88), new FlxPoint(204, 78), new FlxPoint(176, 90)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:6, sprite:_toyWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:4, sprite:_toyWindow._body, sweatArrayArray:torsoSweatArray});
}
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.abra_words_small__png, frame:8 } ]);
boredWords = wordManager.newWords(6);
boredWords.words.push([{ graphic:AssetPaths.abra_words_small__png, frame:15 }]);
boredWords.words.push([{ graphic:AssetPaths.abra_words_small__png, frame:17 }]);
boredWords.words.push([{ graphic:AssetPaths.abra_words_small__png, frame:19 }]);
// what are you doing?
boredWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:18 },
{ graphic:AssetPaths.abra_words_small__png, frame:20, yOffset:16, delay:0.5 }
]);
// pick it up a little
tooSlowWords = wordManager.newWords(18);
tooSlowWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:9 },
{ graphic:AssetPaths.abra_words_small__png, frame:11, yOffset:16, delay:0.5 }
]);
// a little faster, c'mon
tooSlowWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:10 },
{ graphic:AssetPaths.abra_words_small__png, frame:12, yOffset:16, delay:0.5 }
]);
// a little faster~
tooSlowWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:13 }
]);
// hey c'mon already!!
tooSlowWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:14 },
{ graphic:AssetPaths.abra_words_small__png, frame:16, yOffset:16, delay:0.5 }
]);
// ah!! take it easy
tooFastWords = wordManager.newWords();
tooFastWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:21 },
{ graphic:AssetPaths.abra_words_small__png, frame:23, yOffset:16, delay:0.5 }
]);
// nng- not so fast
tooFastWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:22 },
{ graphic:AssetPaths.abra_words_small__png, frame:24, yOffset:16, delay:0.5 }
]);
// s-slow down...
tooFastWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:25 },
{ graphic:AssetPaths.abra_words_small__png, frame:27, yOffset:16, delay:0.5 }
]);
// hey! ...you're going to break it!
tooFastWords.words.push([
{ graphic:AssetPaths.abra_words_small__png, frame:26 },
{ graphic:AssetPaths.abra_words_small__png, frame:28, yOffset:19, delay:0.5 },
{ graphic:AssetPaths.abra_words_small__png, frame:30, yOffset:35, delay:1.0 }
]);
toyStartWords.words.push([ // anal beads, hmm? ...that sounds like fun~
{ graphic:AssetPaths.abrabeads_words_small__png, frame:0 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:2, yOffset:16, delay:1.5 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:4, yOffset:32, delay:2.1 },
]);
toyStartWords.words.push([ // ooh, let me get into a more comfortable position...
{ graphic:AssetPaths.abrabeads_words_small__png, frame:1 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:3, yOffset:21, delay:0.8 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:5, yOffset:36, delay:1.6 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:7, yOffset:55, delay:2.2 },
]);
toyStartWords.words.push([ // mmm... very well. ...just try to be gentle.
{ graphic:AssetPaths.abrabeads_words_small__png, frame:6 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:8, yOffset:22, delay:1.5 },
{ graphic:AssetPaths.abrabeads_words_small__png, frame:10, yOffset:44, delay:2.0 },
]);
toyInterruptWords.words.push([ // oh... finished already?
{graphic:AssetPaths.abrabeads_words_small__png, frame:9 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:11, yOffset:25, delay: 0.5 },
]);
toyInterruptWords.words.push([ // hmmm? ...is that all?
{graphic:AssetPaths.abrabeads_words_small__png, frame:12 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:14, yOffset:22, delay: 0.5 },
]);
toyInterruptWords.words.push([ // oh... you're done with the beads?
{graphic:AssetPaths.abrabeads_words_small__png, frame:13 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:15, yOffset:16, delay: 0.8 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:17, yOffset:36, delay: 1.4 },
]);
toyTooManyWords = wordManager.newWords(20);
toyTooManyWords.words.push([ // okay... i think that's plenty
{graphic:AssetPaths.abrabeads_words_small__png, frame:16 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:18, yOffset:20, delay: 0.6 },
]);
toyTooManyWords.words.push([ // rrrrrgh.... c'mon cut it out
{graphic:AssetPaths.abrabeads_words_small__png, frame:19 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:21, yOffset:18, delay: 0.6 },
]);
toyTooManyWords.words.push([ // ...a little overboard, don't you think?
{graphic:AssetPaths.abrabeads_words_small__png, frame:20 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:22, yOffset:20, delay: 0.6 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:24, yOffset:40, delay: 1.2 },
]);
toyWayTooManyWords = wordManager.newWords(20);
toyWayTooManyWords.words.push([ // ....so this.... this is how it ends.... gaaah....
{graphic:AssetPaths.abrabeads_words_small__png, frame:26 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:28, yOffset:18, delay: 1.8 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:30, yOffset:38, delay: 2.6 },
]);
toyWayTooManyWords.words.push([ // ...i... i don't feel so good....
{graphic:AssetPaths.abrabeads_words_small__png, frame:23 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:25, yOffset:0, delay: 1.4 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:27, yOffset:20, delay: 2.2 },
]);
toyWayTooManyWords.words.push([ // no... no more beads... gllgh
{graphic:AssetPaths.abrabeads_words_small__png, frame:29, chunkSize:3 },
{graphic:AssetPaths.abrabeads_words_small__png, frame:31, chunkSize:3, yOffset:18, delay: 0.8 },
]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.abra_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.abra_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.abra_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.abra_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.abra_words_large__png, frame:4, width:200, height:150, yOffset: -30, chunkSize:5 } ]);
pleasureWords = wordManager.newWords();
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.abra_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
almostWords = wordManager.newWords(30);
almostWords.words.push([
{ graphic:AssetPaths.abra_words_medium__png, frame:8, height:48, chunkSize:5 },
{ graphic:AssetPaths.abra_words_medium__png, frame:10, height:48, chunkSize:5, yOffset:20, delay:1.4 }
]);
almostWords.words.push([
{ graphic:AssetPaths.abra_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.abra_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:20, delay:1.3 }
]);
almostWords.words.push([
{ graphic:AssetPaths.abra_words_medium__png, frame:12, height:48, chunkSize:5 },
{ graphic:AssetPaths.abra_words_medium__png, frame:14, height:48, chunkSize:5, yOffset:24, delay:1.2 }
]);
almostWords.words.push([
{ graphic:AssetPaths.abra_words_medium__png, frame:13, height:48, chunkSize:5 },
{ graphic:AssetPaths.abra_words_medium__png, frame:15, height:48, chunkSize:5, yOffset:24, delay:1.1 },
{ graphic:AssetPaths.abra_words_medium__png, frame:17, height:48, chunkSize:5, yOffset:48, delay:2.0 }
]);
}
override function penetrating():Bool
{
if (specialRubs.indexOf("mouth") >= 0)
{
return true;
}
if (specialRub == "ass")
{
return true;
}
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (meanThings[0] == false)
{
complaints.push(0);
}
if (meanThings[1] == false && abraMood1 == false)
{
if (abraMood1)
{
complaints.push(1);
}
else
{
complaints.push(2);
}
}
if (niceThings[0] == true)
{
if (specialRubs.indexOf("left-foot") < 0 || specialRubs.indexOf("right-foot") < 0)
{
complaints.push(3);
}
if (specialRubs.indexOf("chest") < 0)
{
complaints.push(4);
}
}
if (niceThings[1] == true)
{
if (abraMood1)
{
complaints.push(7);
}
else
{
complaints.push(5);
}
}
if (niceThings[2] == true)
{
complaints.push(6);
}
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (FlxG.random.float(1, 10) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 30) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 100) < _heartEmitCount + (specialRub == "ass" ? 40 : 0))
{
precumAmount++;
}
if (FlxG.random.float(0, 1.0) >= _heartBank.getDickPercent())
{
precumAmount++;
}
return precumAmount;
}
override function handleRubReward():Void
{
// first time sucking fingers?
if (specialRubs.indexOf("mouth") == specialRubs.length - 1)
{
_pokeWindow._interact.animation.add("finger-ass", [16, 17, 18, 19, 20, 21]);
_pokeWindow._ass.animation.add("finger-ass", [1, 2, 3, 4, 5, 6]);
_dick.animation.add("finger-ass", [1, 2, 3, 4, 5, 6]);
}
// 2-out-of-3: rubbing each foot, rubbing chest twice
if (niceThings[0] == true)
{
var criteriaCount:Int = 0;
if (abraMood0 != 0 && specialRubs.indexOf("left-foot") >= 0)
{
criteriaCount++;
}
if (abraMood0 != 1 && specialRubs.indexOf("right-foot") >= 0)
{
criteriaCount++;
}
if (abraMood0 != 2 && specialRubs.filter(function(s) { return s == "chest"; } ).length >= 2)
{
criteriaCount++;
}
if (criteriaCount >= 2)
{
niceThings[0] = false;
doNiceThing();
}
}
// shoulder rubs? or fingering ass?
if (niceThings[1] == true)
{
// ass
if (abraMood1 && specialRub == "ass" && _pokeWindow._ass.animation.curAnim.numFrames > 2)
{
niceThings[1] = false;
doNiceThing();
}
else if (!abraMood1 && specialRubs.filter(function(s) { return s == "shoulder"; } ).length >= abraMood2)
{
niceThings[1] = false;
doNiceThing();
}
}
// rubbing balls after erection
if (niceThings[2] == true)
{
if (specialRub == "balls" && pastBonerThreshold())
{
niceThings[2] = false;
doNiceThing();
}
}
// rubbing head twice consecutively
if (meanThings[0] == true)
{
var lastTwo:Array<String> = specialRubs.slice(-2);
if (lastTwo.length == 2 && lastTwo[0] == "scalp" && lastTwo[1] == "scalp")
{
meanThings[0] = false;
doMeanThing();
}
}
// rubbing belly twice consecutively
if (meanThings[1] == true)
{
if (abraMood1)
{
var lastTwo:Array<String> = specialRubs.slice(-2);
if (lastTwo.length == 2 && lastTwo[0] == "belly" && lastTwo[1] == "belly")
{
meanThings[1] = false;
doMeanThing();
}
}
else if (specialRub == "ass")
{
meanThings[1] = false;
doMeanThing();
}
}
if (penetrating())
{
_rubRewardTimer -= 1;
}
_heartEmitTimer = 0;
var amount:Float;
if (specialRub == "jack-off")
{
var lucky:Float = lucky(0.7, 1.43, 0.1);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
var tooSlow:Bool = false;
var tooFast:Bool = false;
if (mouseTiming.length <= 4)
{
if (patienceCount > 0)
{
patienceCount--;
}
else
{
tooSlow = true;
}
}
else
{
var oldMean:Float = SexyState.average(mouseTiming.slice(0, 4));
var newMean:Float = SexyState.average(mouseTiming.slice( -4, mouseTiming.length));
mouseTiming.splice(0, mouseTiming.length - 4);
if (newMean < 0.12 && almostWords.timer <= 0)
{
tooFast = true;
mouseTiming.insert(0, 1000);
}
if (almostWords.timer > 0)
{
oldMean = (oldMean + 0.12) / 2;
}
if (!tooFast && newMean > oldMean)
{
if (patienceCount > 0)
{
patienceCount--;
}
else
{
tooSlow = true;
}
}
}
if (tooSlow)
{
mistakeChain = Std.int(Math.min( -1, mistakeChain - 1));
_heartBank._dickHeartReservoirCapacity -= SexyState.roundDownToQuarter(amount * 0.8);
_heartBank._dickHeartReservoirCapacity = Math.max(_heartBank._dickHeartReservoir, _heartBank._dickHeartReservoirCapacity);
amount -= SexyState.roundDownToQuarter(amount * Math.max(0.99, Math.abs(mistakeChain * 0.2)));
_autoSweatRate -= 0.04;
}
else if (tooFast)
{
mistakeChain = Std.int(Math.max(1, mistakeChain + 1));
_heartBank._dickHeartReservoir -= SexyState.roundDownToQuarter(amount * (Math.abs(mistakeChain * 0.8)));
amount -= SexyState.roundDownToQuarter(amount * 0.2);
}
else
{
mistakeChain = 0;
}
if (_remainingOrgasms > 0 && almostWords.timer <= 0 && _heartBank.getDickPercent() < 0.51 && !isEjaculating())
{
maybeEmitWords(almostWords);
}
else
{
if (came)
{
// won't complain after ejaculating at least once
}
else if (tooSlow)
{
if (mistakeChain >= -1)
{
maybeEmitWords(tooSlowWords, 0, 2);
}
else
{
maybeEmitWords(tooSlowWords);
}
}
else if (tooFast)
{
if (mistakeChain <= 1)
{
maybeEmitWords(tooFastWords, 0, 2);
}
else
{
maybeEmitWords(tooFastWords);
}
}
}
}
else {
var lucky:Float = lucky(0.7, 1.43, 0.1);
if (specialRub == "scalp" || specialRub == "belly" || !abraMood1 && specialRub == "ass")
{
lucky = 0.01;
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
if (minigasmCounter < niceThings.filter(function(s) { return s == false; } ).length)
{
emitWords(pleasureWords);
minigasmCounter++;
}
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.frameIndex != 2)
{
_dick.animation.add("default", [2]);
_dick.animation.play("default");
}
}
else if (_heartBank.getForeplayPercent() < 0.6)
{
if (_dick.animation.frameIndex != 1)
{
_dick.animation.add("default", [1]);
_dick.animation.play("default");
}
}
else
{
if (_dick.animation.frameIndex != 0)
{
_dick.animation.add("default", [0]);
_dick.animation.play("default");
}
}
}
else {
if (displayingToyWindow())
{
// toy window's vagina is animated by AbraBeadWindow... don't mess with it
}
else if (_dick.animation.frameIndex != 0)
{
_dick.animation.play("default");
}
}
}
function relaxPulledAnalBeads():Void
{
_toyWindow.beadPosition = Std.int(1 + _toyWindow.beadPosition - 0.42);
_toyInterface.pulledBeads = Std.int(1 + _toyWindow.beadPosition - 0.42);
_toyInterface._desiredBeadPosition = 0;
_toyInterface._actualBeadPosition = 0;
_toyWindow.slack = AbraBeadWindow.MAX_SLACK;
_toyWindow.lineAngle = 0;
}
override public function back():Void
{
super.back();
if (_toyWindow.totalInsertedBeads >= PlayerData.abraBeadCapacity - 2)
{
PlayerData.abraBeadCapacity += FlxG.random.int( -1, 1);
if (PlayerData.abraBeadCapacity < 70)
{
PlayerData.abraBeadCapacity += 9;
}
else if (PlayerData.abraBeadCapacity < 90)
{
PlayerData.abraBeadCapacity += 6;
}
else if (PlayerData.abraBeadCapacity < 110)
{
PlayerData.abraBeadCapacity += 3;
}
else if (PlayerData.abraBeadCapacity < 130)
{
PlayerData.abraBeadCapacity += 1;
}
else
{
PlayerData.abraBeadCapacity -= 1;
}
}
}
override function cursorSmellPenaltyAmount():Int
{
return 20;
}
override public function destroy():Void
{
super.destroy();
ballOpacityTween = FlxTweenUtil.destroy(ballOpacityTween);
mouthPolyArray = null;
vagPolyArray = null;
assPolyArray = null;
leftLegPolyArray = null;
rightLegPolyArray = null;
shoulderPolyArray = null;
bellyPolyArray = null;
chestTorsoPolyArray = null;
chestArmsPolyArray = null;
scalpPolyArray = null;
niceThings = null;
meanThings = null;
_toyWindow = FlxDestroyUtil.destroy(_toyWindow);
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
_tugNoise = FlxDestroyUtil.destroy(_tugNoise);
_beadPushRewards = null;
_beadPullRewards = null;
_beadNudgeRewards = null;
_vibeButton = FlxDestroyUtil.destroy(_vibeButton);
}
}
|
argonvile/monster
|
source/poke/abra/AbraSexyState.hx
|
hx
|
unknown
| 88,064 |
package poke.abra;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import poke.abra.AbraDialog;
/**
* Sprites and animations for Abra
*/
class AbraWindow extends PokeWindow
{
private var _drinkTimer:Float = -1;
public var _drunkAmount:Int = 0;
public var _passedOut:Bool = false;
public var _torso:BouncySprite;
public var _legs:BouncySprite;
public var _arms:BouncySprite;
public var _ass:BouncySprite;
public var _balls:BouncySprite;
public var _feet:BouncySprite;
public var _pants:BouncySprite;
public var _undies:BouncySprite;
public var _alcohol:BouncySprite;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "abra";
_name = "Abra";
add(new FlxSprite( -54, -54, AssetPaths.abra_bg__png));
_victorySound = AssetPaths.abra__mp3;
if (PlayerData.abraStoryInt == 4)
{
// moody
_victorySound = FlxG.random.getObject([AssetPaths.abra0__mp3, AssetPaths.abra1__mp3, AssetPaths.abra2__mp3]);
}
_dialogClass = AbraDialog;
_torso = new BouncySprite( -54, -54, 7, 7, 0.1, _age);
_torso.loadWindowGraphic(AssetPaths.abra_torso__png);
_torso.animation.add("default", [0]);
_torso.animation.add("passed-out", [4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 6, 6, 5, 5], 2);
_torso.animation.play("default");
addPart(_torso);
_legs = new BouncySprite( -54, -54, 10, 7, 0.2, _age);
_legs.loadWindowGraphic(AssetPaths.abra_legs__png);
_legs.animation.add("default", [0]);
_legs.animation.add("0", [0]);
_legs.animation.add("1", [1]);
_legs.animation.add("2", [2]);
_legs.animation.add("raise-left-leg", [4]);
_legs.animation.add("raise-right-leg", [5]);
_legs.animation.add("passed-out", [3]);
addPart(_legs);
_ass = new BouncySprite( -54, -54, 7, 7, 0.1, _age);
_ass.loadWindowGraphic(AssetPaths.abra_ass__png);
_ass.animation.add("default", [7]);
_ass.animation.add("finger-ass", [1, 2, 3, 4, 5, 6]);
_ass.animation.play("default");
addPart(_ass);
_balls = new BouncySprite( -54, -54, 10, 7, 0.23, _age);
_balls.loadWindowGraphic(AssetPaths.abra_balls__png);
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [4, 5, 6, 7]);
_dick = new BouncySprite( -54, -54, 10, 7, 0.23, _age);
_dick.loadWindowGraphic(AbraResource.dick);
_dick.animation.add("default", [0]);
if (PlayerData.abraMale)
{
addPart(_balls);
_dick.animation.add("rub-dick", [6, 5, 4]);
_dick.animation.add("jack-off", [12, 11, 10, 9, 8]);
addPart(_dick);
}
else
{
_dick.animation.add("rub-dick", [8, 9, 10, 11, 12]);
_dick.animation.add("jack-off", [16, 17, 18, 19, 20, 21]);
_dick.animation.add("finger-ass", [1, 2, 3, 4, 5, 6]);
addPart(_dick);
_dick.synchronize(_torso);
}
_undies = new BouncySprite( -54, -54, 7, 7, PlayerData.abraMale ? 0.2 : 0.1, _age);
_undies.loadWindowGraphic(AbraResource.undies);
addPart(_undies);
if (!PlayerData.abraMale)
{
// female abra's underwear goes behind the legs
reposition(_undies, members.indexOf(_legs));
}
_pants = new BouncySprite( -54, -54, 10, 7, 0.2, _age);
_pants.loadWindowGraphic(AbraResource.pants);
addPart(_pants);
_arms = new BouncySprite( -54, -54, 7, 7, 0.13, _age);
_arms.loadWindowGraphic(AssetPaths.abra_arms__png);
_arms.animation.add("default", [0]);
_arms.animation.add("crossed", [0]);
_arms.animation.add("cheer", [1]);
_arms.animation.add("0", [2]);
_arms.animation.add("1", [4]);
_arms.animation.add("2", [5]);
_arms.animation.add("3", [6]);
_arms.animation.add("present-ipa", [8]);
_arms.animation.add("drink-ipa", [9]);
_arms.animation.add("hold-ipa", [10]);
_arms.animation.add("present-sake", [11]);
_arms.animation.add("drink-sake", [7]);
_arms.animation.add("hold-sake", [3]);
_arms.animation.add("present-soju", [11]);
_arms.animation.add("drink-soju", [7]);
_arms.animation.add("hold-soju", [3]);
_arms.animation.add("present-rum", [12]);
_arms.animation.add("drink-rum", [7]);
_arms.animation.add("hold-rum", [3]);
_arms.animation.add("present-absinthe", [12]);
_arms.animation.add("drink-absinthe", [7]);
_arms.animation.add("hold-absinthe", [3]);
addPart(_arms);
_head = new BouncySprite( -54, -54, 4, 7, 0);
_head.loadGraphic(AbraResource.head, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 3]), 3);
_head.animation.add("cheer", blinkyAnimation([1, 4]), 3);
_head.animation.add("suck-fingers", [37, 38, 39]);
_head.animation.add("0-0", blinkyAnimation([0, 3]), 3);
_head.animation.add("0-1", blinkyAnimation([2, 5]), 3);
_head.animation.add("1-0", blinkyAnimation([8, 9]), 3);
_head.animation.add("drink", blinkyAnimation([6, 7]), 3);
_head.animation.add("drunk0", blinkyAnimation([0, 3]), 3);
_head.animation.add("drunk1", blinkyAnimation([14, 15]), 3);
_head.animation.add("drunk2", blinkyAnimation([22, 23]), 3);
_head.animation.add("drunk3", blinkyAnimation([30, 31]), 3);
_head.animation.add("drunk4", blinkyAnimation([46, 47]), 3);
_head.animation.add("1-1", blinkyAnimation([10, 11]), 3);
_head.animation.add("1-2", blinkyAnimation([12, 13]), 3);
_head.animation.add("2-0", blinkyAnimation([16, 17]), 3);
_head.animation.add("2-1", blinkyAnimation([18, 19]), 3);
_head.animation.add("2-2", blinkyAnimation([20, 21]), 3);
_head.animation.add("3-0", blinkyAnimation([24, 25]), 3);
_head.animation.add("3-1", blinkyAnimation([26, 27]), 3);
_head.animation.add("3-2", blinkyAnimation([28, 29]), 3);
_head.animation.add("4-0", blinkyAnimation([32, 33]), 3);
_head.animation.add("4-1", blinkyAnimation([34, 35]), 3);
_head.animation.add("5-0", blinkyAnimation([40, 41]), 3);
_head.animation.add("5-1", blinkyAnimation([42, 43]), 3);
_head.animation.add("passed-out", [36], 3);
_head.animation.play("0-0");
addPart(_head);
_alcohol = new BouncySprite( -54, -54, 7, 7, 0.13, _age);
_alcohol.loadWindowGraphic(AssetPaths.abra_alcohol__png);
_alcohol.synchronize(_arms);
_alcohol.animation.add("default", [0], 3);
_alcohol.animation.add("present-ipa", [1], 3);
_alcohol.animation.add("hold-ipa", [2], 3);
_alcohol.animation.add("drink-ipa", [3], 3);
_alcohol.animation.add("present-sake", [4], 3);
_alcohol.animation.add("hold-sake", [5], 3);
_alcohol.animation.add("drink-sake", [6], 3);
_alcohol.animation.add("present-soju", [7], 3);
_alcohol.animation.add("hold-soju", [8], 3);
_alcohol.animation.add("drink-soju", [9], 3);
_alcohol.animation.add("present-rum", [10], 3);
_alcohol.animation.add("hold-rum", [11], 3);
_alcohol.animation.add("drink-rum", [12], 3);
_alcohol.animation.add("present-absinthe", [13], 3);
_alcohol.animation.add("hold-absinthe", [14], 3);
_alcohol.animation.add("drink-absinthe", [15], 3);
_alcohol.animation.play("default");
addVisualItem(_alcohol);
_feet = new BouncySprite( -54, -54, 10, 7, 0.33, _age);
_feet.loadWindowGraphic(AssetPaths.abra_feet__png);
_feet.animation.add("default", [0]);
_feet.animation.add("raise-left-leg", [1]);
_feet.animation.add("raise-right-leg", [2]);
addPart(_feet);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
setNudity(PlayerData.level);
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (_passedOut)
{
// don't drink or anything if we're passed out; shouldn't happen anyways, but...
return;
}
if (StringTools.startsWith(str, "present-"))
{
// presenting alcohol
if (str == "present-rum" || str == "present-absinthe")
{
// don't smile for rum or absinthe
}
else if (PlayerData.abraStoryInt == 4)
{
// don't smile if we're upset
}
else
{
_head.animation.play("cheer");
}
_arms.animation.play(str);
_alcohol.animation.play(str);
_drinkTimer = -1;
}
if (StringTools.startsWith(str, "hold-"))
{
if (_arms.animation.name == str || _arms.animation.name == "drink-" + MmStringTools.substringAfter(str, "hold-"))
{
/*
* we're already holding/drinking the appropriate alcohol;
* don't interrupt the animation
*/
}
else
{
// holding/drinking alcohol
playDrunkHeadAnim();
_arms.animation.play(str);
_alcohol.animation.play(str);
if (PlayerData.level == 2)
{
// don't drink on the last level; fall asleep
}
else
{
_drinkTimer = 11;
}
}
}
if (StringTools.startsWith(str, "drunk"))
{
var drunkAmountStr:String = str.substring(5, 6);
_drunkAmount = Std.parseInt(drunkAmountStr);
playDrunkHeadAnim();
}
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
_pants.visible = true;
_undies.visible = false;
_ass.visible = false;
_balls.visible = false;
_dick.visible = false;
_feet.visible = false;
}
if (NudityLevel == 1)
{
_pants.visible = false;
_undies.visible = true;
_ass.visible = false;
_balls.visible = false;
_dick.visible = false;
_feet.visible = false;
}
if (NudityLevel >= 2)
{
_pants.visible = false;
_undies.visible = false;
_ass.visible = true;
_balls.visible = true;
_dick.visible = true;
_feet.visible = true;
}
}
override public function cheerful():Void
{
if (PlayerData.finalTrial && PlayerData.level == 2)
{
setPassedOut();
}
if (_passedOut || _drunkAmount >= 4)
{
// too drunk to notice
return;
}
super.cheerful();
if (PlayerData.abraStoryInt == 4)
{
// moody
}
else if (_alcohol.animation.name == "default")
{
_arms.animation.play("cheer");
_head.animation.play("cheer");
}
else {
playHoldAnim();
_head.animation.play("cheer");
_drinkTimer = -1;
}
}
override public function arrangeArmsAndLegs()
{
_feet.animation.play("default");
playNewAnim(_legs, ["0", "1", "2"]);
if (_arousal == 0)
{
playNewAnim(_arms, ["crossed", "0", "1"]);
}
else
{
playNewAnim(_arms, ["0", "1", "2", "3"]);
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-0", "0-1"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-0", "1-1", "1-2"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-0", "2-1", "2-2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-0", "3-1", "3-2"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-0", "4-1"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-0", "5-1"]);
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.abra_interact__png);
if (PlayerData.abraMale)
{
_interact.animation.add("rub-dick", [2, 1, 0]);
_interact.animation.add("jack-off", [12, 11, 10, 9, 8]);
_interact.animation.add("rub-balls", [4, 5, 6, 7]);
}
else
{
_interact.animation.add("rub-dick", [32, 33, 34, 35, 36]);
_interact.animation.add("jack-off", [40, 41, 42, 43, 44, 45]);
}
_interact.animation.add("suck-fingers", [13, 14, 15]);
_interact.animation.add("finger-ass", [16, 17, 18, 19, 20, 21]);
_interact.animation.add("rub-left-foot", [24, 25, 26, 27]);
_interact.animation.add("rub-right-foot", [28, 29, 30, 31]);
_interact.visible = false;
}
override public function destroy():Void
{
super.destroy();
_torso = FlxDestroyUtil.destroy(_torso);
_legs = FlxDestroyUtil.destroy(_legs);
_arms = FlxDestroyUtil.destroy(_arms);
_ass = FlxDestroyUtil.destroy(_ass);
_balls = FlxDestroyUtil.destroy(_balls);
_feet = FlxDestroyUtil.destroy(_feet);
_pants = FlxDestroyUtil.destroy(_pants);
_undies = FlxDestroyUtil.destroy(_undies);
_alcohol = FlxDestroyUtil.destroy(_alcohol);
}
public function setPassedOut():Void
{
if (_passedOut)
{
return;
}
FlxSoundKludge.play(AssetPaths.passed_out_00e1__mp3);
_passedOut = true;
_drinkTimer = -1;
_head.y = -54 + 266;
_head.animation.play("passed-out");
_torso.animation.play("passed-out");
_torso._bounceAmount = 2;
_legs.animation.play("passed-out");
_legs._bounceAmount = 2;
_dick.visible = false;
_arms.visible = false;
_ass.visible = false;
_balls.visible = false;
_feet.visible = false;
_pants.visible = false;
_undies.visible = false;
_alcohol.visible = false;
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_drinkTimer > 0)
{
_drinkTimer -= elapsed;
if (_drinkTimer <= 0)
{
if (StringTools.startsWith(_alcohol.animation.name, "hold-"))
{
playDrinkAnim();
}
else if (StringTools.startsWith(_alcohol.animation.name, "drink-"))
{
playHoldAnim();
}
}
}
}
private function playDrinkAnim():Void
{
var drinkAnim = "drink-" + MmStringTools.substringAfter(_alcohol.animation.name, "-");
_arms.animation.play(drinkAnim);
_alcohol.animation.play(drinkAnim);
_head.animation.play("drink");
_drinkTimer = 2.5;
}
private function playHoldAnim():Void
{
var holdAnim = "hold-" + MmStringTools.substringAfter(_alcohol.animation.name, "-");
_arms.animation.play(holdAnim);
_alcohol.animation.play(holdAnim);
playDrunkHeadAnim();
_drinkTimer = 22;
}
private function playDrunkHeadAnim():Void
{
_head.animation.play("drunk" + _drunkAmount);
}
}
|
argonvile/monster
|
source/poke/abra/AbraWindow.hx
|
hx
|
unknown
| 14,168 |
package poke.abra;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* SegmentedPath represents a connected series of line segments. This is used
* for rendering anal beads
*/
class SegmentedPath implements IFlxDestroyable
{
public var nodes:Array<FlxPoint> = [];
private var _point:FlxVector = FlxVector.get();
public function new() {}
public function pushNode(x:Float, y:Float):Void
{
nodes.push(FlxPoint.get(x, y));
}
public function getPathPoint(dist:Float, ?target:FlxPoint):FlxPoint
{
if (target == null)
{
target = FlxPoint.get();
}
var nodeIndex:Int = 0;
var distTmp:Float = dist;
for (nodeIndex in 1...nodes.length)
{
var dx:Float = nodes[nodeIndex].x - nodes[nodeIndex - 1].x;
var dy:Float = nodes[nodeIndex].y - nodes[nodeIndex - 1].y;
var segmentDistance:Float = Math.sqrt(dx * dx + dy * dy);
if (distTmp <= segmentDistance)
{
var vector:FlxVector = _point.set(dx, dy).normalize();
return target.set(nodes[nodeIndex - 1].x + distTmp * vector.x, nodes[nodeIndex - 1].y + distTmp * vector.y);
}
distTmp -= segmentDistance;
}
return target.copyFrom(nodes[nodes.length - 1]);
}
public function destroy()
{
nodes = null;
_point = FlxDestroyUtil.destroy(_point);
}
}
|
argonvile/monster
|
source/poke/abra/SegmentedPath.hx
|
hx
|
unknown
| 1,399 |
package poke.abra;
import flixel.FlxG;
import flixel.math.FlxPoint;
import flixel.util.FlxDestroyUtil;
/**
* This class controls the periodic tugging noise that occurs when using anal
* beads
*/
class TugNoise implements IFlxDestroyable
{
private var _tugNoiseTimer:Float = 0;
private var _tugNoiseSine:Float = 0;
public var tugging:Bool = false;
public var tuggingMouse:Bool = false; // Is the player tugging a taut rope? This field needs to be updated from the outside
private var oldMousePosition:FlxPoint = FlxPoint.get();
public function new()
{
}
public function update(elapsed:Float)
{
_tugNoiseSine += elapsed;
_tugNoiseTimer -= elapsed;
if (_tugNoiseTimer <= 0)
{
var tug:Bool = false;
if (tugging)
{
tug = true;
}
if (tuggingMouse && FlxG.mouse.getPosition().distanceTo(oldMousePosition) > 5)
{
FlxG.mouse.getPosition(oldMousePosition);
tug = true;
}
if (tug)
{
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.stretch0_00a3__wav, AssetPaths.stretch1_00a3__wav, AssetPaths.stretch2_00a3__wav]), Math.sin(_tugNoiseSine * Math.PI) * 0.2 + 0.5);
_tugNoiseTimer = 0.08;
if (tugging)
{
_tugNoiseTimer *= FlxG.random.float(1, 2);
}
}
}
}
public function destroy()
{
oldMousePosition = FlxDestroyUtil.put(oldMousePosition);
}
}
|
argonvile/monster
|
source/poke/abra/TugNoise.hx
|
hx
|
unknown
| 1,392 |
package poke.buiz;
import MmStringTools.*;
import critter.Critter;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import flixel.FlxG;
import minigame.tug.TugGameState;
import poke.magn.MagnDialog;
import openfl.utils.Object;
import PlayerData.hasMet;
import minigame.stair.StairGameState;
import puzzle.ClueDialog;
import puzzle.Puzzle;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Buizel is canonically female. Buizel met Abra and Grovyle in college. Buizel
* went to high school pretty far away, so she didn't have any friends, but
* Grovyle helped her make friends. After college, they moved into a house
* where they now live with Sandslash.
*
* Buizel's a lesbian. Growing up in a small town there wasn't much of an LGBT
* scene so she didn't date much. But, now she's looking to make up for lost
* time.
*
* Buizel startles easily.
*
* Buizel and Grovyle are two of the few pokemon who wears clothing normally,
* not just for the sake of the game. ...I guess maybe if you were Sandslash's
* roommate you'd cover up too... ...
*
* Buizel loves her parents and misses her friends from back home, but she's
* much happier in the suburbs. She really hopes they'll some day move out
* where she is so that she can see them again.
*
* As far as minigames go, Buizel is terrible at them, and especially terrible
* at the stair game. She always forgets about the bonus for rolling double
* 0s, and ignores her opponent's motives.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Buizel's
* inner voice was Coach McGuirk from Home Movies.
*
* Medium-bad at puzzles (Rank 13)
*
* Vocal tics: Bwark! Bweh-heh-heh!
*/
class BuizelDialog
{
private static var _intA:Int = 0;
private static var _intB:Int = 0;
public static var prefix:String = "buiz";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadQuick0, sexyBadQuick1, sexyBadTube, sexyBadForeplay];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [goFromThere, waterShorts, ruralUpbringing, movingAway];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03],
[random10, random11, random12, random13],
[random20, random21, random22, random23]];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["buiz.randomChats.0.2"] = hasMet("sand");
unlockedChats["buiz.randomChats.1.2"] = hasMet("rhyd");
unlockedChats["buiz.randomChats.1.4"] = hasMet("luca");
unlockedChats["buiz.randomChats.2.3"] = hasMet("magn");
unlockedChats["buiz.sexyBeforeChats.3"] = hasMet("rhyd");
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#buiz04#Oh yeah, I'm not sure your answer fits with that <first clue>...",
"#buiz04#Hmm wait, does that <first clue> line up? I don't know if that makes sense...",
"#buiz04#Huh, if that <first clue>'s right... I'm not sure if it matches your answer, does it?",
]);
clueDialog.setQuestions(["Really?", "What?", "Why not?", "It doesn't?"]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#buiz06#So looking at that <first clue>... It's got too many <bugs in the correct position>.");
clueDialog.pushExplanation("#buiz08#Since it's got <e hearts>, it should only have <e bugs in the correct position>. But it's got, like... <a bugs in the correct position>, if I'm counting right.");
clueDialog.fixExplanation("should only have zero", "shouldn't have any");
clueDialog.pushExplanation("#buiz04#Try to change your answer so the <first clue> doesn't have as many <bugs in the correct position>. And uhh, hit that button in the corner if you need anything from me!");
}
else
{
clueDialog.pushExplanation("#buiz06#So looking at that <first clue>... It needs more <bugs in the correct position>.");
clueDialog.pushExplanation("#buiz08#Since it's got <e hearts>, it should have <e bugs in the correct position>. But it's only got, like... <a bugs in the correct position>, if I'm counting right.");
clueDialog.fixExplanation("only got, like... zero", "doesn't have, like... any");
clueDialog.pushExplanation("#buiz05#Try to change your answer so the <first clue> has more <bugs in the correct position>. And uhh, hit that button in the corner if you need anything from me!");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#buiz05#Hey were you lookin' for me? What did you need?",
"#buiz05#Oh hey, man! Did you need me for anything?",
"#buiz05#Hey what's up? Were you stuck or something?",
];
helpDialog.goodbyes = [
"#buiz03#Aw man! This was fun, I hope we can do it again!",
"#buiz03#Uhh well-- it was good seeing you, briefly! Bweh-heh-heh!",
"#buiz03#Bwark!? What could be more important than your Buizel friend!",
];
helpDialog.neverminds = [
"#buiz04#Oh alright! Yeah let's get back to it.",
"#buiz04#Ah sorry, probably my fault! Bweh-heh-heh.",
"#buiz04#So anyways, where were we... Let's see...",
];
helpDialog.hints = [
"#buiz06#Huh yeah, every once in awhile Abra screws up one of these puzzles. I'll go get him.",
"#buiz06#Yeah, it looks like something's a little messed up with this puzzle. I'll see if Abra can fix it.",
"#buiz06#Sheesh yeah, what was Abra thinking? This one like, needs at least two more clues to be solvable."
];
if (!PlayerData.abraMale)
{
helpDialog.hints[0] = StringTools.replace(helpDialog.hints[0], "get him", "get her");
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
return newHelpDialog(tree, puzzleState).help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#buiz06#Uhhh yeah? Well okay sure -- if you're not in the mood for this sorta thing, then like... maybe we can think of something you ARE in the mood for.", "#buiz03#Let's see... Something <name> is in the mood for... Uhhh yeah! I think I've got an idea~"]);
g.addSkipMinigame(["#buiz04#Not feeling it today huh? Yeah, no problem! There's plenty of other stuff we can do instead.", "#buiz06#Let's see... Other stuff... Other stuff... Uhhh yeah! I think I've got an idea~"]);
g.addRemoteExplanationHandoff("#buiz06#I don't really remember this one that well. Uhh, lemme see if <leader>'s around, I think <leaderhe> knows how to play.");
g.addLocalExplanationHandoff("#buiz06#<leader>, can you remind me how the rules work? ...Or maybe you can just like, teach <name> and I'll listen in?");
g.addPostTutorialGameStart("#buiz04#So uhh does that make sense? You ready to go?");
g.addIllSitOut("#buiz03#Hey is it okay if you play without me? I'm kind of a beast at this, might not be fun.");
g.addIllSitOut("#buiz03#Hmm, I'm worried this might be kinda one-sided. You wanna play this one without me?");
g.addFineIllPlay("#buiz02#Yeah okay. The more the merrier right? Show me what you can do!");
g.addFineIllPlay("#buiz02#Well okay, bweh-heheheh. I tried to warn you. We'll see how this goes.");
g.addGameAnnouncement("#buiz04#Oh okay yeah, this is... like... <minigame>. I guess.");
g.addGameAnnouncement("#buiz04#It looks like this time it's... uhhh... What's it called? <Minigame>.");
g.addGameAnnouncement("#buiz04#Oh hey it's <minigame>. Yeah, I remember this one.");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#buiz05#Is that okay? You ready to go?");
g.addGameStartQuery("#buiz05#That's okay isn't it? Should we start?");
g.addGameStartQuery("#buiz05#This one's fine isn't it? You ready to start?");
}
else
{
g.addGameStartQuery("#buiz05#So uhhhh you ready to go <name>?");
g.addGameStartQuery("#buiz05#Should we start? I'm ready when you are!");
g.addGameStartQuery("#buiz05#Alright! Game number " + englishNumber(PlayerData.denGameCount + 1) + "! You ready to start?");
}
g.addRoundStart("#buiz04#Alright next round! We're starting in 3... 2... 1...", ["Wait, wait!\nSlow down!", "Start!", "I think the game counts\ndown for us..."]);
g.addRoundStart("#buiz03#Hey so uhh... You ready for round <round>?", ["Yep, let's\ndo this", "Uhh... should\nI be worried?", "..."]);
g.addRoundStart("#buiz02#Watch out! Round <round>'s when I kick it into high gear.", ["I'll believe it\nwhen I see it", "Oh no! Go\neasy on me!", "Baby I was BORN\nin high gear"]);
g.addRoundStart("#buiz04#Guess it's time for round <round>!", ["How many more\nrounds is this?", "Time to get\nserious!", "Let's\nstart"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#buiz02#Bweh! Heh! See, I told you I can add. Sometimes.", ["What's four plus\nfour again?", "Wow you're so\ngood at this!", "Yeah well... I'm\nmore buoyant!"]);
g.addRoundWin("#buiz03#Hey man you don't gotta go easy on me! I can handle it.", ["Okay, time to\nget serious!", "Yeah,\nyeah...", "I wasn't\ngoing easy..."]);
g.addRoundWin("#buiz06#Watch out! I've unleashed the beazt. Unleashed... The buizt? Beast? Ehh whatever, nevermind.", ["Oh is that\nhow it is?", "Uh oh!", "Pipe down,\nwater rat!"]);
g.addRoundWin("#buiz04#Hey check it out! Buizel got one!", ["Sheesh you're\nquick", "Hmm...", "That's the last one you're\ngetting, you tricky weasel"]);
g.addRoundLose("#buiz06#Wait, do those numbers really add up? That can't be right...", ["Check your\nmath", "Are you\nserious?", "...Uhh..."]);
g.addRoundLose("#buiz02#Dang <leader>, your puzzle game is on point! Lightning speed over there~", ["Next round's\nmine, <leader>!|Game recognize\ngame~", "How does\n<leaderhe> do it?|Aww\nshucks~", "<leaderHe> just\ngot lucky...|I just got\nlucky..."]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#buiz04#Gwuh! That one was kinda confusing.", ["Yeah, these puzzles\nare tricky", "My brain is\nexploding...|I'm on\nfire!", "It seemed\nOK to me"]);
if (gameStateClass == TugGameState) g.addRoundLose("#buiz04#Gwuh! This is a lot to keep track of.", ["Yeah, all\nthis math...", "I'm on\nfire!", "It seems\nOK to me"]);
g.addWinning("#buiz02#Here comes the Buizel bus! Toot toot!!", ["I need to get off\nthe Buizel bus...", "Hmm...", "...Buses don't\ntoot..."]);
if (gameStateClass == ScaleGameState) g.addWinning("#buiz03#When it comes to adding numbers between one and twenty I'm like... A total beast!! Just ask my kindergarten teacher.", ["Your kindergarten\nteacher's an asshole", "Your... your FORMER\nkindergarten teacher?", "I should have paid\nattention in school..."]);
if (gameStateClass == StairGameState) g.addWinning("#buiz03#When it comes to counting to four I'm like... A total beast!! Just ask my kindergarten teacher.", ["Your kindergarten\nteacher's an asshole", "Your... your FORMER\nkindergarten teacher?", "I should have paid\nattention in school..."]);
if (gameStateClass == TugGameState) g.addWinning("#buiz03#When it comes to figuring out which number is bigger I'm like... A total beast!! Just ask my kindergarten teacher.", ["Your kindergarten\nteacher's an asshole", "Your... your FORMER\nkindergarten teacher?", "I should have paid\nattention in school..."]);
g.addWinning("#buiz03#Kickin' it into BUIZEL OVERDRIVE now! VrrrrrrrRRRR!!!", ["Stop it,\nthat's distracting!", "Heh\nwhat!?", "You need to cut back\non your caffeine"]);
g.addWinning("#buiz02#Heck yeah! Check me out, way out in front. I'm unstoppable!", ["The bigger they are,\nthe harder they fall", "How much do you\npractice this?", "You're not that\nfar ahead"]);
g.addLosing("#buiz10#Phwooh! Talk about a mental workout...", ["This is baby\nstuff...", "It's tough\nisn't it?", "Feel the\nburn!"]);
g.addLosing("#buiz07#Hey can we take a break? ...My BRAIN hurts...", ["It's because you've never\nused it before...", "Tough it out,\nit's almost over", "Aww, you\ncan do it"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addLosing("#buiz06#Sheesh, <leader>... Can we slow it down a few notches? I'm just here to have fun...", ["Yeah what's\n<leaderhis> hurry?|Aww okay, I'll\ntake it easy", "You can have fun\nAND go fast...", "Pick it up,\n" + (PlayerData.buizMale ? "grandpa" : "grandma")]);
if (gameStateClass == ScaleGameState) g.addLosing("#buiz01#Check it out <leader>, you're WEIGH in the lead! Bweh-heh-heh!", ["You're making my\nloss more painful|I'm going to beat you even\nharder for that pun", "Ha! Ha!", "Grooannn..."]);
if (gameStateClass == StairGameState) g.addLosing("#buiz01#Gotta hand it to you <name>, you're always one STEP ahead! Bweh-heh-heh!", ["I'm going to beat you even\nharder for that pun", "Ha! Ha!", "Grooannn..."]);
if (gameStateClass == TugGameState) g.addLosing("#buiz01#Check out your score <leader>! ...You're really PULLING ahead! Bweh-heh-heh!", ["I'm going to beat you even\nharder for that pun", "Ha! Ha!", "Grooannn..."]);
if (gameStateClass != ScaleGameState) g.addLosing("#buiz06#You have a really different style of playing, this'll take me some getting used to...", ["The game\nwill be over\nby then", "What? It\nseems simple", "Who have you\nbeen playing\nwith!?"]);
g.addPlayerBeatMe(["#buiz03#Ehh to be honest, I kinda knew I didn't have a chance against you. But I still had a good time!!", "#buiz02#As long as it's fun for you, well- I have fun losing. Let's play again sometime, <name>~"]);
if (gameStateClass == ScaleGameState) g.addPlayerBeatMe(["#buiz02#Man, that wasn't even close!! You're WAY too good at this. Bweh-heh-heh!", "#buiz03#Freakin'... Mathematical badass over here. Look at you! Your medal's in the mail, buddy.", "#buiz02#Well... that, and your <money>. Don't spend it all in one place eh!"]);
if (gameStateClass != ScaleGameState) g.addPlayerBeatMe(["#buiz02#Man, that wasn't even close!! You're WAY too good at this. Bweh-heh-heh!", "#buiz03#Freakin' little... minigame badass over here. Look at you! Your medal's in the mail, buddy.", "#buiz02#Well... that, and your <money>. Don't spend it all in one place eh!"]);
if (gameStateClass == ScaleGameState) g.addBeatPlayer(["#buiz02#What!? Oh man! I probably did a bad job explaining this game. I'm sorry.", "#buiz04#I mean it feels good to win, but... You know what? We'll try again. I know you can beat me once you know the rules."]);
if (gameStateClass == ScaleGameState) g.addBeatPlayer(["#buiz00#Wait what? Did I really win? Wait... What? Somebody add the score up again!", "#buiz02#Geez, " + (PlayerData.buizMale ? "Mr." : "Mrs.") + " Four Plus Four Equals Ten pulled out a win. Bweh-heh!", "#buiz04#Even a stopped clock is right twice a day I guess. Anyway, good game!"]);
if (gameStateClass != ScaleGameState) g.addBeatPlayer(["#buiz00#Wait what? Did I really win? Wait... What? Somebody check the rules! That doesn't sound right...", "#buiz02#Geez, even a stopped Buizel is right twice a day I guess. Bweh-heh!", "#buiz03#Anyway, good game! ...We can have a rematch soon so you can, y'know', put me back in my place or whatever. Pretty sure I just got lucky..."]);
g.addBeatPlayer(["#buiz02#Bweh! Heheheh! Wow! ...I thought I had you beat but, y'know, I kept kinda expecting you to turn it around in the end.", "#buiz06#Usually when I get my hopes up like that, I'll end up having some crazy streak of bad luck and falling into last place... Bweh.", "#buiz03#But yeah, good game! Hopefully we can play again soon, and you know. Maybe you can like, tie things up. Bweh-heh."]);
g.addShortWeWereBeaten("#buiz03#Don't sweat it, <leader>'s really good... <leaderHe's> always winning games like this.");
g.addShortWeWereBeaten("#buiz02#Hey thanks for joining me <name>! You made my Buizel day~");
g.addShortPlayerBeatMe("#buiz02#Ahh you earned it buddy. Well played! Bwark!");
g.addShortPlayerBeatMe("#buiz03#Ahhh, I'll get you next time! Bweh-heh-heh. Or not.");
g.addStairOddsEvens("#buiz06#So let's see, how 'bout we do like, odds and evens to see who goes first. You're odds, I'm evens. 'sthat sound good?", ["So...\nI'm odds?", "Yeah,\nokay!", "Uhh sure,\nwhy not"]);
g.addStairOddsEvens("#buiz05#Let's do odds and evens to like, see who goes first. Odd number you go first, even number... I go first. Alright?", ["Yeah!\nOkay", "Odd number,\nI go first...", "Simple\nenough"]);
g.addStairPlayerStarts("#buiz06#Huh, well I guess you'll go first. That's cool, maybe I can see what you do and like, copy it or something. You ready?", ["Alright,\nI'm ready", "Yep!", "Don't copy\nit, you'll\ncapture me!"]);
g.addStairPlayerStarts("#buiz03#Guess that means you go first. Is that cool? ...You know what you're throwing out on your first turn?", ["Yeah!\nI'm ready", "Yep, let's\nstart", "Sure\nthing"]);
g.addStairComputerStarts("#buiz06#Whoa! So I guess I get to go first. Cool, cool, now I just gotta figure out what I'm doing for my first move... Hmm... Hmm... You ready?", ["Just throw\nout two,\nalready", "Yeah!", "Yep,\nlet's go"]);
g.addStairComputerStarts("#buiz03#I'm going first? Yeah alright, that works! ...You weren't just letting me go first, like, 'cause it's bad or something, were you?", ["I'm going to\ncapture you\nso easily", "No, I didn't\nmean to...", "Heh, let's\njust start"]);
g.addStairCheat("#buiz03#Wait, what!?! ...C'mon, you didn't think I'd see through that? You gotta throw it at the same time as me...", ["Alright,\nI'll try...", "Okay,\non three", "That was\nsort of the\nsame time!"]);
g.addStairCheat("#buiz08#Uhhh, c'mon man. Cheating kinda ruins this game. You gotta put yours out sooner than that...", ["Why?\nWhy can't\nI wait?", "Ugh, seems\ndumb...", "Oh, okay"]);
g.addStairReady("#buiz04#Hey, you ready?", ["Yep!\nReady", "I think\nso", "Yeah,\nlet's go"]);
g.addStairReady("#buiz05#...Ready?", ["Okay", "Yeah,\ndo it!", "On three..."]);
g.addStairReady("#buiz05#Okay, ready?", ["Sure", "Yeah!", "Hmm, let\nme think..."]);
g.addStairReady("#buiz06#Hmm... You know what you're throwing?", ["Well,\nmaybe...", "I think\nso!", "Sure, go"]);
g.addStairReady("#buiz04#Uhh, you ready?", ["On three?", "Let's\ndo this", "Hm..."]);
g.addCloseGame("#buiz03#Whoa, this game is like... really close! Look at us, we're like... neck-tube and neck-tube, over here.", ["Yeah, you're pretty\ngood at this!", "Can't tell who's\ngonna win...", "Neck-tube!?\nI don't have\na neck-tube"]);
g.addCloseGame("#buiz06#So I'm starting to figure out why you like, don't always wanna throw out twos on your turn... Hmm...", ["Yeah, it can\nbackfire", "You're just\nfiguring\nthat out!?", "Careful,\ndon't hurt\nyour brain"]);
g.addCloseGame("#buiz04#It's kinda funny how everybody plays this game a little differently. I'm starting to figure out your strategy...", ["Strategy?\nI just pick\na random\nnumber...", "Yeah, but I'm\nfiguring\nout yours", "Well then,\nI'll change\nmy strategy!"]);
g.addCloseGame("#buiz06#I guess if I wanna slow you down, I should throw zeroes instead of ones. But you might throw zeroes too... Hmm...", ["Just pick\nalready", "Yeah, throw a\nzero! See where\nthat gets you", "...So you can\nclearly not\nchoose the wine\nin front of you..."]);
g.addStairCapturedHuman("#buiz02#Bweh! You never thought I'd throw a <computerthrow> I guess, huh? ...I mean it was probably dumb of me.", ["Ugh, you're\nso lucky!", "Nah, it\nmade sense", "Well, but it worked..."]);
g.addStairCapturedHuman("#buiz03#Bweh-heh, whoa <name>! Look at my little " + comColor + " bugs go. Time to activate the turbo boosters! ZZzzwoooosh!", ["Turbo boosters!?\nMy bugs didn't\nget those...", "Ah geez, it'll\nbe hard to\ncatch up now", "Heh heh,\nyou're such\na jackass"]);
g.addStairCapturedHuman("#buiz01#Bweheheheh! I was sorta wonderin' if you were a top or a bottom. But yep, definitely a bottom. Look at you down there...", ["Next time,\nit's your turn\non the bottom", "Whoops,\nsecret's out~", "I'm a top!\n...I just suck\nat minigames"]);
g.addStairCapturedComputer("#buiz15#Wait, what? How'd you know I was gonna do that!? ...I mean, c'mon, I was trying to stay unpredictable...", ["Awww yeah,\nget wrecked...", "I predicted\nyou'd be\nunpredictable~", "Sorry! That\nwas mean~"]);
g.addStairCapturedComputer("#buiz13#Aww hey wait, do I gotta go ALL the way back to the start? How about I like, just go half-way...", ["Heh! Get\nback there~", "Stop trying\nto change\nthe rules!", "No no,\nc'mon,\nbe fair"]);
g.addStairCapturedComputer("#buiz09#Bwehhhh! Man, you really can't cut me just a little slack? I was almost there...", ["Sorry,\nbuddy", "Maybe\njust this\nonce...", "Ehh,\nquit your\nwhining~"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (FlxG.random.bool(30))
{
tree[0] = ["#buiz06#What is that? Some kind of... tiny cracker? ...Can I eat it?"];
tree[1] = ["#buiz13#OWW! This thing's like REALLY hard!"];
tree[2] = ["#buiz04#Hey wait, oh-kay. Now I remember! This is one of those... bonus game things, isn't it? Awesome! Let's bonus game it up!"];
tree[3] = ["#buiz08#...although now I'm kinda hungry..."];
}
else
{
tree[0] = ["#buiz02#Bwark!? Is that... Whoa, you found a bonus coin!"];
tree[1] = ["#buiz03#Well this is like, your unlucky day. ...You ready to get your butt kicked at a minigame? Bweh! Heheheh."];
tree[2] = ["#buiz00#Bwehhhhhh, I'm just kidding. I'll probably lose. Let's see which one it is though~"];
}
}
public static function sexyBadForeplay(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz05#Oh man finally! Is it time? I think it's time! Bwark! Bwark!"];
tree[1] = ["#buiz06#Although hey if you don't mind, maybe a little more foreplay this time..."];
tree[2] = ["#buiz01#I mean... My cock's not the only sensitive part of my body you know...!"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 2, "cock", "pussy");
}
}
public static function sexyBadTube(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz03#So, I don't know what your obsession is with my tube,"];
tree[1] = ["#buiz06#Maybe you think it's funny? Maybe you think it feels good? I dunno,"];
tree[2] = ["#buiz12#But c'mon, what the heck. Enough's enough already. Quit rubbing my tube."];
tree[3] = [10, 20, 30];
tree[10] = ["But I\nlike it"];
tree[11] = ["#buiz13#What!! What the heck is wrong with you,"];
tree[12] = ["#buiz12#It's my tube. It's my personal tube and you're just... just a disrespectful tube rubber."];
tree[13] = ["#buiz06#Tsk whatever man, rub what you gotta rub, but--"];
tree[14] = ["#buiz01#Maybe explore some other parts of my body instead. Maybe you'll find something I really like."];
tree[20] = ["What's the\nbig deal"];
tree[21] = ["#buiz07#It just doesn't feel like anything man, you may as well be rubbing... my shoe,"];
tree[22] = ["#buiz06#I'm sensitive like, everywhere on my body except that one part, so you know-"];
tree[23] = [14];
tree[30] = ["Okay I'm\nsorry"];
tree[31] = ["#buiz05#Aww well it's no sweat, you didn't know,"];
tree[32] = ["#buiz02#Now I feel bad for makin a big deal out of it! Bweh-heh-heh-heh."];
tree[33] = [14];
}
public static function sexyBadQuick1(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz03#Alright! So I figured out how to deal with my short fuse, really this time! But we both gotta do our part!"];
tree[1] = ["#buiz06#I'm gonna warn you right before I cum, okay <name>? And you..."];
tree[2] = ["#buiz08#You gotta just find somethin else to rub for a little while okay? Just-- just don't touch my dick,"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 2, "don't touch my dick", "give my cunt some time to cool down");
}
tree[3] = ["#buiz11#I can't really control my body when you're touching me there! ...I can't help it."];
tree[4] = ["#buiz04#Okay!!! Teamwork! Let's do it!"];
}
public static function sexyBadQuick0(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz04#Oh boy! Is it Buizel time again? ...I love this part!"];
tree[1] = ["#buiz06#You know, maybe I can last a little longer this time. I'll try to warn you when I'm getting close, alright?"];
tree[2] = ["#buiz03#And then maybe you can just... give my dick a short break so I don't explode all over you?"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 2, "dick", "pussy");
}
tree[3] = ["#buiz13#Alright let's do this!! Grrrrr!! Let's get psyched up! I can do it!"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz00#Hah!! Ahhhh.... phwooooooo... <name>... THAT was..."];
tree[1] = ["#buiz03#That was something else!! You've... you've learned some new moves!!"];
tree[2] = ["#buiz01#Can you... can you do that for me again next time?? Wow... hahhhh...."];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz00#Bw-- Bwaaaaarrrkk.... <name>... oh... oh wow...!"];
tree[1] = ["#buiz03#I didn't even know I had that much stored up! Did you... did you do something different? That was..."];
tree[2] = ["#buiz01#That was... I mean you're usually good but THAT was... hahhh... bwark~"];
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz00#Wowww, that was niiiiice. Bwark~"];
tree[1] = ["#buiz05#Sorry I didn't last longer. You! You were great. I'll work on my uhh-- my stamina, okay?"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz01#Phwooh. Well my Buizel balls are officially empty. And that's something man,"];
tree[1] = ["#buiz00#It takes a-- takes a special touch to empty these bad boys!"];
if (!PlayerData.buizMale)
{
tree[0] = ["#buiz01#Phwooh. Well my... Buizel area's been officially milked dry. And that's something man,"];
tree[1] = ["#buiz00#It takes a-- takes a special touch to empty me like that!"];
}
tree[2] = ["#buiz05#You're gonna come visit me again, right?"];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
var count:Int = PlayerData.recentChatCount("buiz.sexyAfterChats.2");
tree[0] = ["#buiz09#Ahhhh... wow.... how come it doesn't feel that way when I do it?"];
if (!PlayerData.buizMale && count % 3 == 0)
{
tree[1] = ["#buiz01#Something about those slender little fingers of yours just... ... It gets me moister than an oyster! Bweheheh~"];
}
else
{
tree[1] = ["#buiz04#I... I promise I'm not usually that quick!"];
}
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz00#That was... wow, bwark~"];
tree[1] = ["#buiz01#I think I'm just gonna... phwoo.... I'm just gonna hang out here for awhile..."];
tree[2] = ["#buiz04#Why don't you see what the others are up to."];
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
if (PlayerData.recentChatCount("buiz.sexyBeforeChats.0") == 0)
{
tree[0] = ["#buiz06#Wellp, I'm officially outta clothes and you've solved the last of the three puzzles. I guess now we're supposed to, uhh..."];
tree[1] = ["#buiz02#...Yeah. This still feels kinda weird to me. Bweh-heh-heh~"];
tree[2] = ["#buiz03#Tell you what, why don't you get me warmed up a little. You know, start me on the bunny slopes or whatever."];
tree[3] = ["#buiz04#I've got kind of a hair trigger anyway. Trust me... you'll be doin' yourself a favor."];
}
else
{
tree[0] = ["#buiz01#Oh man! So..."];
tree[1] = ["#buiz00#So what kind of stuff are you gonna teach me today...?"];
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#buiz04#Phew! those minigames are fun but... y'know, it was sorta hard to concentrate thinking about what was coming afterward..."];
}
else
{
tree[0] = ["#buiz04#Phew! I thought you'd never get through that last puzzle."];
}
tree[1] = ["#buiz01#My body's aching for this... I can't wait to see what you come up with this time~"];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
tree[0] = ["#buiz03#So, not to brag but I've been practicing a little, trying to last a little longer,"];
tree[1] = ["#buiz02#And yesterday I jerked off for like... two minutes! Two minutes in a row!"];
if (!PlayerData.buizMale)
{
tree[1] = ["#buiz02#And yesterday I fingered myself for like... two minutes! Two minutes in a row without finishing!"];
}
tree[2] = [10, 20, 30];
tree[10] = ["That's\nnothing"];
tree[11] = ["#buiz11#Nothing!? Hey, two minutes is really good for a Buizel!"];
tree[12] = ["#buiz08#Like, I don't know if Buizels were really meant to last that long. We're really sensitive! But..."];
tree[13] = ["#buiz05#But I'll do my Buizel best for you!"];
tree[20] = ["Wow, good\njob"];
tree[21] = ["#buiz07#It doesn't... It doesn't feel good when I try to hold it in like that though."];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 21, "hold it in", "slow down");
}
tree[22] = [12];
tree[30] = ["I don't\nbelieve you"];
tree[31] = ["#buiz08#Well... I was using my left paw, instead of my right paw..."];
tree[32] = ["#buiz05#But two minutes is still pretty good for my left paw!!"];
tree[33] = ["#buiz01#With my right paw it's still more like one minute... I'll practice hard, okay?"];
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
var count:Int = PlayerData.recentChatCount("buiz.randomChats.1.2");
if (count % 2 == 0)
{
tree[0] = ["#buiz04#Some day, man! I promise you some day I'm gonna last more than like..."];
tree[1] = ["#buiz06#...thirty seconds with you. Bweh-heh-heh-heh."];
tree[2] = ["#buiz15#Alright, here we go! I'm gonna go forty seconds this time! Rrrgh! Forty! Thirty-nine! Thirty-eight! Thirty-seven!"];
tree[3] = ["#buiz04#On second thought that's like... REALLY annoying with the counting. Bweh-heh! Sorry. I'll just do my best~"];
}
else
{
tree[0] = ["#buiz04#Some day, man! I promise you some day I'm gonna last more than like..."];
tree[1] = ["%enterrhyd%"];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#RHYD03#HEY BUIZEL!!!!"];
tree[4] = ["#buiz10#qhqzwxkqvhifukauiarx~"];
tree[5] = ["%fun-alpha1%"];
tree[6] = ["#buiz12#C'mon man what's wrong with you! I told you last time!"];
tree[7] = ["#RHYD04#But I was just wondering if we-"];
tree[8] = ["%fun-alpha0%"];
tree[9] = ["#buiz13#Get out of here! Get lost! This is my turn! My turn! I earned this!"];
tree[10] = ["%exitrhyd%"];
tree[11] = ["#RHYD04#Roarr?? ...I'll just come back later."];
tree[12] = ["#buiz11#Don't...! Just, go bug Abra or something."];
tree[13] = ["%fun-alpha1%"];
tree[14] = ["#buiz08#Sheesh. Okay. Phwoo."];
tree[15] = ["#buiz06#Alright, so anyways <name>, where were we...?"];
tree[10000] = ["%fun-alpha1%"];
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz04#Well if it isn't my favorite little uhh..."];
tree[1] = ["#buiz06#My favorite... What are you anyways?"];
tree[2] = ["#buiz02#Well uhh I'm glad you're back! Let's solve some puzzles."];
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz05#Heyyyy back for more from your favorite Buizel right?"];
tree[1] = ["#buiz04#Favorite little... aquatic rodent! Favorite water rat!"];
tree[2] = ["#buiz12#Favorite ...filthy little water-logged... water rodent piece of shit!!"];
tree[3] = ["#buiz13#Hey, that's offensive!! Bwark!!!"];
tree[4] = [10, 20, 30];
tree[10] = ["But...\nI didn't..."];
tree[11] = [40];
tree[20] = ["But it\nwas your..."];
tree[21] = [40];
tree[30] = ["But you\nsaid that..."];
tree[31] = [40];
tree[40] = ["#buiz02#...Ehhh I forgive you!"];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz02#Heck yeah! Time for more puzzles. Bwark!"];
tree[1] = ["#buiz05#Why don't we-"];
tree[2] = ["%entersand%"];
tree[3] = ["#sand14#Hey what's up Buizel. Aw cool, doin' some puzzles eh? Mind if I watch?"];
tree[4] = ["#buiz10#Oh uhh, I mean. Yeah it's cool if you watch, but... you're kinda blocking the whole... puzzle... part."];
tree[5] = ["#sand06#Aww my bad."];
tree[6] = ["%exitsand%"];
tree[7] = ["#sand05#What if I watch from over here? This cool?"];
tree[8] = ["#buiz05#I... guess that's fine? Anyway let's... let's start then!"];
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("buiz.randomChats.0.3");
if (puzzleState._puzzle._pegCount == 3)
{
tree[0] = ["#buiz04#Oh hey <name>! ...Hmm, three peg stuff this time? Should be kinda easy."];
}
else if (puzzleState._puzzle._pegCount == 4)
{
tree[0] = ["#buiz03#Oh hey <name>! ...Ooh, four peg stuff this time? Might be kinda tricky."];
}
else if (puzzleState._puzzle._pegCount == 5)
{
tree[0] = ["#buiz06#Oh hey <name>! ...Whoa, five peg stuff this time? You really like to push yourself don't you..."];
}
else
{
tree[0] = ["#buiz03#Oh hey <name>! ...Huh, what kinda puzzle is this? Might be kinda tricky."];
}
if (count % 3 == 1)
{
tree[1] = ["#buiz05#But, don't forget if you get a little stuck you can always ask for help with that question mark button in the corner."];
tree[2] = ["#buiz06#'Course I think uhh, I think Abra kinda sucks away some of your prize money when you do that. Huh. Let's see if we can get through this with no hints, I guess."];
}
else
{
tree[1] = ["#buiz02#Eh, why don't you show me how it's done. Maybe I'll learn something new."];
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz05#My Buizel brain can't always handle these tough puzzles!!"];
tree[1] = ["#buiz02#But... I've still got my Buizel buoyancy. Nobody can beat that!"];
tree[2] = [10, 20, 30];
tree[10] = ["I wish I\nwas buoyant\nlike you!"];
tree[11] = ["#buiz01#P'shaw!"];
tree[12] = ["#buiz00#...I bet you say that to all the buoys."];
if (!PlayerData.buizMale)
{
tree[12] = ["#buiz00#...I hear that from all the buoys."];
}
tree[20] = ["I think\nI'm more\nbuoyant!"];
tree[21] = ["#buiz11#More... more buoyant!?"];
tree[22] = ["#buiz13#Pshh I'm not talking to you! You're just a big... Buizel bullier."];
tree[23] = ["#buiz12#...Says he's more buoyant!!"];
tree[30] = ["Buizel...\nbuoyancy?\nWhat??"];
tree[31] = ["#buiz05#You know, buoyancy!! ...means I float better!"];
tree[32] = ["#buiz03#Kinda like how you... floated through your English classes apparently."];
tree[33] = ["#buiz02#...Bweh-heh-heh!"];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz08#This next puzzle looks pretty hard, man."];
tree[1] = ["#buiz07#Well I mean they ALL look pretty hard to me, I don't know how you even start these!!"];
tree[2] = ["#buiz03#You're gonna get me naked right? I'm counting on you!"];
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz08#This next puzzle looks-"];
tree[1] = ["%enterrhyd%"];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#RHYD03#HEY BUIZEL!!!!"];
tree[4] = ["#buiz07#gyabjgnergjsufnrbgag~"];
tree[5] = ["%fun-alpha1%"];
tree[6] = ["#buiz13#What's wrong with you!? Sneaking up on people and yelling in their ear!?!"];
tree[7] = ["#RHYD10#Roar!!! I'm not... I'm not yelling! My voice just has a rich natural timbre."];
tree[8] = ["#buiz13#Your so-called rich natural timbre registers on the Richter scale!!"];
tree[9] = ["#buiz12#You can just like... tap me on the shoulder next time! Or whisper quietly!!"];
tree[10] = ["#RHYD04#Groarr? Oh I get it, like a secret handshake!!"];
tree[11] = ["#RHYD05#Yeah so, first I'll tap your shoulder. Then I'll whisper a code word like 'bananas' and wink three times."];
tree[12] = ["#RHYD02#That'll be our code, which means you should come into the other room with me so I can yell in your ear!!!"];
tree[13] = ["#buiz13#I don't WANT you YELLING IN MY EAR!!!"];
tree[14] = ["#RHYD12#Don't want me yelling in your ear!?! ...Then what was the point of the code! Groarr!!!"];
tree[15] = ["#buiz13#Just talk like a normal person!!"];
tree[16] = ["%exitrhyd%"];
tree[17] = ["#RHYD05#...This is getting too complicated! I'll just stick with yelling."];
tree[18] = ["#buiz08#*sigh*"];
tree[19] = ["%fun-shortbreak%"];
tree[20] = ["#buiz09#Go ahead and get started without me, I'm going to see if we have any Tylenol."];
tree[10000] = ["%alpha1%"];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("buiz.randomChats.1.3");
if (PlayerData.hasMet("luca") && PlayerData.hasMet("rhyd") && (count % 3 == 0))
{
tree[0] = ["#buiz04#Ehh? One second, I think I heard the door..."];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#buiz05#... ...?"];
tree[3] = ["#luca02#Helloooooo! I've got your Effen Pizza~"];
tree[4] = ["#buiz06#Oh! Uhhh yeah, one second. I think those are for Rhydon."];
tree[5] = ["%fun-alpha1%"];
tree[6] = ["#buiz15#RHYDOOOOONNN! PIZZAAAA!"];
tree[7] = ["#RHYD03#Pizza-a-a-a-a-a-a! Don't leeeeave, pizzaaaaaaaa!"];
tree[8] = ["#zzzz12#-thump- -thump- -THUMP- -THUMP- -THUMP- -THUMP- -thump- -thump-"];
tree[9] = ["#buiz14#Gugahhhhh! ... ...Earthquake!!!"];
tree[10] = ["#buiz04#...Uhh anyway, yeah... Second puzzle, right?"];
tree[10000] = ["%fun-alpha1%"];
}
else
{
tree[0] = ["#buiz03#Heh, seriously, c'mon! How do you make these look so easy?"];
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#buiz04#What if like... these swim trunks were part of my body?"];
tree[2] = ["#buiz02#What if I pulled a Lucario and was all, 'Sorry, this is what you get! This is what I'm like naked! Yep, naked with pants'"];
tree[3] = ["#buiz05#..."];
tree[4] = ["%fun-nude2%"];
tree[5] = ["#buiz00#...Okay okay! I'm sorry, here. Here, you earned it."];
tree[6] = ["#buiz04#Let's go, one more puzzle. That's not too much, right?"];
tree[10000] = ["%fun-nude2%"];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#buiz00#Ahh there we go,"];
if (PlayerData.buizMale)
{
tree[1] = ["#buiz02#Feels nice to air out the ol' weinermobile. The uhh, mutton pole. The meat magnet."];
tree[2] = [10, 20, 30];
tree[10] = ["Weiner-\nmobile?"];
tree[11] = ["#buiz03#Yeah you know!! The big hot dog truck!"];
tree[12] = ["#buiz02#Good luck finding a tunnel big enough for this bad boy! Bweh-heheh!"];
tree[20] = ["Mutton\nPole?"];
tree[21] = ["#buiz03#Yeah you know, like a big rod of meat!"];
tree[22] = ["#buiz04#How is that one confusing? You know you want my hard meat rod."];
tree[30] = ["Meat\nMagnet?"];
tree[31] = ["#buiz03#Meat magnet!! Like it's... a magnet for your meat! You want meat,"];
tree[32] = ["#buiz06#If you want meat then you need to find it with my meat magnet!"];
tree[33] = ["#buiz12#...Well okay maybe I made that one up!"];
}
else
{
tree[1] = ["#buiz02#Feels nice to air out the ol' fish factory. The uhh, beaver crease. The waffle wobbler."];
tree[2] = [10, 20, 30];
tree[10] = ["Fish\nfactory?"];
tree[11] = ["#buiz03#Yeah you know!! The fish factory!! You get it right?"];
tree[12] = ["#buiz02#Don't tell me you've never tasted a vagina before?? Bweh-heheh!"];
tree[20] = ["Beaver\ncrease?"];
tree[21] = ["#buiz03#Yeah you know, like it's my beaver... and it's also a crease!"];
tree[22] = ["#buiz04#How is that one confusing? You know you want up in this beaver crease."];
tree[30] = ["Waffle\nwobbler?"];
tree[31] = ["#buiz03#Waffle wobbler!! Like it makes things wobble, you know? If you've got a waffle,"];
tree[32] = ["#buiz06#If you've got a waffle then watch out, or I'll wobble it!"];
tree[33] = ["#buiz12#...Well okay maybe I made that one up!"];
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var rank:Int = RankTracker.computeAggregateRank();
var maxRank:Int = RankTracker.computeMaxRank(puzzleState._puzzle._difficulty);
tree[0] = ["#buiz06#So does this rank stuff mean anything to you? 'Cause I'm like, rank 13... And it looks like you're, hmm..."];
if (rank == 0)
{
tree[1] = ["#buiz11#Rank zero? What? Does that even sound right? Maybe this thing is broken."];
tree[2] = ["#buiz04#Or I guess maybe that just means you haven't even done any rank stuff yet? I don't really get any of this stuff."];
tree[3] = ["#buiz02#I dunno, maybe talk to Abra or something? I'm just here to look cute and do cute Buizel stuff."];
tree[4] = ["#buiz05#Here here, like check this one out."];
tree[5] = ["#buiz07#Bwehhhhhhhhh~"];
}
else if (rank >= maxRank && rank != 65)
{
tree[1] = ["#buiz08#Rank " + englishNumber(rank) + "? So I dunno where I heard this, but I think someone told me you can't get past rank " + englishNumber(maxRank) + " on puzzles like this."];
tree[2] = ["#buiz06#I mean so like, if rank is somethin' you care about then, I guess, go harder?"];
tree[3] = ["#buiz02#Whatever it's just a stupid number right? I feel dumb even talking about it. Let's just knock this last puzzle out."];
}
else if (rank <= 16)
{
var englishRank:String = englishNumber(rank);
tree[1] = ["#buiz05#Rank " + englishRank + "? Yeah I was rank " + englishRank + " once. I think I sometimes get distracted on these puzzles, and stuff like that'll drop your rank."];
if (rank >= 13)
{
tree[1] = ["#buiz05#Rank " + englishRank + "? Yeah like that's about where I am. I think I sometimes get distracted on these puzzles, and stuff like that'll drop your rank."];
}
tree[2] = ["#buiz03#But whatever, there's no shame in being rank " + englishRank + "! Actually you know, I'm throwing a little rank " + (rank > 13 ? "13" : englishRank) + " party after this puzzle..."];
tree[3] = ["#buiz00#...It's gonna be like... You? And me? And uhh... nobody else I guess. That's cool right? That's enough for a party. Bweh-heh-heh!"];
}
else
{
tree[1] = ["#buiz05#Rank " + englishNumber(rank) + "? Holy shit like, you actually know what you're doing huh!"];
tree[2] = ["#buiz04#I mean I should have known, I've been watching you solve these. You always seemed fast but I didn't know you were THAT fast."];
tree[3] = ["#buiz03#You know like-- promise not to tell anybody I told you this, but I heard Abra's only like rank ten??"];
tree[4] = ["#buiz01#And I heard that uhhh, he makes us solve these puzzles 'cause he's too stupid to do them? So he wants to figure out how our brains work..."];
tree[5] = ["#buiz00#Bweh-heh-heh-heh! Okay okay, seriously, he'll probably kick me out of the house if he hears that I told you that."];
tree[6] = ["#buiz01#Let's um, alright. Bweheheh! Straight face. One more puzzle."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 4, "he makes", "she makes");
DialogTree.replace(tree, 4, "he's too", "she's too");
DialogTree.replace(tree, 4, "he wants", "she wants");
DialogTree.replace(tree, 5, "he'll probably", "she'll probably");
DialogTree.replace(tree, 5, "he hears", "she hears");
}
}
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("buiz.randomChats.2.3");
var puzzleCount:Int = 2 + Std.int(PlayerData.chatHistory.filter(function(s) { return s != null && StringTools.startsWith(s, "buiz"); } ).length * 0.6);
if (puzzleCount > 10)
{
puzzleCount = Puzzle.getSmallestRewardGreaterThan(puzzleCount);
}
tree[0] = ["#buiz03#How many puzzles have we solved together now, <name>? ...Somethin' like " + englishNumber(puzzleCount) + "?"];
if (count % 3 == 1)
{
if (puzzleCount < 10)
{
tree[1] = ["#buiz01#I mean, but somehow it feels like more than-"];
}
else if (puzzleCount < 20)
{
tree[1] = ["#buiz01#Well... I'm starting to lose count now, but-"];
}
else
{
tree[1] = ["#buiz01#Heh! What am I saying. It can't be that high-"];
}
tree[2] = ["%entermagn%"];
tree[3] = ["#magn04#-MAGNE GREETINGS- Hello " + MagnDialog.BUIZ + ". Hello " + MagnDialog.PLAYER + "."];
tree[4] = ["#buiz08#Oh uhh. Yeah. Hey Magnezone, what's up."];
tree[5] = ["#magn05#... ..."];
tree[6] = ["#buiz06#So did you need anything? or..."];
tree[7] = ["#magn04#" + MagnDialog.MAGN + " is merely conducting routine surveillance. ...Please continue discussion."];
tree[8] = ["#buiz06#So yeah, like I was saying <name>, It's been uhh..."];
tree[9] = ["#magn05#... ..."];
tree[10] = ["#buiz12#Look Magnezone, do you mind giving us a little privacy? We were kind of having a little moment before you barged in here."];
tree[11] = ["#magn06#Moment? ...What sort of moment?"];
tree[12] = ["#magn14#... ..." + MagnDialog.MAGN + " was told your sessions with " + MagnDialog.PLAYER + " were purely platonic in nature."];
tree[13] = ["%fun-alpha0%"];
tree[14] = ["%exitmagn%"];
tree[15] = ["#buiz13#Just get out! Get outta here!! What are you doing? Geez!"];
tree[16] = ["#magn10#^C^C^C^C^C^C^C^C"];
tree[17] = ["%fun-alpha1%"];
tree[18] = ["#buiz08#-sigh- Why do we gotta have all this stuff setup in, like, the living room? I wish Abra would move it somewhere private..."];
tree[10000] = ["%fun-alpha1%"];
}
else
{
if (puzzleCount < 10)
{
tree[1] = ["#buiz01#I mean, but somehow it feels like more than that doesn't it? ...I guess they've just really stuck in my head."];
}
else if (puzzleCount < 20)
{
tree[1] = ["#buiz01#Well... I'm starting to lose count now, but it's been really fun playing with you. You've made me a very happy Buizel."];
}
else
{
tree[1] = ["#buiz01#Heh! What am I saying. It can't be that high can it? ...But still, it kinda feels like we're old friends doesn't it?"];
}
tree[2] = ["#buiz00#Heh! Listen to me getting all sentimental. Whatever, third puzzle right? Bwark!"];
tree[3] = ["#buiz05#..."];
tree[4] = ["#buiz02#Let's just like... knock this one out quick before things get all quiet. ...And weird. Bweh-heh-heh~"];
}
}
public static function goFromThere(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#buiz10#Oh hey! You're actually REAL!?! ...<name>, right?"];
tree[1] = ["#buiz03#So yeah, Grovyle told me I might see some sort of like... remote controlled... levitating... glove thing, and that you might respond to <name>..."];
tree[2] = ["#buiz06#...I was pretty sure he was just screwing with me but, well... *ahem*"];
tree[3] = ["#buiz04#So I'm guessing you already know how these puzzles go, right? You solve a couple of these, and I guess I'm... supposed to take off all my clothes."];
tree[4] = ["#buiz06#That's... kinda weird. Tell you what, how about we start with this first puzzle and we'll go from there."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 2, "he was", "she was");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#buiz04#Okay, okay. Just a shirt, right? I can live without a shirt. Kinda hot in here anyway."];
tree[2] = ["%fun-nude1%"];
tree[3] = ["#buiz00#Hey tell you what. How about I solve this next puzzle for a change... and you can take take off YOUR shirt! You know, take turns..."];
tree[4] = [50, 40, 30, 20];
tree[20] = ["Sure, sounds\nfair"];
tree[21] = ["#buiz02#Hey awesome! Didn't think you'd actually go for it. Although, hmm..."];
tree[22] = ["#buiz06#...Actually since you're not on camera... like... that wouldn't really do anything for me. Huh."];
tree[23] = ["#buiz04#Nevermind, I didn't really think this through. Let's just keep it how it is."];
tree[24] = [60];
tree[30] = ["No, let's keep\nit this way"];
tree[31] = ["#buiz02#Heh! You're just worried I'll upstage you on these puzzles, aren't you? I mean, I have had some practice."];
tree[32] = ["#buiz03#But fine, whatever, I'll let you maintain your pride... and your puzzles. I'll go along with the stripping thing."];
tree[33] = [60];
tree[40] = ["Ugh you do not want\nto see me shirtless"];
tree[41] = ["#buiz03#Oh, sorry officer. I didn't realize you were the \"what I want to see\" police."];
tree[42] = ["#buiz02#What is it, you're a little hairy? ...A little out of shape? It's not like I'm in my bedroom doin' Buizel crunches every day. I'm sure you're fine."];
tree[43] = [60];
tree[50] = ["...Wait,\nwhat?"];
tree[51] = ["#buiz12#I'm just saying, I don't see why I gotta do all the clothes-taking-off stuff? ...Just because I'm the one with the cute fuzzy belly, and like... swimmer's build..."];
tree[52] = ["#buiz06#Wait, can I say that? \"Swimmer's build?\" Does that count? I mean ALL Buizels swim, I'm probably not even in the top 50%. Seems kinda cheating..."];
tree[53] = ["#buiz02#Screw it! It counts! I'm changing my online dating profile to add \"swimmer's build\". Bweh-heh-heh~"];
tree[54] = [60];
tree[60] = ["#buiz08#So anyway, I guess if you solve this puzzle, I'm supposed to take my shorts off?? Phwooph. Well... uhhh..."];
tree[61] = ["#buiz07#Can't say I've done anything like THAT before. But uhh, how about you start on this next puzzle and we'll go from there."];
tree[10000] = ["%fun-nude1%"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#buiz09#Ohh boy. Well here we go. I guess everybody gets naked on the internet at some point right? ...I mean you've done it haven't you?"];
tree[2] = [40, 30, 20, 10];
tree[10] = ["Yeah! Many\ntimes"];
tree[11] = ["#buiz04#Wow that often? ...I guess like, it just gets a little easier each time huh? Alright, alright, here goes."];
tree[12] = [50];
tree[20] = ["Yeah, once\nor twice..."];
tree[21] = ["#buiz06#Yeah, I mean-- I guess it's gotta be with someone you really trust. Gotta be safe, right?"];
tree[22] = ["#buiz04#Well... if Grovyle trusts you, I guess I can trust you too, <name>. Here goes..."];
tree[23] = [50];
tree[30] = ["No, I haven't\nhad the chance..."];
tree[31] = ["#buiz06#Haven't had the chance? Or... haven't had the courage? 'Cause like... Kinda feelin the pressure here..."];
tree[32] = ["#buiz15#Okay! Okay! Just like a bandaid. One swift motion, I can do this! Bwaaaaaaaaah!!"];
tree[33] = ["%fun-nude2%"];
tree[34] = ["#buiz11#..."];
tree[35] = [52];
tree[40] = ["No, I'm not\nsome kind of\nweird pervert"];
tree[41] = ["#buiz13#...HEY!"];
tree[42] = ["#buiz12#...Weird perverts aren't the ones getting naked. ...That doesn't make me a pervert."];
tree[43] = ["#buiz13#You know what weird perverts do? They like... Sit at home playing erotic flash games, manipulating other people into stripping for them! Yeah! C'mon."];
tree[44] = ["#buiz12#Freakin'... Weird pervert pot, calling the weird pervert kettle black..."];
tree[45] = ["#buiz15#Okay! Okay! Enough stalling. I can do this! ...Just like a bandaid, one swift motion! Bwaaaaaaaaah!!"];
tree[46] = ["%fun-nude2%"];
tree[47] = ["#buiz11#..."];
tree[48] = [52];
tree[50] = ["%fun-nude2%"];
tree[51] = ["#buiz01#..."];
tree[52] = ["#buiz05#...Yeah! Okay, that wasn't so bad."];
tree[53] = ["#buiz08#Although you know... I guess if you solve THIS puzzle... *ahem*"];
tree[54] = ["%fun-longbreak%"];
tree[55] = ["#buiz06#Y'know... I'm gonna go, uhh. Take care of some Buizel stuff, I'll be back in a little while... ..."];
tree[10000] = ["%fun-nude2%"];
tree[10001] = ["%fun-longbreak%"];
}
}
public static function waterShorts(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#buiz05#So be honest, scale of 1-10, how great do these swim shorts look?"];
tree[1] = [10, 20, 30, 40, 50, 60, 70, 80, 90, 100];
tree[10] = ["1"];
tree[11] = ["#buiz13#A ONE!? C'mon man these are some grade A shorts."];
tree[12] = ["#buiz12#You're just upset that they're blockin' your view of my meatballs."];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 12, "meatballs", "beaver crease");
}
tree[13] = [110];
tree[20] = ["2"];
tree[21] = ["#buiz13#A TWO!? C'mon man these are some grade A shorts."];
tree[22] = [12];
tree[30] = ["3"];
tree[31] = ["#buiz03#Pshh!! You're just jealous."];
tree[32] = ["#buiz04#Jealous of my awesome shorts."];
tree[33] = [110];
tree[40] = ["4"];
tree[41] = [31];
tree[50] = ["5"];
tree[51] = [31];
tree[60] = ["6"];
tree[61] = ["#buiz03#Oh man! If you tried em on you'd give em a ten."];
tree[62] = ["#buiz06#You'd-- you'd invent a number BIGGER than ten to-- okay, nevermind. Whatever. You get it."];
tree[63] = [110];
tree[70] = ["7"];
tree[71] = [61];
tree[80] = ["8"];
tree[81] = [61];
tree[90] = ["9"];
tree[91] = ["#buiz00#Well... I mean they're still just shorts! But yes,"];
tree[92] = ["#buiz01#Yes these are basically the best shorts in existence."];
tree[93] = [110];
tree[100] = ["10"];
tree[101] = [91];
tree[110] = ["#buiz05#Most Pokemon here had to struggle to meet Abra's dress code but me, this is what I wear every day!"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#buiz05#You might be surprised that I don't swim naked but... you haven't felt these swim shorts!"];
tree[1] = ["#buiz04#They kinda rub up against stuff when I swim, and... man when I climb out of the water,"];
tree[2] = ["#buiz00#And the wet shorts are clinging to my fur, it... doesn't leave very much to the imagination."];
tree[3] = ["#buiz01#..."];
tree[4] = ["#buiz11#Oh wait, we were about to start a puzzle weren't we? Let's go!"];
tree[5] = [10, 20];
tree[10] = ["Yeah,\nlet's start!"];
tree[20] = ["No, I\nwant to\nhear more!"];
tree[21] = ["#buiz02#Heh c'mon we can talk more about my wet shorts after this puzzle,"];
tree[22] = ["#buiz05#I won't forget."];
tree[23] = ["%push1%"];
}
else
{
tree[0] = ["#buiz04#So anyway where was I..."];
tree[1] = [20, 30];
if (LevelIntroDialog.pushes[1] == 1)
{
tree[1].insert(0, 10);
}
tree[10] = ["You promised\nyou wouldn't\nforget!"];
tree[11] = [21];
tree[20] = ["You were telling\nme about your\nwet shorts"];
tree[21] = ["#buiz02#Oh yeah!"];
tree[22] = ["#buiz03#You sure are eager to talk about my shorts. I didn't know you had a water shorts fetish!"];
tree[23] = [40, 50, 60, 70];
tree[30] = ["We were about to\nsolve another\npuzzle"];
tree[31] = ["#buiz02#Oh yeah! One last puzzle, let's do it."];
tree[32] = ["#buiz06#...Waaaaaaaiiit a minute, I was telling you about my wet swim shorts!"];
tree[33] = ["#buiz04#Sure are anxious to get back to the puzzles! What, you're not into water shorts?"];
tree[34] = [40, 50, 60, 70];
tree[40] = ["They're\ngreat"];
tree[41] = ["#buiz05#I hope you're not just saying that to impress me. I mean I'm already naked and this is the last puzzle,"];
tree[42] = ["#buiz00#But, if you REALLY are into water shorts..."];
tree[43] = ["#buiz01#..."];
tree[44] = ["#buiz11#Oh man ...You gotta solve this puzzle fast!!"];
tree[50] = ["They're\nOK"];
tree[51] = ["#buiz02#Trust me, I know I look great naked..."];
tree[52] = ["#buiz00#...But some day you'll be begging me to get into a nice wet pair of shorts."];
tree[60] = ["They're\ncomfy and\neasy to wear"];
tree[61] = ["#buiz08#...I feel like we should have a battle for some reason!!"];
tree[62] = ["#buiz10#Augh! Don't make eye contact!"];
tree[70] = ["They're\ngross"];
tree[71] = ["#buiz09#Wait, my shorts? My shorts are gross?"];
tree[72] = ["#buiz08#...But they're so comfy!!"];
tree[73] = ["#buiz09#...And fun to wear!"];
}
}
public static function ruralUpbringing(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#buiz05#So um, do gloves date? And get married and stuff?"];
tree[1] = ["#buiz06#I mean, is there a... Mrs. Glove? Mr. Glove?"];
tree[2] = [10, 20];
tree[10] = ["Yes, I'm\nspoken for"];
tree[11] = ["#buiz03#Oh cool! I'm still single, but you know, it was tough meeting people where I grew up..."];
tree[12] = [30];
tree[20] = ["No, I'm\nsingle"];
tree[21] = ["#buiz03#Heh yeah, I was single for a long time too,"];
tree[22] = ["#buiz04#It's just so tough to meet people nearby."];
tree[23] = ["%push1%"];
tree[24] = [30];
tree[30] = ["#buiz05#I had hobbies and some great friends in real life, but nobody I was compatible with."];
tree[31] = ["#buiz08#And I met great guys online I would date, but they were too far away!"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 31, "guys", "girls");
}
tree[32] = ["#buiz04#Ehh I'm sure you know how it is. Anyway let's check out this first puzzle."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#buiz08#Anyway yeah, it's a lot easier to meet guys now-- but back in the day? Yeesh."];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 0, "guys", "girls");
}
tree[1] = ["#buiz09#I mean it especially sucks growing up somewhere more rural."];
tree[2] = ["#buiz03#They call it the sticks but, damned if I could find two pieces of wood to rub together."];
if (!PlayerData.buizMale)
{
tree[2] = ["#buiz03#They call it the sticks so, I guess all that wood must have scared the lesbians away."];
}
tree[3] = ["#buiz02#C'mon it's a dick joke! It's funny."];
tree[4] = ["#buiz05#Eh whatever! Let's try another puzzle."];
}
else
{
tree[0] = ["#buiz04#So anyway-- yeah, things got a lot better for me after I moved!"];
tree[1] = ["#buiz05#Plus sometimes it's just nice to get to move into a new area, meet new people..."];
if (LevelIntroDialog.pushes[0] == 1)
{
tree[1] = ["#buiz05#Maybe things will get better for you if you move too."];
}
tree[2] = [10, 20, 30];
tree[10] = ["I might\nmove some\nday"];
tree[11] = ["#buiz02#Well that's great! Turn some long-distance relationships into short distance ones."];
tree[12] = ["#buiz08#And, turn some nearby friends into internet friends... I mean that part's tough sometimes. It's easy to lose touch."];
tree[13] = ["#buiz05#Hopefully you can keep in contact with the people who matter most."];
tree[20] = ["I'm happy\nwhere\nI am"];
tree[21] = ["#buiz04#Well that's cool! As long as you're happy, that's what matters."];
tree[22] = ["#buiz05#There's a lot of great places to live, and you know, some people think if they move somewhere new they'll be happier."];
tree[23] = ["#buiz02#But people like you, you probably just... exude happiness no matter where you live. That's even better."];
tree[30] = ["I'm stuck\nwhere\nI am"];
tree[31] = ["#buiz09#Aww man, well, I don't know your exact living situation but I'm sorry."];
tree[32] = ["#buiz08#Sometimes life's just about making the best of a bad situation, and trying to brighten the lives of people around you."];
tree[33] = ["#buiz03#Maybe by virtue of being your awesome self, and improving your community, you can make your world a better place--"];
tree[34] = ["#buiz05#So that your kids, or your friends' kids... or your friends' kids' kids' friends' kids can grow up in the kind of place you wish you had lived."];
}
}
public static function movingAway(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#buiz05#Oh hey <name>! Perfect timing!"];
tree[1] = ["#buiz02#...Some of my old friends from back home were here visiting but... they just left. I'm yours for the night!"];
tree[2] = [10, 30, 40, 20];
tree[10] = ["Oh, from\nbefore you\nmoved?"];
tree[11] = ["#buiz04#Yeah! Some of my old friends from like way back. Before I left for college."];
tree[12] = [101];
tree[20] = ["Oh, from\nbefore you\nmet Grovyle?"];
tree[21] = [11];
tree[30] = ["Oh, so I\nget you all\nto myself?"];
tree[31] = ["#buiz04#Heh yeah! I mean I didn't want to blow them off, since I don't get to see them that often. And you know, we were really close back in high school."];
tree[32] = [101];
tree[40] = ["Oh, you\nshould have\nintroduced\nme!"];
tree[41] = ["#buiz06#Heh well, they may not have been into the whole... naked... internet... disembodied hand... thing."];
tree[42] = ["#buiz04#Besides, I thought I owed 'em some one on one time since I don't get to see them that often. And you know, we were really close back in high school."];
tree[43] = [101];
tree[101] = ["#buiz05#I know we talked briefly about my life growing up, and how the whole gay dating scene didn't really exist out in the country."];
tree[102] = ["#buiz08#Don't get me wrong, there were a handful of us out there. But growing up LGBT in that kind of area..."];
tree[103] = ["#buiz09#... ...It's a rough time, you know? You need all the support you can get."];
tree[104] = ["#buiz06#Back then I didn't wanna cannibalize the short list of gay friends I had just to score a little HGS, if that makes any sense."];
tree[105] = [140, 115, 130, 120, 110];
if (PlayerData.buizMale)
{
tree[110] = ["Uhh..."];
tree[111] = ["#buiz03#Oh uhhh HGS! Hot gay sex! ...Sorry, was that a local thing? ...I thought that was like... an everywhere thing. My bad."];
tree[112] = [200];
tree[115] = ["Hugs?"];
tree[116] = ["#buiz03#Bweh! Heh! Yeah, that's it. I missed out on scoring some great hugs. Wow."];
tree[117] = [142];
tree[120] = ["HGS?"];
tree[121] = [111];
tree[130] = ["...Hot\ngay sex?"];
tree[131] = ["#buiz03#Yeah exactly! Like you know, sex is sex, but like when you can count your gay friends on two paws..."];
tree[132] = ["#buiz06#Getting burned by a bad relationship it's like... it's like losing a finger. I dunno, maybe I was just overly pessimistic. Whatever."];
tree[133] = [200];
tree[140] = ["...Hide the\nguy-sausage?"];
tree[141] = ["#buiz02#Hide the... what!? Bweh-heh-heh-heh!! That's not what it means but... I kind of like that one better!"];
tree[142] = ["#buiz04#But you get the idea. I don't feel like I missed out on much... Skipping a few nights of sex in exchange for some long term friendships, c'mon that's a no-brainer."];
tree[143] = [201];
}
else
{
tree[110] = ["Uhh..."];
tree[111] = ["#buiz03#Oh uhhh HLA! Hot lesbian action! ...Sorry, was that a local thing? ...I thought that was like... an everywhere thing. My bad."];
tree[112] = [200];
tree[115] = ["Cheap plane\ntickets?"];
tree[116] = [111];
tree[120] = ["HLA?"];
tree[121] = [111];
tree[130] = ["...Hot\nlesbian action?"];
tree[131] = ["#buiz03#Yeah exactly! Like you know, sex is sex, but like when you can count your lesbian friends on two paws..."];
tree[132] = ["#buiz06#Getting burned by a bad relationship it's like... it's like losing a finger. I dunno, maybe I was just overly pessimistic. Whatever."];
tree[133] = [200];
tree[140] = ["...Like, the\nsex position?"];
tree[141] = [111];
}
tree[200] = ["#buiz04#Anyway I don't feel like I missed out on much. Skipping a few nights of sex in exchange for some long term friendships, c'mon that's a no-brainer."];
tree[201] = ["#buiz00#Even if I fell a little behind on my ehh... gay studies back then... It's nothing I can't make up for by cramming now."];
tree[202] = ["#buiz02#Bweh! heh! Anyway I'm all yours for the next hour or so, so let's see. What's going on with this first puzzle..."];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 101, "whole gay", "whole lesbian");
DialogTree.replace(tree, 104, "of gay", "of lesbian");
DialogTree.replace(tree, 104, "little HGS", "little HLA");
DialogTree.replace(tree, 201, "ehh... gay", "ehh... lesbian");
tree[4] = [90, 65, 80, 70, 60];
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#buiz04#Anyway things opened up for me a lot after I got accepted to college. It was a big college, and pretty far away from home."];
tree[1] = ["#buiz02#And wow... college is crazy for that stuff. I mean, living on campus you're just meeting new people like, 24/7. ...It's where I met Grovyle!"];
tree[2] = ["#buiz03#From there, Grovyle introduced me to all his other friends, and man. Good times. We were all pretty inseparable for those four years. It was, what, I guess six or seven of us?"];
tree[3] = ["#buiz05#After our last class got out we'd just crash in someone's room for the afternoon, watch anime, play video games, that sorta stuff..."];
tree[4] = ["#buiz04#So after graduation though, my folks were kinda expecting me to move back home. At least just for a little while, 'til I got financially stable. So I, well..."];
tree[5] = ["#buiz06#...Told... them I found a job in the city and needed to move."];
tree[6] = ["#buiz11#I mean, it wasn't a total lie! I did find a job in the city, it was just like... a few months in the future. I technically hadn't found it yet, but... I sorta knew it was coming!"];
tree[7] = ["#buiz09#And uhh I like... did really need to move."];
tree[8] = ["#buiz08#It was just more in a personal kinda way, not necessarily the whole, \"my job depends on it\" kinda way. That was just an easier one to explain to my folks."];
tree[9] = [40, 30, 20, 10];
tree[10] = ["Wow. ...Not\ncool, Buizel."];
tree[11] = [50];
tree[20] = ["Aww, you\nshould have\ntold the\ntruth."];
tree[21] = [50];
tree[30] = ["Well,\nthat's not\ntoo bad\nof a lie."];
tree[31] = ["#buiz06#Yeah, but still... I know I shouldn't have lied, it's just..."];
tree[32] = ["#buiz09#I'm totally a creature of habit. If I moved back home, I could sorta tell how things would turn out."];
tree[33] = [51];
tree[40] = ["Yeah?\nAnd what\nhappened\nnext?"];
tree[41] = ["#buiz06#Don't worry, I'll get there. Just, wait, I think I should talk about why I lied first. 'Cause I felt bad about it, I don't usually do that kinda stuff."];
tree[42] = ["#buiz09#I just knew that... well, I'm totally a creature of habit. If I ended up back home, I could sorta tell how things would turn out."];
tree[43] = [51];
tree[50] = ["#buiz09#Okay, I know I shouldn't have lied, it's just... I'm totally a creature of habit. If I moved back home, I could sorta tell how things would turn out."];
tree[51] = ["#buiz08#I'd settle in, get comfortable living near my folks and with my old friends, and... man, I just knew in my gut it was the wrong place for me."];
tree[52] = ["#buiz04#But yeah, I mean I'm glad I did what I did. If I hadn't moved in with Abra and Grovyle after college, I mean..."];
tree[53] = ["#buiz03#Well for one I definitely wouldn't be here solving puzzles. ... ...Oh yeah! Speaking of which,"];
tree[54] = ["#buiz05#Why don't we get this second puzzle out of the way? We can talk more after."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 2, "all his", "all her");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#buiz04#Anyway yeah, so I've still got mixed feelings about not moving back. I mean, I had some friends back there I kinda lost touch with."];
tree[2] = ["#buiz06#But, I don't know if that was totally my fault either. Like, of the eight-or-so close friends I kept up with back in high school, only three of them moved back after college."];
tree[3] = ["#buiz09#And like even if the four of us stayed friends, I dunno, they were gonna be busy starting new careers so it wasn't like they were gonna be free to hang out all the time."];
tree[4] = ["#buiz08#Still though, even if leaving made total sense, it still made me feel bad. It felt like, hmm..."];
tree[5] = ["#buiz09#...It sort of felt like I was abandoning a sinking ship, y'know? But... There were still people on that ship. ... ... -sigh-"];
tree[6] = ["#buiz04#And I mean I've talked to some of 'em about if they wanted to join me out here. But eh, they don't seem interested."];
tree[7] = ["#buiz06#...I guess maybe they're too comfortable. Or maybe they feel too guilty about leaving. ...It's probably a lot of things."];
tree[8] = [60, 50, 20, 30, 40];
tree[20] = ["(cough)\nShorts\n(cough)"];
tree[21] = ["#buiz02#Shorts? What? ...Oh! ...Yeah! We're still doing the stripping thing aren't we. Bweh-heh-heh. My bad."];
tree[22] = ["%fun-nude2%"];
tree[23] = [100];
tree[30] = ["Yeah, I'd\nprobably\nfeel too\nguilty"];
tree[31] = ["#buiz05#Hmm, yeah, that's probably what it is. ...Sorta makes me feel better about not moving back, since I know I'd have gotten stuck there."];
tree[32] = [100];
tree[40] = ["Yeah,\nit's easy\nto get\ncomfortable"];
tree[41] = ["#buiz09#Bweh. Comfortable. Yeah hmm, comfortable..."];
tree[42] = ["#buiz10#... ...Wait, what are my shorts still doing on!?! You're supposed to remind me of this stuff!"];
tree[43] = ["%fun-nude2%"];
tree[44] = ["#buiz05#Okay, okay, well that's better."];
tree[45] = [100];
tree[50] = ["Well, it's\nnice you\nstill see\nthem once\nin awhile"];
tree[51] = ["#buiz05#Yeah! Yeah, it feels good to keep in touch."];
tree[52] = ["#buiz06#..."];
tree[53] = [100];
tree[60] = ["Well,\nit's their\nchoice to\nmake"];
tree[61] = ["#buiz05#Heh, yeah. I guess you're right, I gotta respect their choice just like they respected mine."];
tree[62] = [100];
tree[100] = ["#buiz04#Anyway, sorry, I didn't really have a point with all that. Thanks for listening."];
tree[101] = ["#buiz03#At least your mouse-clicky finger got some exercise today. Bweh! Heheheh~"];
}
}
public static function denDialog(sexyState:BuizelSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#buiz04#Oh hey <name>! ...Yeah if you're looking for the TV remote I don't know where it went either. Um. Maybe check the recliner?",
"#buiz02#Oh wait, you're looking for me? Oh yeah! Sure! We can do stuff! Uhh, I got <minigame> set up if you wanted to do that."
]);
denDialog.setSexGreeting([
"#buiz04#Uhh yeah, okay! A little less weird doing this kinda stuff back here now that we're, y'know. Not in the middle of the whole living room...",
"#buiz03#Besides, I think I may have finally gotten used to the whole, \"naked on the internet\" thing. Bweh-heheh!",
"#buiz00#Ahh, I was once so innocent...",
]);
denDialog.addRepeatSexGreeting([
"#buiz01#Ah geez, again? You're kinda... pushing my Buizel meter into the red zone... Bweh-heheh",
"#buiz06#No, not... I don't mean THAT meter, I mean like... My Buizel meter! It's a different meter.",
"#buiz15#...You don't get to see my Buizel meter! That one's a secret."
]);
denDialog.addRepeatSexGreeting([
"#buiz02#C'mon, let's go again! That last one didn't count, that was a quick one~"
]);
denDialog.addRepeatSexGreeting([
"#buiz03#Bweh alright, yeah I'm ready. You finally learning how to defuse this little... Buizel bomb without setting it off early?",
"#buiz00#Yeah, I think you're starting to learn! Just keep an eye on the timer and... don't cut the red wire, right? Simple stuff! Bweh-heh-heh~",
"#buiz11#Actually wait, don't cut... don't cut any wires! ...If I see you brought cutting pliers, I'm not sticking around, alright?",
]);
denDialog.addRepeatSexGreeting([
"#buiz01#Phwooph... Okay, I think I'm ready, <name>...",
"#buiz02#Hey don't look at me that way! What, you think I'm the kind of " + (PlayerData.buizMale?"guy":"girl") + " who can go " + englishNumber(PlayerData.denSexCount + 1) + " times in a row, just on a whim? I gotta get mentally prepared!",
]);
denDialog.setTooManyGames([
"#buiz03#Aww okay, sorry I think I gotta call it. Fun or not, I can't stay cooped up inside all day!",
"#buiz02#But hey... You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so thanks~"
]);
if (PlayerData.buizMale)
{
denDialog.setTooMuchSex([
"#buiz01#Phwooh. Well my Buizel balls are officially empty. And that's something man,",
"#buiz00#It takes a-- takes a special touch to empty these bad boys!",
"#buiz05#You're gonna come visit me again, right?"
]);
}
else {
denDialog.setTooMuchSex([
"#buiz01#Phwooh. Well my... Buizel area's been officially milked dry. And that's something man,",
"#buiz00#It takes a-- takes a special touch to empty me like that!",
"#buiz05#You're gonna come visit me again, right?"
]);
}
var bestLo:String = englishNumber(PlayerData.denGameCount + 1);
var bestHi:String = englishNumber(PlayerData.denGameCount * 2 + 1);
denDialog.addReplayMinigame([
"#buiz02#Bweh yeah, okay! Good game, <name>. I'm just glad I was kind of able to keep up with you.",
"#buiz03#Did you want a rematch? Like, best " + bestLo + " out of " + bestHi + " or something? Or I mean there's other stuff we could do too."
],[
"Best " + bestLo + "\nout of " + bestHi + "!",
"#buiz02#Bweh okay! Get ready for it, I'm bringing my B-game.",
"#buiz06#That's like your A-game, it's just 'cause my name uhh... Whatever! ... ...You'll get it."
],[
"\"Other stuff\"\nsounds nice...",
"#buiz02#Bweh! Yeah it sounds nice to me too~",
],[
"Actually\nI think I\nshould go",
"#buiz08#Aw bwehhh! Really? ...Feels like you just got here.",
"#buiz02#But hey... You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so thanks~"
]);
denDialog.addReplayMinigame([
"#buiz06#Okay, okay! Yeah... I think I'm starting to understand how this works.",
"#buiz04#What do you think are you starting to get it? Did you want to go best " + bestLo + " out of " + bestHi + " or uhh, maybe call it and do something else?"
],[
"Best " + bestLo + "\nout of " + bestHi + "!",
"#buiz02#Bweh-heh-heh yeah okay! It feels kinda nice to settle into the same game so we're not constantly learning something new, right?",
"#buiz03#Alright, this next one counts... and this next one's for real. Bwark!",
],[
"Let's do\nsomething else",
"#buiz02#Bweh-heh-heh, sure! It... was sorta hard to concentrate anyways, thinking about what was coming afterward..."
],[
"I think I'll\ncall it a day",
"#buiz08#Aw bwehhh! Really? ...Feels like you just got here.",
"#buiz02#But hey... You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so thanks~"
]);
denDialog.addReplayMinigame([
"#buiz03#Yeah, alright, well played, well played! ...I think the next game'll go differently, trust me.",
"#buiz04#Or I could just show you, if you wanted to go like... best " + bestLo + " out of " + bestHi + " or something. Or is this enough games?"
],[
"Best " + bestLo + "\nout of " + bestHi + "!",
"#buiz02#Bweh! Yeah alright, I'm for that. Let's see how this next one goes~"
],[
"That's enough\ngames, let's do\nsomething new",
"#buiz02#Yeah alright! Let's make some room. I gotta feeling we'll want a little extra floor space for... something new. Bweh-heh-heh~"
],[
"Hmm, I\nshould go",
"#buiz08#Aw bwehhh! Really? ...Feels like you just got here.",
"#buiz02#But hey... You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so thanks~"
]);
denDialog.addReplaySex([
"#buiz01#Wowww, that was niiiiiice. Bwark~ I could use a glass of water. ...And... maybe a pregnancy test.",
"#buiz02#I know, I KNOW. ...But you can never be too sure! Bweh-heh-heh. ...You want anything while I'm up?"
],[
"I want... a\nBuizel sandwich!",
"#buiz03#A Buizel sandwich!?! Open-faced, maybe, I mean, there's only one of you...",
"#buiz04#Okay okay, just sit tight.",
],[
"Ahh, I should\nprobably go",
"#buiz08#Go? Awww, alright, no sweat. Thanks for uhh...",
"#buiz04#...You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so just... Thanks~",
]);
denDialog.addReplaySex([
"#buiz04#Hah... Sorry... Am I usually that quick? That felt quick even for me...",
"#buiz06#I'm gonna grab a little snack. You're sticking around, right?",
],[
"Yeah! I'll\nstick around",
"#buiz02#Bweh! Thank goodness. That woulda been sort of an awkward one to go out on.",
"#buiz05#I'll be right back after I grab something. Let's make this next one count~",
],[
"Oh, I think\nI'll head out",
"#buiz08#Head out? Awww, alright, no sweat. Thanks for uhh...",
"#buiz04#...You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so just... Thanks~",
]);
denDialog.addReplaySex([
"#buiz00#That was... wow, bwark~ I think I'm just gonna, phwoo...",
"#buiz05#Y'know, I should stretch a little... I'm getting a little cramp from being on my butt so long. How about you, are you doing alright?",
"#buiz03#...Maybe you should stretch too. Carpal tunnel, man! It'll sneak up on you."
],[
"Oh, I'm\ngood!",
"#buiz02#Yeah okay! Of course you are, <name>. I don't think I've ever heard you complain about being tired...",
"#buiz05#You're not tired are you? Shake your hand twice if you're tired!",
"#buiz03#... ...Bweh yeah, you don't look that tired.",
],[
"Hmm yeah, I\nshould take\na break...",
"#buiz08#Take a break? Awww, alright, that's probably a good idea. Hey, you're um...",
"#buiz04#...You're a good friend, okay? Not everyone puts up the effort when it comes to initiating stuff like this, so just... Thanks~",
]);
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:BuizelSexyState)
{
var count:Int = PlayerData.recentChatCount("buiz.cursorSmell");
if (count == 0)
{
tree[0] = ["#buiz00#Oh man! So... (sniff sniff) What are you ehh... (sniff)"];
tree[1] = ["#buiz07#Ahhh jeez... ...Not... Not Grimer... Oh <name>..."];
tree[2] = ["#buiz09#I get he's nice and all and you wanna be everyone's friend but... You don't smell the things we smell."];
tree[3] = ["#buiz10#...It's like, ugghhh.... It smells like the time Spinda got drunk and threw up on the sauna rocks..."];
tree[4] = ["%fun-shortbreak%"];
tree[5] = ["#buiz07#Just... Just give me a second, I can power through this. I'll be back in a... -hurrk-"];
tree[10000] = ["%fun-shortbreak%"];
if (!PlayerData.grimMale)
{
DialogTree.replace(tree, 2, "he's nice", "she's nice");
}
}
else
{
tree[0] = ["#buiz00#Oh man! So... (sniff sniff) What are you ehh... (sniff)"];
tree[1] = ["#buiz11#Really <name>? ...Grimer again? Ulllggghhh... Are you like, mad at me or something?"];
tree[2] = ["%fun-shortbreak%"];
tree[3] = ["#buiz07#...Whatever it is, I'm sorry okay? You win. Just... for the love of god... -hurrk- I'll be back in a second..."];
tree[10000] = ["%fun-shortbreak%"];
}
}
public static function snarkyHugeDildo(tree:Array<Array<Object>>)
{
tree[0] = ["#buiz06#Uhhh, no thanks. ...My friends showed me that Mr. Hands video, and... ...yeah."];
tree[1] = ["#buiz04#... ...I'd like to minimize the risk of dildos being mentioned in my obituary."];
tree[2] = ["#buiz03#Y'know, just in case my parents read it or whatever."];
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelDialog.hx
|
hx
|
unknown
| 82,662 |
package poke.buiz;
import poke.buiz.DildoInterface.*;
/**
* The simplistic window on the side which lets the user interact with
* Buizel's dildo sequence
*/
class BuizelDildoInterface extends DildoInterface
{
public function new()
{
super(PlayerData.buizMale);
setLittleDildo();
setAssButtonFlipped(true);
}
override public function computeAnim(arrowDist:Float)
{
if (arrowDist <= ARROW_DEEP_INSIDE_THRESHOLD)
{
// far inside; push the dildo the rest of the way
dildoSprite.visible = true;
animName = ass ? "dildo-ass1" : "dildo-vag1";
computeAnimPct(ARROW_MIN_THRESHOLD, ARROW_DEEP_INSIDE_THRESHOLD);
}
else if (arrowDist <= ARROW_INSIDE_THRESHOLD)
{
// inside; use the dildo
dildoSprite.visible = true;
animName = ass ? "dildo-ass0" : "dildo-vag0";
computeAnimPct(ARROW_DEEP_INSIDE_THRESHOLD, ARROW_INSIDE_THRESHOLD);
}
else if (arrowDist <= ARROW_OUTSIDE_THRESHOLD)
{
// slightly closer; finger the vagina
dildoSprite.visible = false;
animName = ass ? "finger-ass" : "finger-vag";
computeAnimPct(ARROW_INSIDE_THRESHOLD, ARROW_OUTSIDE_THRESHOLD);
}
else
{
// far outside; just rub the vagina
dildoSprite.visible = false;
animName = ass ? "rub-ass" : "rub-vag";
computeAnimPct(ARROW_OUTSIDE_THRESHOLD, ARROW_MAX_THRESHOLD);
}
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelDildoInterface.hx
|
hx
|
unknown
| 1,368 |
package poke.buiz;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.PokeWindow;
/**
* Graphics for Buizel during the dildo sequence
*/
class BuizelDildoWindow extends PokeWindow
{
public var _arms:BouncySprite;
private var _tube:BouncySprite;
public var _torso:BouncySprite;
public var _ass:BouncySprite;
public var _legs:BouncySprite;
private var _tail0:BouncySprite;
private var _tail1:BouncySprite;
private var _feet:BouncySprite;
private var _balls:BouncySprite;
public var _dildo:BouncySprite;
public function new(X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349)
{
super(X, Y, Width, Height);
add(new FlxSprite( -54, -54, AssetPaths.buizel_bg__png));
_arms = new BouncySprite( -54, -54, 1, 7, 0.00, _age);
_arms.loadWindowGraphic(AssetPaths.buizdildo_arms__png);
_arms.animation.add("default", [0]);
_arms.animation.add("arm-grab", [1]);
_arms.animation.play("arm-grab");
addPart(_arms);
_tube = new BouncySprite( -54, -54, 2, 7, 0.07, _age);
_tube.loadWindowGraphic(AssetPaths.buizdildo_tube__png);
addPart(_tube);
_torso = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
_torso.loadWindowGraphic(AssetPaths.buizdildo_torso__png);
addPart(_torso);
_legs = new BouncySprite( -54, -54, 5, 7, 0.22, _age);
_legs.loadWindowGraphic(AssetPaths.buizdildo_legs__png);
_legs.animation.add("default", [0]);
_legs.animation.add("arm-grab", [1]);
_legs.animation.play("arm-grab");
addPart(_legs);
_tail0 = new BouncySprite( -54, -54, 7, 7, 0.24, _age);
_tail0.loadWindowGraphic(AssetPaths.buizdildo_tail0__png);
_tail0.animation.add("default", [0]);
_tail0.animation.add("tail-up-0", [0]);
_tail0.animation.add("tail-up-1", [1]);
_tail0.animation.add("tail-up-2", [2]);
_tail0.animation.add("tail-down-0", [3]);
_tail0.animation.add("tail-down-1", [4]);
_tail0.animation.add("tail-down-2", [5]);
_tail0.animation.play("default");
addPart(_tail0);
_tail1 = new BouncySprite( -54, -54, 7, 7, 0.26, _age);
_tail1.loadWindowGraphic(AssetPaths.buizdildo_tail1__png);
_tail1.animation.add("default", [0]);
_tail1.animation.add("tail-up-0", [0]);
_tail1.animation.add("tail-up-1", [1]);
_tail1.animation.add("tail-up-2", [2]);
_tail1.animation.add("tail-down-0", [3]);
_tail1.animation.add("tail-down-1", [4]);
_tail1.animation.add("tail-down-2", [5]);
_tail1.animation.play("default");
addPart(_tail1);
_feet = new BouncySprite( -54, -54, 0, 7, 0, _age);
_feet.loadWindowGraphic(AssetPaths.buizdildo_feet__png);
addPart(_feet);
_ass = new BouncySprite( -54, -54, 4, 7, 0.18, _age);
_ass.loadWindowGraphic(AssetPaths.buizdildo_ass__png);
_ass.animation.add("default", [0]);
_ass.animation.add("rub-ass", [4, 3, 2, 1]);
_ass.animation.add("finger-ass", [6, 7, 8, 9]);
_ass.animation.add("dildo-ass0", [12, 13, 14, 15, 16, 17]);
_ass.animation.add("dildo-ass1", [15, 16, 17, 18, 19, 20, 21]);
_ass.animation.play("default");
addPart(_ass);
_dick = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
_dick.loadWindowGraphic(BuizelResource.dildoDick);
if (PlayerData.buizMale)
{
_dick.animation.add("default", [0]);
_dick.animation.add("boner1", [1]);
_dick.animation.add("boner2", [2]);
_dick.animation.play("default");
addPart(_dick);
}
else
{
_dick.animation.add("default", [0]);
_dick.animation.add("rub-vag", [18, 19, 20, 21]);
_dick.animation.add("finger-vag", [1, 2, 3, 4]);
_dick.animation.add("dildo-vag0", [6, 7, 8, 9, 10, 11]);
_dick.animation.add("dildo-vag1", [9, 10, 11, 12, 13, 14, 15]);
_dick.animation.play("default");
addPart(_dick);
}
_balls = new BouncySprite( -54, -54, 4, 7, 0.16, _age);
_balls.loadWindowGraphic(AssetPaths.buizdildo_balls__png);
if (PlayerData.buizMale)
{
_balls.animation.add("default", [0, 0, 0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0, 0], 3);
_balls.animation.play("default");
addPart(_balls);
}
_dildo = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
_dildo.loadWindowGraphic(AssetPaths.buizdildo_dildo__png);
_dildo.animation.add("default", [0]);
_dildo.animation.add("dildo-vag0", [1, 2, 3, 4, 5, 6]);
_dildo.animation.add("dildo-vag1", [4, 5, 6, 7, 8, 9, 10]);
_dildo.animation.add("dildo-ass0", [12, 13, 14, 15, 16, 17]);
_dildo.animation.add("dildo-ass1", [15, 16, 17, 18, 19, 20, 21]);
_dildo.animation.play("default");
addPart(_dildo);
_interact = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
reinitializeHandSprites();
_interact.animation.play("default");
addVisualItem(_interact);
}
public function setGummyDildo():Void
{
_dildo.loadWindowGraphic(AssetPaths.buizdildo_dildo_gummy__png);
_dildo.animation.add("default", [0]);
_dildo.animation.add("dildo-vag0", [1, 2, 3, 4, 5, 6]);
_dildo.animation.add("dildo-vag1", [4, 5, 6, 7, 8, 9, 10]);
_dildo.animation.add("dildo-ass0", [12, 13, 14, 15, 16, 17]);
_dildo.animation.add("dildo-ass1", [15, 16, 17, 18, 19, 20, 21]);
_dildo.animation.play("default");
}
override public function destroy():Void
{
super.destroy();
_arms = FlxDestroyUtil.destroy(_arms);
_tube = FlxDestroyUtil.destroy(_tube);
_torso = FlxDestroyUtil.destroy(_torso);
_ass = FlxDestroyUtil.destroy(_ass);
_legs = FlxDestroyUtil.destroy(_legs);
_tail0 = FlxDestroyUtil.destroy(_tail0);
_tail1 = FlxDestroyUtil.destroy(_tail1);
_feet = FlxDestroyUtil.destroy(_feet);
_balls = FlxDestroyUtil.destroy(_balls);
_dildo = FlxDestroyUtil.destroy(_dildo);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.buizdildo_interact__png);
_interact.alpha = PlayerData.cursorMaxAlpha;
_interact.animation.add("default", [0]);
_interact.animation.add("rub-vag", [4, 3, 2, 1]);
_interact.animation.add("finger-vag", [6, 7, 8, 9]);
_interact.animation.add("dildo-vag0", [12, 13, 14, 15, 16, 17]);
_interact.animation.add("dildo-vag1", [18, 19, 20, 21, 22, 23, 24]);
_interact.animation.add("rub-ass", [29, 28, 27, 26]);
_interact.animation.add("finger-ass", [30, 31, 32, 33]);
_interact.animation.add("dildo-ass0", [35, 36, 37, 38, 39, 40]);
_interact.animation.add("dildo-ass1", [41, 42, 43, 44, 45, 46, 47]);
}
public function updateTails(up:Bool)
{
if (up)
{
playNewAnim(_tail0, ["tail-up-0", "tail-up-1", "tail-up-2"]);
playNewAnim(_tail1, ["tail-up-0", "tail-up-1", "tail-up-2"]);
}
else
{
playNewAnim(_tail0, ["tail-down-0", "tail-down-1", "tail-down-2"]);
playNewAnim(_tail1, ["tail-down-0", "tail-down-1", "tail-down-2"]);
}
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelDildoWindow.hx
|
hx
|
unknown
| 6,813 |
package poke.buiz;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Buizel. These paths toggle based on Buizel's gender
*/
class BuizelResource
{
public static var dick:FlxGraphicAsset;
public static var shirt0:FlxGraphicAsset;
public static var chat:FlxGraphicAsset;
public static var head:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
static public var dildoDick:FlxGraphicAsset;
public static function initialize():Void
{
dick = PlayerData.buizMale ? AssetPaths.buizel_dick__png : AssetPaths.buizel_dick_f__png;
shirt0 = PlayerData.buizMale ? AssetPaths.buizel_shirt0__png : AssetPaths.buizel_shirt0_f__png;
chat = PlayerData.buizMale ? AssetPaths.buizel_chat__png : AssetPaths.buizel_chat_f__png;
head = PlayerData.buizMale ? AssetPaths.buizel_head__png : AssetPaths.buizel_head_f__png;
button = PlayerData.buizMale ? AssetPaths.menu_buizel__png : AssetPaths.menu_buizel_f__png;
dildoDick = PlayerData.buizMale ? AssetPaths.buizdildo_dick__png : AssetPaths.buizdildo_dick_f__png;
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelResource.hx
|
hx
|
unknown
| 1,078 |
package poke.buiz;
import flixel.math.FlxMath;
import flixel.text.FlxText;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import poke.buiz.BuizelWindow;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxPoint;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
import kludge.LateFadingFlxParticle;
import openfl.utils.Object;
import poke.sexy.BlobbyGroup;
import poke.sexy.FancyAnim;
import poke.sexy.SexyState;
import poke.sexy.WordManager;
import poke.sexy.WordManager.Qord;
import poke.sexy.WordParticle;
/**
* Sex sequence for Buizel
*
* Buizel has a slight hair trigger, so if you start rubbing her pussy too
* early, she'll get set off. It's better to warm her up first.
*
* Buizel has six parts of her body she likes rubbed: her ass, both of her
* thighs, her chest, head, and her little floof on top of her head. Of these
* six, four of these areas will be especially sensitive at any given time.
* After rubbing about 3 of her sensitive areas, she'll start blushing. If you
* continue rubbing that third sensitive part, she'll really like you and
* she'll moan out something pleasurable like "bwooohHHHH~".
*
* After rubbing those three sensitive parts, she likes if you rub her pussy
* a little, penetrating it with a few fingers. You might need to loosen her
* up first.
*
* After fingering her for a bit, she'll be ready for more attention to her
* body. If you focus on her fourth sensitive part, she'll eventually start
* blushing. This can be tedious to narrow down, but her ass is always
* sensitive. So, it's good to save that one for last so you're not left
* searching her body for which part eventually makes her blush.
*
* If you ever start fingering her pussy without finding her special spots
* first, she'll cum much faster but it won't be a very strong orgasm.
*
* Buizel also dislikes having her tube rubbed, so don't touch it. It's cute,
* but don't do it!
*
* Buizel likes the blue and gummy dildos. She enjoys both vaginal and anal
* sex.
*
* There are four things you can do with the toy window -- tease her entrance
* with your fingers, finger her, tease her entrance with a dildo, and cram it
* all the way in. Buizel likes it when you do these four things in that exact
* order -- but, at some point, she will need you to pause and go back a step.
*
* To tell when she wants you to go back a step, you should watch her tails,
* which will droop. When her tails droop, you should go back to the previous
* thing you were doing. So for example, you might tease her entrance, and
* start fingering her -- but her tails droop, so then you need to go back and
* tease her entrance again a little before fingering her.
*
* Buizel doesn't like if you go too fast with the dildo, so watch your pace.
*
* After cramming the dildo in all the way, she might cum pretty quickly -- but
* she should be capable of having multiple orgasms, so you can either keep
* going with the dildo or swap back to the glove.
*/
class BuizelSexyState extends SexyState<BuizelWindow>
{
private var ballOpacityTween:FlxTween;
private var dickOpacityTween:FlxTween;
private var neckWords:Qord;
private var notReadyWords:Qord;
// areas that animate when you click them
private var rightBallPolyArray:Array<Array<FlxPoint>>;
private var assPolyArray:Array<Array<FlxPoint>>;
private var floofPolyArray:Array<Array<FlxPoint>>;
private var leftThighPolyArray:Array<Array<FlxPoint>>;
private var rightThighPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var _assTightness:Float = 5;
private var sensitivityArray:Array<Float> = [];
private var sensitivity:Int = 5;
private var specialSpots:Array<String> = ["ass1", "left-thigh", "right-thigh", "left-ball", "right-ball", "chest", "head", "floof"];
private var specialSpotCount:Int = 0;
/*
* meanThings[0] = rubbing buizel's tube
* meanThings[1] = focused on buizel's genitals, and not her special spot
*/
private var meanThings:Array<Bool> = [true, true];
private var readyForJackOff:Bool = false;
private var blushTimer:Float = 0;
private var toyWindow:BuizelDildoWindow;
private var toyInterface:BuizelDildoInterface;
private var newTailsTimer:Float = 7.5;
private var pleasurableDildoBank:Float = 0;
private var pleasurableDildoBankCapacity:Float = 0;
private var ambientDildoBank:Float = 0;
private var ambientDildoBankCapacity:Float = 0;
private var ambientDildoBankTimer:Float = 0;
private var prevToyHandAnim:String = "";
private var rubHandAnimToToyStr:Map<String, String> = [
"rub-vag" => "0",
"finger-vag" => "1",
"dildo-vag0" => "2",
"dildo-vag1" => "3",
"rub-ass" => "0",
"finger-ass" => "1",
"dildo-ass0" => "2",
"dildo-ass1" => "3"
];
private var addToyHeartsToOrgasm:Bool = false;
private var previousToyStr:String;
private var toyOnTrack:Bool = true;
private var toyPattern:Array<String>;
private var remainingToyPattern:Array<String>;
private var shortestToyPatternLength:Int = 9999;
private var toyPrecumTimer:Float = 0;
private var toyMessUpCount:Int = 0;
private var bonusDildoOrgasmTimer:Int = -1;
private var dildoUtils:DildoUtils;
private var xlDildoButton:FlxButton;
override public function create():Void
{
prepare("buiz");
// Shift Buizel down so he's framed in the window better
_pokeWindow.shiftVisualItems(40);
toyWindow = new BuizelDildoWindow(256, 0, 248, 426);
toyInterface = new BuizelDildoInterface();
toyGroup.add(toyWindow);
toyGroup.add(toyInterface);
dildoUtils = new DildoUtils(this, toyInterface, toyWindow._ass, toyWindow._dick, toyWindow._dildo, toyWindow._interact);
dildoUtils.refreshDildoAnims = refreshDildoAnims;
dildoUtils.dildoFrameToPct = [
1 => 0.00,
2 => 0.11,
3 => 0.22,
4 => 0.33,
5 => 0.44,
6 => 0.55,
7 => 0.66,
8 => 0.77,
9 => 0.88,
10 => 1.00,
12 => 0.00,
13 => 0.11,
14 => 0.22,
15 => 0.33,
16 => 0.44,
17 => 0.55,
18 => 0.66,
19 => 0.77,
20 => 0.88,
21 => 1.00,
];
super.create();
if (!_male)
{
specialSpots.remove("left-ball");
specialSpots.remove("right-ball");
specialSpotCount += 2;
}
specialSpots.splice(FlxG.random.int(1, specialSpots.length - 1), 1);
specialSpots.splice(FlxG.random.int(1, specialSpots.length - 1), 1);
_cumThreshold = 0.5;
_bonerThreshold = 0.6;
decreaseSensitivity();
sfxEncouragement = [AssetPaths.buiz0__mp3, AssetPaths.buiz1__mp3, AssetPaths.buiz2__mp3, AssetPaths.buiz3__mp3];
sfxPleasure = [AssetPaths.buiz4__mp3, AssetPaths.buiz5__mp3, AssetPaths.buiz6__mp3];
sfxOrgasm = [AssetPaths.buiz7__mp3, AssetPaths.buiz8__mp3, AssetPaths.buiz9__mp3];
popularity = 0.4;
cumTrait0 = 2;
cumTrait1 = 9;
cumTrait2 = 5;
cumTrait3 = 6;
cumTrait4 = 1;
_rubRewardFrequency = 2.6;
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_BLUE_DILDO))
{
var _blueDildoButton:FlxButton = newToyButton(blueDildoButtonEvent, AssetPaths.dildo_blue_button__png, _dialogTree);
addToyButton(_blueDildoButton);
}
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_GUMMY_DILDO))
{
var _gummyDildoButton:FlxButton = newToyButton(gummyDildoButtonEvent, AssetPaths.dildo_gummy_button__png, _dialogTree);
addToyButton(_gummyDildoButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_HUGE_DILDO))
{
xlDildoButton = newToyButton(xlDildoButtonEvent, AssetPaths.dildo_xl_button__png, _dialogTree);
addToyButton(xlDildoButton, 0.31);
}
toyPattern = FlxG.random.getObject([
["0", "1-bad", "0", "1", "2", "3"],
["0", "1", "2-bad", "1", "2", "3"],
["0", "1", "2", "3-bad", "2", "3"]
]);
remainingToyPattern = toyPattern.copy();
}
public function xlDildoButtonEvent():Void
{
playButtonClickSound();
removeToyButton(xlDildoButton);
var tree:Array<Array<Object>> = [];
BuizelDialog.snarkyHugeDildo(tree);
showEarlyDialog(tree);
}
public function blueDildoButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function gummyDildoButtonEvent():Void
{
toyWindow.setGummyDildo();
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
override public function shouldEmitToyInterruptWords():Bool
{
return _toyBank.getForeplayPercent() > 0.7 && _toyBank.getDickPercent() > 0.7;
}
override function toyForeplayFactor():Float
{
/*
* 30% of the toy hearts are available for doing random stuff. the
* other 70% are only available if you hit the right spot
*/
return 0.3;
}
override public function getToyWindow():PokeWindow
{
return toyWindow;
}
public function eventLowerDildoArm(args:Array<Dynamic>):Void
{
toyWindow._arms.animation.play("default");
toyWindow._legs.animation.play("default");
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
toyPrecumTimer -= elapsed;
newTailsTimer -= elapsed;
if (newTailsTimer < 0)
{
toyWindow.updateTails(toyOnTrack);
newTailsTimer = FlxG.random.float(6, 9);
}
dildoUtils.update(elapsed);
handleToyReward(elapsed);
if (FlxG.mouse.justPressed && toyInterface.animName != null)
{
if (toyInterface.ass)
{
if (toyInterface.animName == "rub-ass")
{
// rubbing doesn't loosen ass
}
else
{
_assTightness *= FlxG.random.float(0.90, 0.94);
toyInterface.setTightness(_assTightness, 0);
}
}
}
if (FlxG.mouse.justPressed && toyInterface.animName != null)
{
if (toyWindow._arms.animation.name == "arm-grab")
{
if (eventStack.isEventScheduled(eventLowerDildoArm))
{
// already scheduled; don't schedule again
}
else
{
eventStack.addEvent({time:eventStack._time + 1.8, callback:eventLowerDildoArm});
}
}
}
}
public function refreshDildoAnims():Bool
{
var refreshed:Bool = false;
if (toyInterface.animName == "rub-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "rub-vag", [18, 19, 20, 21], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-vag", [4, 3, 2, 1], 2);
}
else if (toyInterface.animName == "finger-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "finger-vag", [1, 2, 3, 4], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-vag", [6, 7, 8, 9], 2);
}
else if (toyInterface.animName == "dildo-vag0")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag0", [6, 7, 8, 9, 10, 11], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dildo, "dildo-vag0", [1, 2, 3, 4, 5, 6], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag0", [12, 13, 14, 15, 16, 17], 2);
}
else if (toyInterface.animName == "dildo-vag1")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag1", [9, 10, 11, 12, 13, 14, 15], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dildo, "dildo-vag1", [4, 5, 6, 7, 8, 9, 10], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag1", [18, 19, 20, 21, 22, 23, 24], 3);
}
else if (toyInterface.animName == "rub-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._ass, "rub-ass", [4, 3, 2, 1], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-ass", [29, 28, 27, 26], 2);
}
else if (toyInterface.animName == "finger-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._ass, "finger-ass", [6, 7, 8, 9], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-ass", [30, 31, 32, 33], 2);
}
else if (toyInterface.animName == "dildo-ass0")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._ass, "dildo-ass0", [12, 13, 14, 15, 16, 17], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dildo, "dildo-ass0", [12, 13, 14, 15, 16, 17], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass0", [35, 36, 37, 38, 39, 40], 2);
}
else if (toyInterface.animName == "dildo-ass0")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._ass, "dildo-ass1", [15, 16, 17, 18, 19, 20, 21], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dildo, "dildo-ass1", [15, 16, 17, 18, 19, 20, 21], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass1", [41, 42, 43, 44, 45, 46, 47], 3);
}
return refreshed;
}
function handleToyReward(elapsed:Float):Void
{
if (_gameState != 200)
{
// no rewards after done orgasming
return;
}
if (isEjaculating())
{
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0)
{
// no rewards after ejaculating
return;
}
ambientDildoBankTimer -= elapsed;
if (ambientDildoBankTimer <= 0)
{
ambientDildoBankTimer += 1.4;
fillAmbientDildoBank();
}
if (_rubHandAnim != null)
{
if (prevToyHandAnim != null &&
(prevToyHandAnim.indexOf("-ass") != -1 && _rubHandAnim._flxSprite.animation.name.indexOf("-vag") != -1
|| prevToyHandAnim.indexOf("-vag") != -1 && _rubHandAnim._flxSprite.animation.name.indexOf("-ass") != -1))
{
// swapping between ass and vagina; they have to start the pattern over
if (remainingToyPattern.length > 0)
{
remainingToyPattern = toyPattern.copy();
}
}
}
if (_rubHandAnim != null && _rubHandAnim.sfxLength > 0)
{
if (_rubHandAnim.mouseDownSfx)
{
var amount:Float = SexyState.roundUpToQuarter(lucky(0.3, 0.7) * ambientDildoBank);
if (amount == 0)
{
// going too fast; bank isn't having a chance to fill up.
var penaltyAmount:Float = SexyState.roundUpToQuarter(lucky(0.01, 0.02) * _toyBank._dickHeartReservoir);
if (_heartEmitCount > -penaltyAmount * 2)
{
_heartEmitCount -= penaltyAmount;
}
if (_toyBank._foreplayHeartReservoir > penaltyAmount)
{
_toyBank._foreplayHeartReservoir -= penaltyAmount;
}
else if (_heartBank._foreplayHeartReservoir > penaltyAmount && _heartBank.getForeplayPercent() >= 0.4)
{
_heartBank._foreplayHeartReservoir -= penaltyAmount;
}
else if (_heartBank._dickHeartReservoir > penaltyAmount)
{
_heartBank._dickHeartReservoir -= penaltyAmount;
}
}
ambientDildoBank -= amount;
var toyStr:String;
if (_rubHandAnim == null)
{
toyStr = null;
}
else
{
toyStr = rubHandAnimToToyStr[_rubHandAnim._flxSprite.animation.name];
}
if (toyStr != null && remainingToyPattern.length > 0)
{
if (StringTools.startsWith(remainingToyPattern[0], toyStr))
{
toyOnTrack = true;
if (remainingToyPattern[0] == (toyStr + "-bad"))
{
_heartEmitCount -= pleasurableDildoBank;
_toyBank._foreplayHeartReservoir += pleasurableDildoBank;
pleasurableDildoBank = 0;
newTailsTimer = FlxG.random.float(11, 14);
eventStack.addEvent({time:eventStack._time + FlxG.random.float(1.8, 7.5), callback:eventUpdateTails, args:[false]});
}
else
{
fillPleasurableDildoBank();
var pleasurableDildoAmount:Float = SexyState.roundUpToQuarter(lucky(0.1, 0.2) * pleasurableDildoBank);
amount += pleasurableDildoAmount;
pleasurableDildoBank -= pleasurableDildoAmount;
}
remainingToyPattern.splice(0, 1);
}
else if (toyStr == previousToyStr)
{
if (!toyOnTrack)
{
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(lucky(0.01, 0.02) * _toyBank._dickHeartReservoir);
if (!_male && _rubHandAnim._flxSprite.animation.name.indexOf("-vag") != -1)
{
// if the player messes up rubbing the vagina, it can trigger a premature orgasm
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(lucky(0.02, 0.04) * _heartBank._defaultDickHeartReservoir);
}
}
var pleasurableDildoAmount:Float = SexyState.roundUpToQuarter(lucky(0.1, 0.2) * pleasurableDildoBank);
amount += pleasurableDildoAmount;
pleasurableDildoBank -= pleasurableDildoAmount;
}
else
{
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(lucky(0.15, 0.25) * _toyBank._dickHeartReservoir);
if (!_male && _rubHandAnim._flxSprite.animation.name.indexOf("-vag") != -1)
{
// if the player messes up rubbing the vagina, it can trigger a premature orgasm
if (toyStr == "0" || toyStr == "1")
{
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(lucky(0.10, 0.20) * _heartBank._defaultDickHeartReservoir);
}
else
{
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _heartBank._defaultDickHeartReservoir);
}
}
toyOnTrack = false;
// messed up; start toy pattern over
remainingToyPattern = toyPattern.copy();
toyMessUpCount++;
}
if (shortestToyPatternLength > remainingToyPattern.length)
{
shortestToyPatternLength = remainingToyPattern.length;
_heartBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.15);
if (shortestToyPatternLength == 3)
{
maybeEmitWords(pleasureWords);
}
}
if (remainingToyPattern.length == 0)
{
// emit a bunch of hearts...
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
amount += rewardAmount;
// dump remaining toy "reward hearts" into toy "automatic hearts"
_toyBank._foreplayHeartReservoir += _toyBank._dickHeartReservoir;
_toyBank._dickHeartReservoir = 0;
if (toyMessUpCount == 0)
{
// perfect deduction; bonus orgasm soon
bonusDildoOrgasmTimer = FlxG.random.int(10, 20);
}
maybeEmitWords(pleasureWords);
maybePlayPokeSfx();
precum(FlxMath.bound(30 / (3 + toyMessUpCount * 2), 1, 10)); // silly amount of precum
addToyHeartsToOrgasm = true;
}
}
previousToyStr = toyStr;
if (bonusDildoOrgasmTimer > 0)
{
bonusDildoOrgasmTimer--;
if (bonusDildoOrgasmTimer == 8)
{
maybeEmitWords(almostWords);
}
if (bonusDildoOrgasmTimer - FlxG.random.int(0, 2) <= 0)
{
bonusDildoOrgasmTimer = -1;
_remainingOrgasms++;
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
}
}
eventStack.addEvent({time:eventStack._time + _rubHandAnim._prevMouseDownTime * 0.55, callback:eventEmitHearts, args:[amount]});
}
if (_rubHandAnim.mouseDownSfx && !_isOrgasming && shouldOrgasm())
{
_newHeadTimer = 0; // trigger orgasm immediately
}
}
if (_rubHandAnim != null)
{
prevToyHandAnim = _rubHandAnim._flxSprite.animation.name;
}
}
function eventUpdateTails(args:Array<Dynamic>)
{
toyWindow.updateTails(args[0]);
}
function fillAmbientDildoBank()
{
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_toyBank._foreplayHeartReservoir > 0)
{
var amount:Float = _toyBank._foreplayHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_toyBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_heartBank.getForeplayPercent() >= 0.4)
{
var amount:Float = _heartBank._foreplayHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_heartBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_heartBank._dickHeartReservoir > 0)
{
var amount:Float = _heartBank._dickHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_heartBank._dickHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
}
function fillPleasurableDildoBank()
{
var missingAmount:Float = pleasurableDildoBankCapacity - pleasurableDildoBank;
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
if (_toyBank._foreplayHeartReservoir > 0)
{
var amount:Float = _toyBank._foreplayHeartReservoir;
amount = Math.min(amount, SexyState.roundDownToQuarter(missingAmount * 0.5));
_toyBank._foreplayHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
if (_toyBank._dickHeartReservoir > 0)
{
var amount:Float = _toyBank._dickHeartReservoir;
amount = Math.min(amount, SexyState.roundUpToQuarter(missingAmount * 0.5));
_toyBank._dickHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
if (_heartBank.getForeplayPercent() >= 0.4)
{
var amount:Float = _heartBank._foreplayHeartReservoir;
amount = Math.min(amount, pleasurableDildoBankCapacity - pleasurableDildoBank);
_heartBank._foreplayHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
if (_heartBank._dickHeartReservoir > 0)
{
var amount:Float = _heartBank._dickHeartReservoir;
amount = Math.min(amount, pleasurableDildoBankCapacity - pleasurableDildoBank);
_heartBank._dickHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
}
private function eventEmitHearts(args:Array<Dynamic>)
{
var heartsToEmit:Float = args[0];
_heartEmitCount += heartsToEmit;
if (_heartBank.getDickPercent() < 0.6)
{
maybeEmitWords(almostWords);
}
if (toyPrecumTimer < 0)
{
toyPrecumTimer = _rubRewardFrequency;
maybeEmitPrecum();
}
maybeEmitToyWordsAndStuff();
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (blushTimer > 0)
{
blushTimer -= elapsed;
_pokeWindow._blush.visible = true;
}
else {
_pokeWindow._blush.visible = false;
}
if (pastBonerThreshold() && _gameState == 200)
{
if (_male && fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
}
override function generateCumshots()
{
if (specialRub == "ass1" && specialSpotCount == 7)
{
cumTrait1 = 4;
cumTrait4 = 6;
}
if (addToyHeartsToOrgasm && _remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_heartBank._dickHeartReservoir += ambientDildoBank;
_heartBank._dickHeartReservoir += pleasurableDildoBank;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
ambientDildoBank = 0;
pleasurableDildoBank = 0;
}
super.generateCumshots();
}
override public function determineArousal():Int
{
if (specialRub == "jack-off" || specialRub == "ass1" && specialSpotCount == 7)
{
if (_heartBank.getDickPercent() < 0.8)
{
return 4;
}
else
{
return 3;
}
}
if (_heartBank.getForeplayPercent() < 0.9)
{
if (readyForJackOff)
{
return 2;
}
return 1;
}
else {
return 0;
}
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "finger-ass0")
{
specialRub = "ass0";
}
else if (_rubHandAnim._flxSprite.animation.name == "finger-ass1")
{
specialRub = "ass1";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-balls-left")
{
specialRub = "left-ball";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-balls-right")
{
specialRub = "right-ball";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-floof")
{
specialRub = "floof";
}
else if (_rubHandAnim._flxSprite.animation.name == "honk-neck")
{
specialRub = "neck";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
}
else
{
if (touchedPart == _pokeWindow._torso1)
{
specialRub = "chest";
}
else if (touchedPart == _pokeWindow._legs && clickedPolygon(touchedPart, leftThighPolyArray))
{
specialRub = "left-thigh";
}
else if (touchedPart == _pokeWindow._legs && clickedPolygon(touchedPart, rightThighPolyArray))
{
specialRub = "right-thigh";
}
else if (touchedPart == _head)
{
specialRub = "head";
}
}
}
override public function canChangeHead():Bool
{
return !fancyRubbing(_pokeWindow._floof);
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _pokeWindow._ass && _male)
{
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:1.0 }, 0.25);
dickOpacityTween = FlxTweenUtil.retween(dickOpacityTween, _dick, { alpha:1.0 }, 0.25);
}
if (touchedPart == _pokeWindow._floof)
{
_pokeWindow._floof.visible = false;
_pokeWindow.playNewAnim(_head, ["1-3"]);
_newHeadTimer = FlxG.random.float(1, 2);
}
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && (touchedPart == _dick || !_male && touchedPart == _pokeWindow._torso0 && clickedPolygon(touchedPart, vagPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
if (!_male)
{
_rubBodyAnim.addAnimName("rub-dick1");
_rubHandAnim.addAnimName("rub-dick1");
}
}
if (_male)
{
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.length - 1);
}
else
{
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
if (clickedPolygon(touchedPart, rightBallPolyArray))
{
interactOn(_pokeWindow._balls, "rub-balls-right");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_dick) + 1);
}
else
{
interactOn(_pokeWindow._balls, "rub-balls-left");
}
return true;
}
if (FlxG.mouse.justPressed && (touchedPart == _pokeWindow._ass || touchedPart == _pokeWindow._torso0 && clickedPolygon(touchedPart, assPolyArray)))
{
var assAnim:String = _assTightness > 2.5 ? "finger-ass0" : "finger-ass1";
interactOn(_pokeWindow._ass, assAnim);
if (!_male)
{
// vagina stretches when fingering ass
_rubBodyAnim2 = new FancyAnim(_dick, assAnim);
_rubBodyAnim2.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
if (_male)
{
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:0.65 }, 0.25);
}
if (_male && _dick.animation.name == "default")
{
dickOpacityTween = FlxTweenUtil.retween(dickOpacityTween, _dick, { alpha:0.65 }, 0.25);
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _head)
{
if (clickedPolygon(touchedPart, floofPolyArray))
{
interactOn(_pokeWindow._floof, "rub-floof");
_pokeWindow.playNewAnim(_head, ["rub-floof"]);
_pokeWindow._floof.visible = true;
_newHeadTimer = 0;
return true;
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._neck)
{
interactOn(_pokeWindow._neck, "honk-neck");
return true;
}
return false;
}
override function initializeHitBoxes():Void
{
if (displayingToyWindow())
{
if (_male)
{
dickAngleArray[0] = [new FlxPoint(182, 423), new FlxPoint(129, 226), new FlxPoint(-122, 229)];
dickAngleArray[1] = [new FlxPoint(182, 428), new FlxPoint(63, 252), new FlxPoint(-61, 253)];
dickAngleArray[2] = [new FlxPoint(184, 439), new FlxPoint(36, 257), new FlxPoint(-9, 260)];
}
else
{
dickAngleArray[0] = [new FlxPoint(182, 359), new FlxPoint(132, 224), new FlxPoint(-126, 227)];
dickAngleArray[1] = [new FlxPoint(182, 358), new FlxPoint(156, 208), new FlxPoint(-121, 230)];
dickAngleArray[2] = [new FlxPoint(182, 358), new FlxPoint(206, 159), new FlxPoint(-212, 150)];
dickAngleArray[3] = [new FlxPoint(182, 358), new FlxPoint(218, 142), new FlxPoint(-233, 116)];
dickAngleArray[4] = [new FlxPoint(182, 358), new FlxPoint(224, 132), new FlxPoint(-227, 126)];
dickAngleArray[6] = [new FlxPoint(182, 357), new FlxPoint(165, 201), new FlxPoint(-173, 194)];
dickAngleArray[7] = [new FlxPoint(182, 357), new FlxPoint(214, 148), new FlxPoint(-214, 148)];
dickAngleArray[8] = [new FlxPoint(182, 357), new FlxPoint(221, 137), new FlxPoint(-225, 131)];
dickAngleArray[9] = [new FlxPoint(182, 357), new FlxPoint(228, 125), new FlxPoint(-214, 148)];
dickAngleArray[10] = [new FlxPoint(182, 357), new FlxPoint(231, 120), new FlxPoint(-228, 124)];
dickAngleArray[11] = [new FlxPoint(182, 357), new FlxPoint(236, 109), new FlxPoint(-239, 102)];
dickAngleArray[12] = [new FlxPoint(182, 357), new FlxPoint(244, 89), new FlxPoint(-246, 83)];
dickAngleArray[13] = [new FlxPoint(182, 357), new FlxPoint(250, 71), new FlxPoint(-251, 68)];
dickAngleArray[14] = [new FlxPoint(182, 357), new FlxPoint(248, 77), new FlxPoint(-247, 80)];
dickAngleArray[15] = [new FlxPoint(182, 357), new FlxPoint(247, 82), new FlxPoint(-242, 96)];
dickAngleArray[18] = [new FlxPoint(182, 358), new FlxPoint(134, 223), new FlxPoint(-125, 228)];
dickAngleArray[19] = [new FlxPoint(182, 360), new FlxPoint(162, 203), new FlxPoint(-156, 208)];
dickAngleArray[20] = [new FlxPoint(182, 359), new FlxPoint(151, 212), new FlxPoint(-151, 212)];
dickAngleArray[21] = [new FlxPoint(182, 358), new FlxPoint(151, 212), new FlxPoint( -151, 212)];
}
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(126, 417), new FlxPoint(156, 390), new FlxPoint(166, 321), new FlxPoint(182, 295), new FlxPoint(206, 311), new FlxPoint(216, 391), new FlxPoint(242, 419), new FlxPoint(208, 429), new FlxPoint(156, 430)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:5, sprite:toyWindow._torso, sweatArrayArray:torsoSweatArray});
sweatAreas.push({chance:5, sprite:null, sweatArrayArray:null}); // most of buizel's sweat in this pose just isn't visible
}
else {
rightBallPolyArray = new Array<Array<FlxPoint>>();
rightBallPolyArray[0] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[1] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[2] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[3] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[4] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[5] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[6] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[7] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[8] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
rightBallPolyArray[9] = [new FlxPoint(178, 324), new FlxPoint(174, 425), new FlxPoint(241, 423), new FlxPoint(238, 329)];
assPolyArray = new Array<Array<FlxPoint>>();
assPolyArray[0] = [new FlxPoint(221, 514), new FlxPoint(120, 514), new FlxPoint(144, 379), new FlxPoint(210, 379)];
floofPolyArray = new Array<Array<FlxPoint>>();
floofPolyArray[0] = [new FlxPoint(159, 97), new FlxPoint(210, 96), new FlxPoint(210, 21), new FlxPoint(161, 23)];
floofPolyArray[1] = [new FlxPoint(159, 97), new FlxPoint(210, 96), new FlxPoint(210, 21), new FlxPoint(161, 23)];
floofPolyArray[2] = [new FlxPoint(159, 97), new FlxPoint(210, 96), new FlxPoint(210, 21), new FlxPoint(161, 23)];
floofPolyArray[3] = [new FlxPoint(154, 98), new FlxPoint(139, 24), new FlxPoint(209, 23), new FlxPoint(201, 87)];
floofPolyArray[4] = [new FlxPoint(154, 98), new FlxPoint(139, 24), new FlxPoint(209, 23), new FlxPoint(201, 87)];
floofPolyArray[5] = [new FlxPoint(154, 98), new FlxPoint(139, 24), new FlxPoint(209, 23), new FlxPoint(201, 87)];
floofPolyArray[6] = [new FlxPoint(166, 73), new FlxPoint(199, 21), new FlxPoint(253, 39), new FlxPoint(223, 88)];
floofPolyArray[7] = [new FlxPoint(166, 73), new FlxPoint(199, 21), new FlxPoint(253, 39), new FlxPoint(223, 88)];
floofPolyArray[8] = [new FlxPoint(166, 73), new FlxPoint(199, 21), new FlxPoint(253, 39), new FlxPoint(223, 88)];
floofPolyArray[9] = [new FlxPoint(163, 83), new FlxPoint(188, 33), new FlxPoint(248, 57), new FlxPoint(223, 98)];
floofPolyArray[10] = [new FlxPoint(163, 83), new FlxPoint(188, 33), new FlxPoint(248, 57), new FlxPoint(223, 98)];
floofPolyArray[11] = [new FlxPoint(163, 83), new FlxPoint(188, 33), new FlxPoint(248, 57), new FlxPoint(223, 98)];
floofPolyArray[12] = [new FlxPoint(136, 88), new FlxPoint(118, 28), new FlxPoint(178, 20), new FlxPoint(190, 70)];
floofPolyArray[13] = [new FlxPoint(136, 88), new FlxPoint(118, 28), new FlxPoint(178, 20), new FlxPoint(190, 70)];
floofPolyArray[14] = [new FlxPoint(136, 88), new FlxPoint(118, 28), new FlxPoint(178, 20), new FlxPoint(190, 70)];
floofPolyArray[15] = [new FlxPoint(153, 82), new FlxPoint(145, 22), new FlxPoint(218, 23), new FlxPoint(204, 79)];
floofPolyArray[16] = [new FlxPoint(153, 82), new FlxPoint(145, 22), new FlxPoint(218, 23), new FlxPoint(204, 79)];
floofPolyArray[17] = [new FlxPoint(153, 82), new FlxPoint(145, 22), new FlxPoint(218, 23), new FlxPoint(204, 79)];
floofPolyArray[18] = [new FlxPoint(124, 131), new FlxPoint(63, 104), new FlxPoint(95, 32), new FlxPoint(194, 72)];
floofPolyArray[19] = [new FlxPoint(124, 131), new FlxPoint(63, 104), new FlxPoint(95, 32), new FlxPoint(194, 72)];
floofPolyArray[20] = [new FlxPoint(124, 131), new FlxPoint(63, 104), new FlxPoint(95, 32), new FlxPoint(194, 72)];
floofPolyArray[21] = [new FlxPoint(162, 125), new FlxPoint(153, 53), new FlxPoint(215, 54), new FlxPoint(198, 128)];
floofPolyArray[22] = [new FlxPoint(162, 125), new FlxPoint(153, 53), new FlxPoint(215, 54), new FlxPoint(198, 128)];
floofPolyArray[23] = [new FlxPoint(162, 125), new FlxPoint(153, 53), new FlxPoint(215, 54), new FlxPoint(198, 128)];
floofPolyArray[24] = [new FlxPoint(172, 70), new FlxPoint(288, 35), new FlxPoint(288, 128), new FlxPoint(240, 131)];
floofPolyArray[25] = [new FlxPoint(172, 70), new FlxPoint(288, 35), new FlxPoint(288, 128), new FlxPoint(240, 131)];
floofPolyArray[26] = [new FlxPoint(172, 70), new FlxPoint(288, 35), new FlxPoint(288, 128), new FlxPoint(240, 131)];
floofPolyArray[27] = [new FlxPoint(165, 124), new FlxPoint(151, 37), new FlxPoint(228, 33), new FlxPoint(203, 123)];
floofPolyArray[28] = [new FlxPoint(165, 124), new FlxPoint(151, 37), new FlxPoint(228, 33), new FlxPoint(203, 123)];
floofPolyArray[29] = [new FlxPoint(165, 124), new FlxPoint(151, 37), new FlxPoint(228, 33), new FlxPoint(203, 123)];
floofPolyArray[30] = [new FlxPoint(174, 75), new FlxPoint(298, 52), new FlxPoint(291, 147), new FlxPoint(243, 143), new FlxPoint(212, 96)];
floofPolyArray[31] = [new FlxPoint(174, 75), new FlxPoint(298, 52), new FlxPoint(291, 147), new FlxPoint(243, 143), new FlxPoint(212, 96)];
floofPolyArray[32] = [new FlxPoint(174, 75), new FlxPoint(298, 52), new FlxPoint(291, 147), new FlxPoint(243, 143), new FlxPoint(212, 96)];
floofPolyArray[36] = [new FlxPoint(162, 80), new FlxPoint(151, 20), new FlxPoint(231, 23), new FlxPoint(209, 82)];
floofPolyArray[37] = [new FlxPoint(162, 80), new FlxPoint(151, 20), new FlxPoint(231, 23), new FlxPoint(209, 82)];
floofPolyArray[38] = [new FlxPoint(162, 80), new FlxPoint(151, 20), new FlxPoint(231, 23), new FlxPoint(209, 82)];
floofPolyArray[39] = [new FlxPoint(204, 75), new FlxPoint(87, 31), new FlxPoint(82, 157), new FlxPoint(129, 140), new FlxPoint(157, 94)];
floofPolyArray[40] = [new FlxPoint(204, 75), new FlxPoint(87, 31), new FlxPoint(82, 157), new FlxPoint(129, 140), new FlxPoint(157, 94)];
floofPolyArray[41] = [new FlxPoint(204, 75), new FlxPoint(87, 31), new FlxPoint(82, 157), new FlxPoint(129, 140), new FlxPoint(157, 94)];
floofPolyArray[42] = [new FlxPoint(138, 95), new FlxPoint(104, 47), new FlxPoint(213, 27), new FlxPoint(211, 82)];
floofPolyArray[43] = [new FlxPoint(138, 95), new FlxPoint(104, 47), new FlxPoint(213, 27), new FlxPoint(211, 82)];
floofPolyArray[44] = [new FlxPoint(138, 95), new FlxPoint(104, 47), new FlxPoint(213, 27), new FlxPoint(211, 82)];
floofPolyArray[48] = [new FlxPoint(152, 82), new FlxPoint(135, 19), new FlxPoint(232, 23), new FlxPoint(204, 80)];
floofPolyArray[49] = [new FlxPoint(152, 82), new FlxPoint(135, 19), new FlxPoint(232, 23), new FlxPoint(204, 80)];
floofPolyArray[51] = [new FlxPoint(124, 130), new FlxPoint(74, 137), new FlxPoint(102, 27), new FlxPoint(199, 77), new FlxPoint(154, 92)];
floofPolyArray[52] = [new FlxPoint(124, 130), new FlxPoint(74, 137), new FlxPoint(102, 27), new FlxPoint(199, 77), new FlxPoint(154, 92)];
floofPolyArray[54] = [new FlxPoint(162, 79), new FlxPoint(164, 27), new FlxPoint(283, 37), new FlxPoint(225, 94)];
floofPolyArray[55] = [new FlxPoint(162, 79), new FlxPoint(164, 27), new FlxPoint(283, 37), new FlxPoint(225, 94)];
floofPolyArray[60] = [new FlxPoint(171, 68), new FlxPoint(183, 21), new FlxPoint(281, 27), new FlxPoint(225, 86)];
floofPolyArray[61] = [new FlxPoint(171, 68), new FlxPoint(183, 21), new FlxPoint(281, 27), new FlxPoint(225, 86)];
floofPolyArray[63] = [new FlxPoint(162, 124), new FlxPoint(147, 42), new FlxPoint(225, 44), new FlxPoint(199, 125)];
floofPolyArray[64] = [new FlxPoint(162, 124), new FlxPoint(147, 42), new FlxPoint(225, 44), new FlxPoint(199, 125)];
floofPolyArray[65] = [new FlxPoint(162, 124), new FlxPoint(147, 42), new FlxPoint(225, 44), new FlxPoint(199, 125)];
floofPolyArray[66] = [new FlxPoint(176, 73), new FlxPoint(298, 51), new FlxPoint(288, 164), new FlxPoint(244, 139), new FlxPoint(214, 94)];
floofPolyArray[67] = [new FlxPoint(176, 73), new FlxPoint(298, 51), new FlxPoint(288, 164), new FlxPoint(244, 139), new FlxPoint(214, 94)];
floofPolyArray[69] = [new FlxPoint(167, 121), new FlxPoint(147, 37), new FlxPoint(226, 37), new FlxPoint(202, 121)];
floofPolyArray[70] = [new FlxPoint(167, 121), new FlxPoint(147, 37), new FlxPoint(226, 37), new FlxPoint(202, 121)];
floofPolyArray[71] = [new FlxPoint(167, 121), new FlxPoint(147, 37), new FlxPoint(226, 37), new FlxPoint(202, 121)];
leftThighPolyArray = new Array<Array<FlxPoint>>();
leftThighPolyArray[0] = [new FlxPoint(70, 330), new FlxPoint(91, 279), new FlxPoint(174, 275), new FlxPoint(176, 414), new FlxPoint(133, 408)];
leftThighPolyArray[1] = [new FlxPoint(135, 406), new FlxPoint(66, 351), new FlxPoint(78, 294), new FlxPoint(178, 280), new FlxPoint(175, 405)];
leftThighPolyArray[2] = [new FlxPoint(125, 410), new FlxPoint(69, 292), new FlxPoint(109, 268), new FlxPoint(183, 265), new FlxPoint(176, 410)];
leftThighPolyArray[3] = [new FlxPoint(148, 413), new FlxPoint(72, 349), new FlxPoint(102, 289), new FlxPoint(179, 286), new FlxPoint(175, 412)];
rightThighPolyArray = new Array<Array<FlxPoint>>();
rightThighPolyArray[0] = [new FlxPoint(175, 405), new FlxPoint(177, 288), new FlxPoint(261, 296), new FlxPoint(287, 331), new FlxPoint(229, 418)];
rightThighPolyArray[1] = [new FlxPoint(177, 401), new FlxPoint(182, 285), new FlxPoint(281, 304), new FlxPoint(289, 361), new FlxPoint(223, 410)];
rightThighPolyArray[2] = [new FlxPoint(177, 398), new FlxPoint(184, 284), new FlxPoint(278, 295), new FlxPoint(295, 354), new FlxPoint(215, 415)];
rightThighPolyArray[3] = [new FlxPoint(181, 397), new FlxPoint(190, 271), new FlxPoint(288, 283), new FlxPoint(234, 417)];
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(204, 382), new FlxPoint(150, 382), new FlxPoint(146, 342), new FlxPoint(212, 343)];
if (_male)
{
// cock squirt angle
dickAngleArray[0] = [new FlxPoint(167, 392), new FlxPoint(76, 249), new FlxPoint(-124, 229)];
dickAngleArray[1] = [new FlxPoint(148, 352), new FlxPoint(-260, 0), new FlxPoint(-176, -192)];
dickAngleArray[2] = [new FlxPoint(148, 352), new FlxPoint(-260, 0), new FlxPoint(-176, -192)];
dickAngleArray[3] = [new FlxPoint(168, 319), new FlxPoint(57, -254), new FlxPoint(-57, -254)];
dickAngleArray[4] = [new FlxPoint(168, 319), new FlxPoint(57, -254), new FlxPoint(-57, -254)];
dickAngleArray[5] = [new FlxPoint(144, 351), new FlxPoint(-260, 0), new FlxPoint(-223, -134)];
dickAngleArray[6] = [new FlxPoint(146, 352), new FlxPoint(-260, 13), new FlxPoint(-223, -134)];
dickAngleArray[7] = [new FlxPoint(148, 353), new FlxPoint(-260, 12), new FlxPoint(-216, -144)];
dickAngleArray[9] = [new FlxPoint(173, 322), new FlxPoint(41, -257), new FlxPoint(-28, -258)];
dickAngleArray[10] = [new FlxPoint(173, 321), new FlxPoint(61, -253), new FlxPoint(-53, -255)];
dickAngleArray[11] = [new FlxPoint(172, 314), new FlxPoint(70, -250), new FlxPoint(-73, -250)];
dickAngleArray[12] = [new FlxPoint(171, 310), new FlxPoint(70, -251), new FlxPoint(-106, -238)];
dickAngleArray[13] = [new FlxPoint(171, 304), new FlxPoint(116, -233), new FlxPoint(-148, -214)];
dickAngleArray[14] = [new FlxPoint(174, 290), new FlxPoint(184, -184), new FlxPoint(-126, -227)];
}
else {
// vagina squirt angle
dickAngleArray[0] = [new FlxPoint(172, 367), new FlxPoint(128, 226), new FlxPoint(-108, 236)];
dickAngleArray[1] = [new FlxPoint(170, 365), new FlxPoint(88, 245), new FlxPoint(-162, 203)];
dickAngleArray[2] = [new FlxPoint(170, 359), new FlxPoint(43, 256), new FlxPoint(-179, 189)];
dickAngleArray[3] = [new FlxPoint(171, 361), new FlxPoint(89, 244), new FlxPoint(-172, 195)];
dickAngleArray[4] = [new FlxPoint(173, 364), new FlxPoint(120, 231), new FlxPoint(-104, 238)];
dickAngleArray[5] = [new FlxPoint(174, 362), new FlxPoint(178, 189), new FlxPoint(-55, 254)];
dickAngleArray[6] = [new FlxPoint(174, 362), new FlxPoint(244, 90), new FlxPoint(35, 258)];
dickAngleArray[7] = [new FlxPoint(175, 365), new FlxPoint(166, 200), new FlxPoint(-76, 249)];
dickAngleArray[8] = [new FlxPoint(172, 365), new FlxPoint(93, 243), new FlxPoint(-98, 241)];
dickAngleArray[9] = [new FlxPoint(172, 360), new FlxPoint(171, 196), new FlxPoint(-165, 201)];
dickAngleArray[10] = [new FlxPoint(172, 360), new FlxPoint(213, 148), new FlxPoint(-215, 146)];
dickAngleArray[11] = [new FlxPoint(172, 360), new FlxPoint(233, 116), new FlxPoint(-229, 122)];
dickAngleArray[12] = [new FlxPoint(172, 360), new FlxPoint(239, 102), new FlxPoint(-241, 97)];
dickAngleArray[13] = [new FlxPoint(172, 360), new FlxPoint(250, 71), new FlxPoint( -245, 86)];
dickAngleArray[14] = [new FlxPoint(172, 366), new FlxPoint(106, 238), new FlxPoint(-130, 225)];
dickAngleArray[15] = [new FlxPoint(172, 364), new FlxPoint(138, 220), new FlxPoint(-82, 247)];
}
breathAngleArray[3] = [new FlxPoint(165, 183), new FlxPoint(-41, 69)];
breathAngleArray[4] = [new FlxPoint(165, 183), new FlxPoint(-41, 69)];
breathAngleArray[5] = [new FlxPoint(165, 183), new FlxPoint(-41, 69)];
breathAngleArray[6] = [new FlxPoint(166, 176), new FlxPoint(-17, 78)];
breathAngleArray[7] = [new FlxPoint(166, 176), new FlxPoint(-17, 78)];
breathAngleArray[8] = [new FlxPoint(166, 176), new FlxPoint(-17, 78)];
breathAngleArray[15] = [new FlxPoint(177, 180), new FlxPoint(0, 80)];
breathAngleArray[16] = [new FlxPoint(177, 180), new FlxPoint(0, 80)];
breathAngleArray[17] = [new FlxPoint(177, 180), new FlxPoint(0, 80)];
breathAngleArray[18] = [new FlxPoint(242, 153), new FlxPoint(80, -9)];
breathAngleArray[19] = [new FlxPoint(242, 153), new FlxPoint(80, -9)];
breathAngleArray[20] = [new FlxPoint(242, 153), new FlxPoint(80, -9)];
breathAngleArray[21] = [new FlxPoint(179, 221), new FlxPoint(-5, 80)];
breathAngleArray[22] = [new FlxPoint(179, 221), new FlxPoint(-5, 80)];
breathAngleArray[23] = [new FlxPoint(179, 221), new FlxPoint(-5, 80)];
breathAngleArray[24] = [new FlxPoint(115, 155), new FlxPoint(-80, -6)];
breathAngleArray[25] = [new FlxPoint(115, 155), new FlxPoint(-80, -6)];
breathAngleArray[26] = [new FlxPoint(115, 155), new FlxPoint(-80, -6)];
breathAngleArray[27] = [new FlxPoint(177, 222), new FlxPoint(-1, 80)];
breathAngleArray[28] = [new FlxPoint(177, 222), new FlxPoint(-1, 80)];
breathAngleArray[29] = [new FlxPoint(177, 222), new FlxPoint(-1, 80)];
breathAngleArray[30] = [new FlxPoint(123, 159), new FlxPoint(-79, -9)];
breathAngleArray[31] = [new FlxPoint(123, 159), new FlxPoint(-79, -9)];
breathAngleArray[32] = [new FlxPoint(123, 159), new FlxPoint(-79, -9)];
breathAngleArray[36] = [new FlxPoint(166, 180), new FlxPoint(-46, 66)];
breathAngleArray[37] = [new FlxPoint(166, 180), new FlxPoint(-46, 66)];
breathAngleArray[38] = [new FlxPoint(166, 180), new FlxPoint(-46, 66)];
breathAngleArray[39] = [new FlxPoint(245, 142), new FlxPoint(69, -41)];
breathAngleArray[40] = [new FlxPoint(245, 142), new FlxPoint(69, -41)];
breathAngleArray[41] = [new FlxPoint(245, 142), new FlxPoint(69, -41)];
breathAngleArray[42] = [new FlxPoint(209, 178), new FlxPoint(72, 36)];
breathAngleArray[43] = [new FlxPoint(209, 178), new FlxPoint(72, 36)];
breathAngleArray[44] = [new FlxPoint(209, 178), new FlxPoint(72, 36)];
breathAngleArray[54] = [new FlxPoint(133, 176), new FlxPoint(-80, 6)];
breathAngleArray[55] = [new FlxPoint(133, 176), new FlxPoint(-80, 6)];
breathAngleArray[60] = [new FlxPoint(165, 194), new FlxPoint(-24, 76)];
breathAngleArray[61] = [new FlxPoint(165, 194), new FlxPoint(-24, 76)];
breathAngleArray[63] = [new FlxPoint(181, 225), new FlxPoint(4, 80)];
breathAngleArray[64] = [new FlxPoint(181, 225), new FlxPoint(4, 80)];
breathAngleArray[65] = [new FlxPoint(181, 225), new FlxPoint(4, 80)];
breathAngleArray[66] = [new FlxPoint(122, 156), new FlxPoint(-79, -12)];
breathAngleArray[67] = [new FlxPoint(122, 156), new FlxPoint(-79, -12)];
breathAngleArray[69] = [new FlxPoint(176, 223), new FlxPoint(8, 80)];
breathAngleArray[69] = [new FlxPoint(176, 223), new FlxPoint(8, 80)];
breathAngleArray[70] = [new FlxPoint(176, 223), new FlxPoint(8, 80)];
breathAngleArray[71] = [new FlxPoint(176, 223), new FlxPoint(8, 80)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(150, 340), new FlxPoint(137, 251), new FlxPoint(131, 211), new FlxPoint(179, 233), new FlxPoint(232, 210), new FlxPoint(206, 339)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(166, 103), new FlxPoint(143, 95), new FlxPoint(183, 73), new FlxPoint(222, 95), new FlxPoint(201, 104), new FlxPoint(197, 144), new FlxPoint(165, 143)];
headSweatArray[1] = [new FlxPoint(166, 103), new FlxPoint(143, 95), new FlxPoint(183, 73), new FlxPoint(222, 95), new FlxPoint(201, 104), new FlxPoint(197, 144), new FlxPoint(165, 143)];
headSweatArray[2] = [new FlxPoint(166, 103), new FlxPoint(143, 95), new FlxPoint(183, 73), new FlxPoint(222, 95), new FlxPoint(201, 104), new FlxPoint(197, 144), new FlxPoint(165, 143)];
headSweatArray[3] = [new FlxPoint(150, 122), new FlxPoint(132, 119), new FlxPoint(159, 86), new FlxPoint(213, 87), new FlxPoint(181, 111), new FlxPoint(185, 145), new FlxPoint(159, 150)];
headSweatArray[4] = [new FlxPoint(150, 122), new FlxPoint(132, 119), new FlxPoint(159, 86), new FlxPoint(213, 87), new FlxPoint(181, 111), new FlxPoint(185, 145), new FlxPoint(159, 150)];
headSweatArray[5] = [new FlxPoint(150, 122), new FlxPoint(132, 119), new FlxPoint(159, 86), new FlxPoint(213, 87), new FlxPoint(181, 111), new FlxPoint(185, 145), new FlxPoint(159, 150)];
headSweatArray[6] = [new FlxPoint(155, 82), new FlxPoint(196, 71), new FlxPoint(233, 106), new FlxPoint(204, 101), new FlxPoint(193, 146), new FlxPoint(169, 138), new FlxPoint(180, 95)];
headSweatArray[7] = [new FlxPoint(155, 82), new FlxPoint(196, 71), new FlxPoint(233, 106), new FlxPoint(204, 101), new FlxPoint(193, 146), new FlxPoint(169, 138), new FlxPoint(180, 95)];
headSweatArray[8] = [new FlxPoint(155, 82), new FlxPoint(196, 71), new FlxPoint(233, 106), new FlxPoint(204, 101), new FlxPoint(193, 146), new FlxPoint(169, 138), new FlxPoint(180, 95)];
headSweatArray[9] = [new FlxPoint(154, 142), new FlxPoint(157, 111), new FlxPoint(143, 103), new FlxPoint(179, 74), new FlxPoint(229, 106), new FlxPoint(231, 126), new FlxPoint(176, 113), new FlxPoint(168, 148)];
headSweatArray[10] = [new FlxPoint(154, 142), new FlxPoint(157, 111), new FlxPoint(143, 103), new FlxPoint(179, 74), new FlxPoint(229, 106), new FlxPoint(231, 126), new FlxPoint(176, 113), new FlxPoint(168, 148)];
headSweatArray[11] = [new FlxPoint(154, 142), new FlxPoint(157, 111), new FlxPoint(143, 103), new FlxPoint(179, 74), new FlxPoint(229, 106), new FlxPoint(231, 126), new FlxPoint(176, 113), new FlxPoint(168, 148)];
headSweatArray[12] = [new FlxPoint(128, 110), new FlxPoint(147, 75), new FlxPoint(190, 68), new FlxPoint(219, 92), new FlxPoint(185, 97), new FlxPoint(192, 134), new FlxPoint(170, 140), new FlxPoint(157, 102)];
headSweatArray[13] = [new FlxPoint(128, 110), new FlxPoint(147, 75), new FlxPoint(190, 68), new FlxPoint(219, 92), new FlxPoint(185, 97), new FlxPoint(192, 134), new FlxPoint(170, 140), new FlxPoint(157, 102)];
headSweatArray[14] = [new FlxPoint(128, 110), new FlxPoint(147, 75), new FlxPoint(190, 68), new FlxPoint(219, 92), new FlxPoint(185, 97), new FlxPoint(192, 134), new FlxPoint(170, 140), new FlxPoint(157, 102)];
headSweatArray[15] = [new FlxPoint(167, 110), new FlxPoint(131, 115), new FlxPoint(162, 79), new FlxPoint(198, 77), new FlxPoint(230, 109), new FlxPoint(200, 111), new FlxPoint(198, 145), new FlxPoint(172, 146)];
headSweatArray[16] = [new FlxPoint(167, 110), new FlxPoint(131, 115), new FlxPoint(162, 79), new FlxPoint(198, 77), new FlxPoint(230, 109), new FlxPoint(200, 111), new FlxPoint(198, 145), new FlxPoint(172, 146)];
headSweatArray[17] = [new FlxPoint(167, 110), new FlxPoint(131, 115), new FlxPoint(162, 79), new FlxPoint(198, 77), new FlxPoint(230, 109), new FlxPoint(200, 111), new FlxPoint(198, 145), new FlxPoint(172, 146)];
headSweatArray[18] = [new FlxPoint(164, 158), new FlxPoint(125, 135), new FlxPoint(158, 76), new FlxPoint(197, 79), new FlxPoint(213, 95), new FlxPoint(169, 106)];
headSweatArray[19] = [new FlxPoint(164, 158), new FlxPoint(125, 135), new FlxPoint(158, 76), new FlxPoint(197, 79), new FlxPoint(213, 95), new FlxPoint(169, 106)];
headSweatArray[20] = [new FlxPoint(164, 158), new FlxPoint(125, 135), new FlxPoint(158, 76), new FlxPoint(197, 79), new FlxPoint(213, 95), new FlxPoint(169, 106)];
headSweatArray[21] = [new FlxPoint(132, 133), new FlxPoint(156, 94), new FlxPoint(218, 99), new FlxPoint(232, 131), new FlxPoint(199, 146), new FlxPoint(200, 185), new FlxPoint(171, 187), new FlxPoint(172, 145)];
headSweatArray[22] = [new FlxPoint(132, 133), new FlxPoint(156, 94), new FlxPoint(218, 99), new FlxPoint(232, 131), new FlxPoint(199, 146), new FlxPoint(200, 185), new FlxPoint(171, 187), new FlxPoint(172, 145)];
headSweatArray[23] = [new FlxPoint(132, 133), new FlxPoint(156, 94), new FlxPoint(218, 99), new FlxPoint(232, 131), new FlxPoint(199, 146), new FlxPoint(200, 185), new FlxPoint(171, 187), new FlxPoint(172, 145)];
headSweatArray[24] = [new FlxPoint(143, 101), new FlxPoint(190, 70), new FlxPoint(222, 92), new FlxPoint(239, 138), new FlxPoint(199, 145), new FlxPoint(195, 115)];
headSweatArray[25] = [new FlxPoint(143, 101), new FlxPoint(190, 70), new FlxPoint(222, 92), new FlxPoint(239, 138), new FlxPoint(199, 145), new FlxPoint(195, 115)];
headSweatArray[26] = [new FlxPoint(143, 101), new FlxPoint(190, 70), new FlxPoint(222, 92), new FlxPoint(239, 138), new FlxPoint(199, 145), new FlxPoint(195, 115)];
headSweatArray[27] = [new FlxPoint(131, 131), new FlxPoint(151, 98), new FlxPoint(218, 99), new FlxPoint(234, 141), new FlxPoint(196, 160), new FlxPoint(195, 189), new FlxPoint(167, 186), new FlxPoint(167, 140)];
headSweatArray[28] = [new FlxPoint(131, 131), new FlxPoint(151, 98), new FlxPoint(218, 99), new FlxPoint(234, 141), new FlxPoint(196, 160), new FlxPoint(195, 189), new FlxPoint(167, 186), new FlxPoint(167, 140)];
headSweatArray[29] = [new FlxPoint(131, 131), new FlxPoint(151, 98), new FlxPoint(218, 99), new FlxPoint(234, 141), new FlxPoint(196, 160), new FlxPoint(195, 189), new FlxPoint(167, 186), new FlxPoint(167, 140)];
headSweatArray[30] = [new FlxPoint(150, 101), new FlxPoint(181, 74), new FlxPoint(224, 84), new FlxPoint(240, 145), new FlxPoint(211, 150), new FlxPoint(210, 123), new FlxPoint(173, 107), new FlxPoint(154, 117), new FlxPoint(141, 109)];
headSweatArray[31] = [new FlxPoint(150, 101), new FlxPoint(181, 74), new FlxPoint(224, 84), new FlxPoint(240, 145), new FlxPoint(211, 150), new FlxPoint(210, 123), new FlxPoint(173, 107), new FlxPoint(154, 117), new FlxPoint(141, 109)];
headSweatArray[32] = [new FlxPoint(150, 101), new FlxPoint(181, 74), new FlxPoint(224, 84), new FlxPoint(240, 145), new FlxPoint(211, 150), new FlxPoint(210, 123), new FlxPoint(173, 107), new FlxPoint(154, 117), new FlxPoint(141, 109)];
headSweatArray[36] = [new FlxPoint(136, 104), new FlxPoint(166, 73), new FlxPoint(200, 76), new FlxPoint(230, 106), new FlxPoint(198, 106), new FlxPoint(193, 147), new FlxPoint(167, 147), new FlxPoint(168, 102)];
headSweatArray[37] = [new FlxPoint(136, 104), new FlxPoint(166, 73), new FlxPoint(200, 76), new FlxPoint(230, 106), new FlxPoint(198, 106), new FlxPoint(193, 147), new FlxPoint(167, 147), new FlxPoint(168, 102)];
headSweatArray[38] = [new FlxPoint(136, 104), new FlxPoint(166, 73), new FlxPoint(200, 76), new FlxPoint(230, 106), new FlxPoint(198, 106), new FlxPoint(193, 147), new FlxPoint(167, 147), new FlxPoint(168, 102)];
headSweatArray[39] = [new FlxPoint(159, 148), new FlxPoint(131, 136), new FlxPoint(154, 87), new FlxPoint(197, 79), new FlxPoint(236, 112), new FlxPoint(217, 123), new FlxPoint(191, 97), new FlxPoint(161, 114)];
headSweatArray[40] = [new FlxPoint(159, 148), new FlxPoint(131, 136), new FlxPoint(154, 87), new FlxPoint(197, 79), new FlxPoint(236, 112), new FlxPoint(217, 123), new FlxPoint(191, 97), new FlxPoint(161, 114)];
headSweatArray[41] = [new FlxPoint(159, 148), new FlxPoint(131, 136), new FlxPoint(154, 87), new FlxPoint(197, 79), new FlxPoint(236, 112), new FlxPoint(217, 123), new FlxPoint(191, 97), new FlxPoint(161, 114)];
headSweatArray[42] = [new FlxPoint(194, 112), new FlxPoint(161, 109), new FlxPoint(150, 132), new FlxPoint(130, 124), new FlxPoint(172, 77), new FlxPoint(221, 90), new FlxPoint(232, 126), new FlxPoint(200, 142)];
headSweatArray[43] = [new FlxPoint(194, 112), new FlxPoint(161, 109), new FlxPoint(150, 132), new FlxPoint(130, 124), new FlxPoint(172, 77), new FlxPoint(221, 90), new FlxPoint(232, 126), new FlxPoint(200, 142)];
headSweatArray[44] = [new FlxPoint(194, 112), new FlxPoint(161, 109), new FlxPoint(150, 132), new FlxPoint(130, 124), new FlxPoint(172, 77), new FlxPoint(221, 90), new FlxPoint(232, 126), new FlxPoint(200, 142)];
headSweatArray[48] = [new FlxPoint(170, 140), new FlxPoint(127, 126), new FlxPoint(145, 88), new FlxPoint(202, 77), new FlxPoint(228, 99), new FlxPoint(235, 126), new FlxPoint(197, 141)];
headSweatArray[49] = [new FlxPoint(170, 140), new FlxPoint(127, 126), new FlxPoint(145, 88), new FlxPoint(202, 77), new FlxPoint(228, 99), new FlxPoint(235, 126), new FlxPoint(197, 141)];
headSweatArray[51] = [new FlxPoint(161, 152), new FlxPoint(124, 137), new FlxPoint(151, 81), new FlxPoint(194, 77), new FlxPoint(228, 106), new FlxPoint(213, 117), new FlxPoint(194, 108), new FlxPoint(165, 122)];
headSweatArray[52] = [new FlxPoint(161, 152), new FlxPoint(124, 137), new FlxPoint(151, 81), new FlxPoint(194, 77), new FlxPoint(228, 106), new FlxPoint(213, 117), new FlxPoint(194, 108), new FlxPoint(165, 122)];
headSweatArray[54] = [new FlxPoint(152, 132), new FlxPoint(134, 127), new FlxPoint(148, 88), new FlxPoint(189, 77), new FlxPoint(232, 107), new FlxPoint(235, 136), new FlxPoint(192, 134), new FlxPoint(177, 142)];
headSweatArray[55] = [new FlxPoint(152, 132), new FlxPoint(134, 127), new FlxPoint(148, 88), new FlxPoint(189, 77), new FlxPoint(232, 107), new FlxPoint(235, 136), new FlxPoint(192, 134), new FlxPoint(177, 142)];
headSweatArray[60] = [new FlxPoint(171, 125), new FlxPoint(138, 108), new FlxPoint(175, 73), new FlxPoint(222, 86), new FlxPoint(234, 125), new FlxPoint(201, 131)];
headSweatArray[61] = [new FlxPoint(171, 125), new FlxPoint(138, 108), new FlxPoint(175, 73), new FlxPoint(222, 86), new FlxPoint(234, 125), new FlxPoint(201, 131)];
headSweatArray[63] = [new FlxPoint(169, 169), new FlxPoint(128, 143), new FlxPoint(148, 99), new FlxPoint(223, 105), new FlxPoint(235, 143), new FlxPoint(201, 172), new FlxPoint(197, 191), new FlxPoint(168, 191)];
headSweatArray[64] = [new FlxPoint(169, 169), new FlxPoint(128, 143), new FlxPoint(148, 99), new FlxPoint(223, 105), new FlxPoint(235, 143), new FlxPoint(201, 172), new FlxPoint(197, 191), new FlxPoint(168, 191)];
headSweatArray[65] = [new FlxPoint(169, 169), new FlxPoint(128, 143), new FlxPoint(148, 99), new FlxPoint(223, 105), new FlxPoint(235, 143), new FlxPoint(201, 172), new FlxPoint(197, 191), new FlxPoint(168, 191)];
headSweatArray[66] = [new FlxPoint(169, 80), new FlxPoint(220, 86), new FlxPoint(242, 142), new FlxPoint(215, 148), new FlxPoint(202, 121), new FlxPoint(177, 113), new FlxPoint(157, 128), new FlxPoint(138, 113)];
headSweatArray[67] = [new FlxPoint(169, 80), new FlxPoint(220, 86), new FlxPoint(242, 142), new FlxPoint(215, 148), new FlxPoint(202, 121), new FlxPoint(177, 113), new FlxPoint(157, 128), new FlxPoint(138, 113)];
headSweatArray[69] = [new FlxPoint(170, 150), new FlxPoint(132, 129), new FlxPoint(155, 91), new FlxPoint(217, 97), new FlxPoint(231, 137), new FlxPoint(199, 148), new FlxPoint(197, 183), new FlxPoint(163, 185)];
headSweatArray[70] = [new FlxPoint(170, 150), new FlxPoint(132, 129), new FlxPoint(155, 91), new FlxPoint(217, 97), new FlxPoint(231, 137), new FlxPoint(199, 148), new FlxPoint(197, 183), new FlxPoint(163, 185)];
headSweatArray[71] = [new FlxPoint(170, 150), new FlxPoint(132, 129), new FlxPoint(155, 91), new FlxPoint(217, 97), new FlxPoint(231, 137), new FlxPoint(199, 148), new FlxPoint(197, 183), new FlxPoint(163, 185)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:6, sprite:_head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:4, sprite:_pokeWindow._torso1, sweatArrayArray:torsoSweatArray});
}
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.buizel_words_small__png, frame:8 } ]);
boredWords = wordManager.newWords(3);
boredWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:9 }]);
boredWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:10 }]);
boredWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:11 }]);
boredWords.words.push([ // don't you want to...?
{ graphic:AssetPaths.buizel_words_small__png, frame:12 },
{ graphic:AssetPaths.buizel_words_small__png, frame:14, yOffset:18, delay:0.5 }
]);
boredWords.words.push([ // what are you, makin' me wait?
{ graphic:AssetPaths.buizel_words_small__png, frame:13 },
{ graphic:AssetPaths.buizel_words_small__png, frame:15, yOffset:18, delay:0.5 },
{ graphic:AssetPaths.buizel_words_small__png, frame:17, yOffset:32, delay:1.0 }
]);
neckWords = wordManager.newWords();
neckWords.words.push([ // um... don't rub that
{ graphic:AssetPaths.buizel_words_small__png, frame:16 },
{ graphic:AssetPaths.buizel_words_small__png, frame:18, yOffset:16, delay:0.5 },
{ graphic:AssetPaths.buizel_words_small__png, frame:20, yOffset:32, delay:1.0 }
]);
neckWords.words.push([ // why. just, why.
{ graphic:AssetPaths.buizel_words_small__png, frame:19 },
{ graphic:AssetPaths.buizel_words_small__png, frame:21, yOffset:18, delay:1.0 }
]);
notReadyWords = wordManager.newWords();
notReadyWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:22 }]);
notReadyWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:23 }]);
notReadyWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:24 }]);
notReadyWords.words.push([{ graphic:AssetPaths.buizel_words_small__png, frame:25 }]);
pleasureWords = wordManager.newWords();
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.buizel_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
almostWords = wordManager.newWords(15);
almostWords.words.push([ // -i think i'm going to--
{ graphic:AssetPaths.buizel_words_medium__png, frame:9, height:48, chunkSize:8 },
{ graphic:AssetPaths.buizel_words_medium__png, frame:11, height:48, chunkSize:8, yOffset:20, delay:0.75 }
]);
almostWords.words.push([ // s-sorry, i think i--
{ graphic:AssetPaths.buizel_words_medium__png, frame:10, height:48, chunkSize:8 },
{ graphic:AssetPaths.buizel_words_medium__png, frame:12, height:48, chunkSize:8, yOffset:20, delay:0.75 }
]);
almostWords.words.push([ // ohh man, i'm about to--
{ graphic:AssetPaths.buizel_words_medium__png, frame:13, height:48, chunkSize:8 },
{ graphic:AssetPaths.buizel_words_medium__png, frame:15, height:48, chunkSize:8, yOffset:20, delay:0.75 }
]);
almostWords.words.push([ // i can't-- i'm gonna...!
{ graphic:AssetPaths.buizel_words_medium__png, frame:14, height:48, chunkSize:8 },
{ graphic:AssetPaths.buizel_words_medium__png, frame:16, height:48, chunkSize:8, yOffset:20, delay:0.75 }
]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.buizel_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.buizel_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.buizel_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.buizel_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.buizel_words_large__png, frame:4, width:200, height:150, yOffset: -30, chunkSize:5 } ]);
// you brought a dildo this time, huh? ....yeah! let's do this
toyStartWords.words.push([
{ graphic:AssetPaths.buizdildo_words_small__png, frame:0},
{ graphic:AssetPaths.buizdildo_words_small__png, frame:2, yOffset:16, delay:0.7 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:4, yOffset:36, delay:1.5 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:6, yOffset:56, delay:3.0 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:8, yOffset:76, delay:3.6 },
]);
// careful where you point that thing! ...bwark!!
toyStartWords.words.push([
{ graphic:AssetPaths.buizdildo_words_small__png, frame:1},
{ graphic:AssetPaths.buizdildo_words_small__png, frame:3, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:5, yOffset:40, delay:1.6 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:7, yOffset:64, delay:2.9 },
]);
// aww yeah!! let me find you a better angle~
toyStartWords.words.push([
{ graphic:AssetPaths.buizdildo_words_small__png, frame:9},
{ graphic:AssetPaths.buizdildo_words_small__png, frame:11, yOffset:22, delay:1.3 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:13, yOffset:42, delay:2.1 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:15, yOffset:62, delay:2.9 },
]);
// bweh? ...adios, mister dildo
toyInterruptWords.words.push([
{ graphic:AssetPaths.buizdildo_words_small__png, frame:10},
{ graphic:AssetPaths.buizdildo_words_small__png, frame:12, yOffset:0, delay:0.5 },
{ graphic:AssetPaths.buizdildo_words_small__png, frame:14, yOffset:22, delay:1.4 }
]);
// ...changed your mind?
toyInterruptWords.words.push([
{ graphic:AssetPaths.buizdildo_words_small__png, frame:16},
{ graphic:AssetPaths.buizdildo_words_small__png, frame:18, yOffset:22, delay:0.8 },
]);
}
override function penetrating():Bool
{
if (specialRub == "ass0")
{
return true;
}
if (specialRub == "ass1")
{
return true;
}
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
function decreaseSensitivity():Void
{
if (sensitivity > 1)
{
sensitivityArray.splice(0, sensitivityArray.length);
while (sensitivityArray.length < 20)
{
sensitivityArray.push((sensitivityArray.length + 1) * sensitivity * FlxG.random.float(0.008, .0125));
}
_autoSweatRate /= 2;
sensitivity--;
}
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (_male && sensitivity >= 4 || !_male && sensitivity >= 5)
{
complaints.push(0);
}
if (_male && sensitivity >= 3 || !_male && sensitivity >= 4)
{
complaints.push(1);
}
if (meanThings[0] == false)
{
complaints.push(2);
}
if (meanThings[1] == false)
{
complaints.push(3);
}
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (displayingToyWindow())
{
if (FlxG.random.float(-2, 4) > shortestToyPatternLength)
{
precumAmount++;
}
var toyStr:String = rubHandAnimToToyStr[_prevHandAnim];
if (toyStr == "1" && FlxG.random.bool(20))
{
precumAmount++;
}
else if (toyStr == "2" && FlxG.random.bool(20))
{
precumAmount++;
}
else if (toyStr == "3" && FlxG.random.bool(20))
{
precumAmount++;
}
if (toyOnTrack && FlxG.random.bool(50))
{
precumAmount++;
}
else if (!toyOnTrack && FlxG.random.bool(50))
{
precumAmount--;
}
if (FlxG.random.float(1, 4) < _heartEmitCount)
{
precumAmount++;
}
return precumAmount;
}
if (FlxG.random.float(0.05, 0.75) < _autoSweatRate)
{
precumAmount++;
}
if (FlxG.random.float(1, 15) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 45) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 12) < specialSpotCount)
{
precumAmount++;
}
return precumAmount;
}
override function handleRubReward():Void
{
if (specialRub != "jack-off" && specialRubs[specialRubs.length - 2] == "jack-off")
{
// stopped jacking off
decreaseSensitivity();
}
if (specialRub == "jack-off" && specialRubs[specialRubs.length - 2] != "jack-off")
{
if (!readyForJackOff)
{
_autoSweatRate += 0.33;
scheduleSweat(FlxG.random.int(2, 4));
}
if (!readyForJackOff && meanThings[1] == true)
{
// started jacking off a second time without finding a "special spot"
maybeEmitWords(notReadyWords);
meanThings[1] = false;
doMeanThing();
_autoSweatRate += 0.16;
}
readyForJackOff = false;
}
if (specialRub == "ass0" || specialRub == "ass1")
{
if (specialRub == "ass0" && _assTightness > 2.5 || specialRub == "ass1")
{
setAssTightness(_assTightness * FlxG.random.float(0.72, 0.82));
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
}
var specialSpot:Int = specialSpots.indexOf(specialRub);
if (specialSpot != -1 && !readyForJackOff)
{
scheduleBreath();
var consecutive:Int = specialRubsInARow();
if (specialSpotCount == 2 && _male)
{
blushTimer = FlxG.random.float(3, 4);
if (consecutive >= FlxG.random.int(1, 2))
{
emitWords(pleasureWords);
doNiceThing();
readyForJackOff = true;
specialSpots[specialSpot] = null;
specialSpotCount++;
}
}
else if (specialSpotCount == 4)
{
blushTimer = FlxG.random.float(4, 5);
if (consecutive >= 2)
{
emitWords(pleasureWords);
doNiceThing();
readyForJackOff = true;
specialSpots[specialSpot] = null;
specialSpotCount++;
}
}
else if (specialSpotCount == 5)
{
if (consecutive >= 2)
{
blushTimer = FlxG.random.float(5, 6);
}
if (consecutive >= 3)
{
emitWords(pleasureWords);
doNiceThing();
readyForJackOff = true;
specialSpots[specialSpot] = null;
specialSpotCount++;
if (specialRub == "ass1")
{
specialSpotCount++;
}
}
}
else
{
specialSpots[specialSpot] = null;
specialSpotCount++;
}
}
// rubbing neck twice consecutively
if (meanThings[0] == true)
{
var lastTwo:Array<String> = specialRubs.slice(-2);
if (lastTwo.length == 2 && lastTwo[0] == "neck" && lastTwo[1] == "neck")
{
emitWords(neckWords);
meanThings[0] = false;
doMeanThing();
}
}
if (penetrating())
{
_rubRewardTimer -= 1;
}
_heartEmitTimer = 0;
var amount:Float;
if (specialRub == "jack-off" || _male && specialRub == "ass1" && specialSpotCount == 7)
{
var lucky:Float = lucky(0.7, 1.43, sensitivityArray[0]);
if (sensitivityArray.length > 2)
{
sensitivityArray.splice(0, 1);
}
else
{
sensitivityArray[0] = sensitivityArray[1];
}
_autoSweatRate += lucky;
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
var predictedReservoir0:Float = _heartBank._dickHeartReservoir - SexyState.roundUpToQuarter(sensitivityArray[0] * _heartBank._dickHeartReservoir);
var predictedReservoir1:Float = predictedReservoir0 - SexyState.roundUpToQuarter(sensitivityArray[1] * _heartBank._dickHeartReservoir);
if (predictedReservoir1 / _heartBank._dickHeartReservoirCapacity <= _cumThreshold && almostWords.timer <= 0)
{
blushTimer = FlxG.random.float(3, 4);
}
if (_remainingOrgasms > 0 && predictedReservoir0 / _heartBank._dickHeartReservoirCapacity <= _cumThreshold)
{
if (specialSpotCount > 3 && almostWords.timer <= 0)
{
blushTimer = FlxG.random.float(12, 15);
}
maybeEmitWords(almostWords);
}
maybeScheduleBreath();
}
else {
var lucky:Float = lucky(0.7, 1.43, 0.15);
if (specialRub == "ass0")
{
lucky = 0.01;
}
if (specialRub == "ass1")
{
lucky *= 2;
}
if (specialRub == "neck")
{
lucky = 0.01;
}
if (pastBonerThreshold())
{
lucky *= 0.5;
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
if (specialRub != "neck")
{
emitCasualEncouragementWords();
}
if (_heartEmitCount > 0)
{
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
function setAssTightness(assTightness:Float)
{
this._assTightness = assTightness;
var tightness0:Int = 3;
var tightness1:Int = 2;
if (_assTightness > 4)
{
tightness0 = 3;
tightness1 = 2;
}
else if (_assTightness > 3.5)
{
tightness0 = 4;
tightness1 = 2;
}
else if (_assTightness > 3.0)
{
tightness0 = 5;
tightness1 = 2;
}
else if (_assTightness > 2.5)
{
tightness0 = 6;
tightness1 = 2;
}
else if (_assTightness > 2.0)
{
tightness0 = 6;
tightness1 = 3;
}
else if (_assTightness > 1.5)
{
tightness0 = 6;
tightness1 = 4;
}
else if (_assTightness > 1.0)
{
tightness0 = 6;
tightness1 = 5;
}
else
{
tightness0 = 6;
tightness1 = 6;
}
_pokeWindow._ass.animation.add("finger-ass0", [0, 1, 2, 3, 4, 5].slice(0, tightness0));
_pokeWindow._ass.animation.add("finger-ass1", [0, 6, 7, 8, 9, 10].slice(0, tightness1));
_pokeWindow._interact.animation.add("finger-ass0", [24, 25, 26, 27, 28, 29].slice(0, tightness0));
_pokeWindow._interact.animation.add("finger-ass1", [32, 33, 34, 35, 36, 37].slice(0, tightness1));
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.name != "boner2")
{
_dick.animation.play("boner2");
}
}
else if (_heartBank.getForeplayPercent() < 0.8)
{
if (_dick.animation.name != "boner1")
{
_dick.animation.play("boner1");
}
}
else
{
if (_dick.animation.name != "default")
{
_dick.animation.play("default");
}
}
}
else {
if (_dick.animation.frameIndex != 0)
{
_dick.animation.play("default");
}
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
_pokeWindow._ass.animation.add("finger-ass0", [0, 1, 2]);
_pokeWindow._ass.animation.add("finger-ass1", [0, 6]);
_pokeWindow._interact.animation.add("finger-ass0", [24, 25, 26]);
_pokeWindow._interact.animation.add("finger-ass1", [32, 33]);
dildoUtils.reinitializeHandSprites();
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
dildoUtils.showToyWindow();
toyInterface.setTightness(_assTightness, 0);
ambientDildoBankCapacity = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.05);
pleasurableDildoBankCapacity = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.10);
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
dildoUtils.hideToyWindow();
setAssTightness(toyInterface.assTightness);
}
override public function back():Void
{
// if the foreplayHeartReservoir is empty (or half empty), empty the
// dick heart reservoir too -- that way the toy meter won't stay full.
_toyBank._dickHeartReservoir = Math.min(_toyBank._dickHeartReservoir, SexyState.roundDownToQuarter(_toyBank._defaultDickHeartReservoir * _toyBank.getForeplayPercent()));
// refund any toy hearts left in the bank
_toyBank._foreplayHeartReservoir += ambientDildoBank;
_toyBank._foreplayHeartReservoir += pleasurableDildoBank;
super.back();
}
override function cursorSmellPenaltyAmount():Int
{
return 45;
}
override public function destroy():Void
{
super.destroy();
ballOpacityTween = FlxTweenUtil.destroy(ballOpacityTween);
dickOpacityTween = FlxTweenUtil.destroy(dickOpacityTween);
neckWords = null;
notReadyWords = null;
rightBallPolyArray = null;
assPolyArray = null;
floofPolyArray = null;
leftThighPolyArray = null;
rightThighPolyArray = null;
vagPolyArray = null;
sensitivityArray = null;
specialSpots = null;
meanThings = null;
toyWindow = FlxDestroyUtil.destroy(toyWindow);
toyInterface = FlxDestroyUtil.destroy(toyInterface);
rubHandAnimToToyStr = null;
toyPattern = null;
remainingToyPattern = null;
dildoUtils = FlxDestroyUtil.destroy(dildoUtils);
xlDildoButton = FlxDestroyUtil.destroy(xlDildoButton);
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelSexyState.hx
|
hx
|
unknown
| 80,244 |
package poke.buiz;
import flixel.util.FlxDestroyUtil;
import poke.buiz.BuizelDialog;
import flixel.FlxG;
import flixel.FlxSprite;
/**
* Sprites and animations for Buizel
*/
class BuizelWindow extends PokeWindow
{
public var _shorts0:BouncySprite;
public var _shorts1:BouncySprite;
public var _balls:BouncySprite;
public var _shirt0:BouncySprite;
public var _shirt1:BouncySprite;
public var _arms1:BouncySprite;
public var _arms0:BouncySprite;
public var _blush:BouncySprite;
public var _floof:BouncySprite;
public var _legs:BouncySprite;
public var _torso0:BouncySprite;
public var _torso1:BouncySprite;
public var _ass:BouncySprite;
public var _neck:BouncySprite;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "buiz";
_name = "Buizel";
_victorySound = AssetPaths.buizel__mp3;
_dialogClass = BuizelDialog;
add(new FlxSprite( -54, -54, AssetPaths.buizel_bg__png));
_torso0 = new BouncySprite( -54, -54, 0, 7, 0.1, _age);
_torso0.loadWindowGraphic(AssetPaths.buizel_torso0__png);
addPart(_torso0);
_torso1 = new BouncySprite( -54, -54 - 4, 4, 7, 0.1, _age);
_torso1.loadWindowGraphic(AssetPaths.buizel_torso1__png);
addPart(_torso1);
_shorts0 = new BouncySprite( -54, -54, 2, 7, 0.16, _age);
_shorts0.loadWindowGraphic(AssetPaths.buizel_shorts0__png);
addPart(_shorts0);
_legs = new BouncySprite( -54, -54, 0, 7, 0.1, _age);
_legs.loadWindowGraphic(AssetPaths.buizel_legs__png);
_legs.animation.add("0", [0]);
_legs.animation.add("1", [1]);
_legs.animation.add("2", [2]);
_legs.animation.add("3", [3]);
addPart(_legs);
_shorts1 = new BouncySprite( -54, -54, 2, 7, 0.16, _age);
_shorts1.loadWindowGraphic(AssetPaths.buizel_shorts1__png);
addPart(_shorts1);
_ass = new BouncySprite( -54, -54, 0, 7, 0.1, _age);
_ass.loadWindowGraphic(AssetPaths.buizel_ass__png);
_ass.animation.add("default", [0]);
_ass.animation.add("finger-ass0", [0, 1, 2, 3, 4, 5]);
_ass.animation.add("finger-ass1", [0, 6, 7, 8, 9, 10]);
_ass.animation.play("default");
addPart(_ass);
_balls = new BouncySprite( -54, -54, 2, 7, 0.16, _age);
_balls.loadWindowGraphic(AssetPaths.buizel_balls__png);
_dick = new BouncySprite( -54, -54, 2, 7, 0.16, _age);
_dick.loadWindowGraphic(BuizelResource.dick);
_dick.animation.add("default", [0]);
if (PlayerData.buizMale) {
_balls.animation.add("default", [0, 0, 0, 1, 1, 2, 2, 2, 2, 2, 1, 1, 0, 0], 3);
_balls.animation.add("rub-balls-left", [5, 4, 3]);
_balls.animation.add("rub-balls-right", [9, 8, 7, 6]);
_balls.animation.play("default");
addPart(_balls);
_dick.animation.add("boner1", [1, 1, 2, 2, 2, 1], 3);
_dick.animation.add("boner2", [4, 3, 3, 3, 4, 4], 3);
_dick.animation.add("rub-dick", [5, 6, 7]);
_dick.animation.add("jack-off", [14, 13, 12, 11, 10, 9]);
addPart(_dick);
} else {
_dick.animation.add("finger-ass0", [0, 0, 14]);
_dick.animation.add("finger-ass1", [0, 0, 0, 14, 14, 15]);
_dick.animation.add("rub-dick", [4, 5, 6, 7]);
_dick.animation.add("rub-dick1", [4, 3, 2, 1]);
_dick.animation.add("jack-off", [8, 9, 10, 11, 12, 13]);
addPart(_dick);
_dick.synchronize(_torso0);
}
_shirt0 = new BouncySprite( -54, -54 - 4, 4, 7, 0.2, _age);
_shirt0.loadWindowGraphic(BuizelResource.shirt0);
addPart(_shirt0);
_arms0 = new BouncySprite( -54, -54 - 4, 4, 7, 0.2, _age);
_arms0.loadWindowGraphic(AssetPaths.buizel_arms0__png);
_arms0.animation.add("default", [0]);
_arms0.animation.add("0", [0]);
_arms0.animation.add("1", [2]);
_arms0.animation.add("2", [3]);
_arms0.animation.add("3", [6]);
_arms0.animation.add("4", [7]);
_arms0.animation.add("cheer", [1]);
addPart(_arms0);
_shirt1 = new BouncySprite( -54, -54 - 4, 4, 7, 0.2, _age);
_shirt1.loadWindowGraphic(AssetPaths.buizel_shirt1__png);
addPart(_shirt1);
_neck = new BouncySprite( -54, -54 - 5, 5, 7, 0.3, _age);
_neck.loadWindowGraphic(AssetPaths.buizel_neck__png);
_neck.animation.add("default", [0]);
_neck.animation.add("honk-neck", [1, 2, 3]);
addPart(_neck);
_head = new BouncySprite( -54, -54 - 6, 6, 7, 0.32, _age);
_head.loadGraphic(BuizelResource.head, true, 356, 266);
_head.animation.add("default", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("cheer", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("0-0", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-1", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("0-2", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("1-0", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-1", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-2", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("1-3", blinkyAnimation([21, 22], [23]), 3);
_head.animation.add("2-0", blinkyAnimation([24, 25], [26]), 3);
_head.animation.add("2-1", blinkyAnimation([27, 28], [29]), 3);
_head.animation.add("2-2", blinkyAnimation([30, 31], [32]), 3);
_head.animation.add("3-0", blinkyAnimation([36, 37], [38]), 3);
_head.animation.add("3-1", blinkyAnimation([39, 40], [41]), 3);
_head.animation.add("3-2", blinkyAnimation([42, 43], [44]), 3);
_head.animation.add("4-0", blinkyAnimation([48, 49]), 3);
_head.animation.add("4-1", blinkyAnimation([51, 52]), 3);
_head.animation.add("4-2", blinkyAnimation([54, 55]), 3);
_head.animation.add("5-0", blinkyAnimation([60, 61]), 3);
_head.animation.add("5-1", blinkyAnimation([63, 64, 65]), 3);
_head.animation.add("5-2", blinkyAnimation([66, 67]), 3);
_head.animation.add("rub-floof", blinkyAnimation([69, 70], [71]), 3);
_head.animation.play("0-0");
addPart(_head);
_blush = new BouncySprite( -54, -54 - 6, 6, 7, 0.32, _age);
if (_interactive) {
_blush.loadWindowGraphic(AssetPaths.buizel_blush__png);
_blush.animation.add("default", [0]);
_blush.animation.add("cheer", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("0-0", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("0-1", blinkyAnimation([15, 23, 31]), 3);
_blush.animation.add("0-2", blinkyAnimation([1, 2, 3]), 3);
_blush.animation.add("1-0", blinkyAnimation([14, 22, 30]), 3);
_blush.animation.add("1-1", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("1-2", blinkyAnimation([1, 2, 3]), 3);
_blush.animation.add("1-3", blinkyAnimation([16, 17, 18]), 3);
_blush.animation.add("1-2", blinkyAnimation([19, 20, 21]), 3);
_blush.animation.add("2-0", blinkyAnimation([24, 25, 26]), 3);
_blush.animation.add("2-1", blinkyAnimation([16, 17, 18]), 3);
_blush.animation.add("2-2", blinkyAnimation([8, 9, 10]), 3);
_blush.animation.add("3-0", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("3-1", blinkyAnimation([11, 12, 13]), 3);
_blush.animation.add("3-2", blinkyAnimation([4, 5, 6]), 3);
_blush.animation.add("4-0", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("4-1", blinkyAnimation([19, 20, 21]), 3);
_blush.animation.add("4-2", blinkyAnimation([1, 2, 3]), 3);
_blush.animation.add("5-0", blinkyAnimation([15, 23, 31]), 3);
_blush.animation.add("5-1", blinkyAnimation([16, 17, 18]), 3);
_blush.animation.add("5-2", blinkyAnimation([8, 9, 10]), 3);
_blush.animation.add("rub-floof", blinkyAnimation([16, 17, 18]), 3);
_blush.visible = false;
addVisualItem(_blush);
}
_floof = new BouncySprite( -54, -54 - 6, 6, 7, 0.32, _age);
if (_interactive) {
_floof.loadWindowGraphic(AssetPaths.buizel_floof__png);
_floof.animation.add("default", [1]);
_floof.animation.add("rub-floof", [1, 2, 3, 4]);
_floof.animation.play("default");
_floof.visible = false;
addPart(_floof);
}
_arms1 = new BouncySprite( -54, -54 - 4, 4, 7, 0.2, _age);
_arms1.loadWindowGraphic(AssetPaths.buizel_arms1__png);
_arms1.animation.add("default", [0]);
_arms1.animation.add("cheer", [1]);
addPart(_arms1);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive) {
reinitializeHandSprites();
add(_interact);
}
setNudity(PlayerData.level);
}
override public function cheerful() {
super.cheerful();
_head.animation.play("cheer");
_arms0.animation.play("cheer");
_arms1.animation.play("cheer");
}
override public function setNudity(NudityLevel:Int) {
super.setNudity(NudityLevel);
if (NudityLevel == 0) {
_shirt0.visible = true;
_shirt1.visible = true;
_shorts0.visible = true;
_shorts1.visible = true;
_balls.visible = false;
_dick.visible = false;
_ass.visible = false;
}
if (NudityLevel == 1) {
_shirt0.visible = false;
_shirt1.visible = false;
_shorts0.visible = true;
_shorts1.visible = true;
_balls.visible = false;
_dick.visible = false;
_ass.visible = false;
}
if (NudityLevel >= 2) {
_shirt0.visible = false;
_shirt1.visible = false;
_shorts0.visible = false;
_shorts1.visible = false;
_balls.visible = true;
_dick.visible = true;
_ass.visible = true;
}
}
override public function arrangeArmsAndLegs() {
if (_arousal == 0) {
playNewAnim(_legs, ["0", "1"]);
playNewAnim(_arms0, ["0"]);
} else {
playNewAnim(_legs, ["0", "0", "1", "1", "2", "3"]);
playNewAnim(_arms0, ["0", "0", "1", "2", "3", "4"]);
}
}
override public function setArousal(Arousal:Int) {
super.setArousal(Arousal);
if (_arousal == 0) {
playNewAnim(_head, ["0-0", "0-1", "0-2"]);
} else if (_arousal == 1) {
playNewAnim(_head, ["1-0", "1-1", "1-2", "1-3"]);
} else if (_arousal == 2) {
playNewAnim(_head, ["2-0", "2-1", "2-2"]);
} else if (_arousal == 3) {
playNewAnim(_head, ["3-0", "3-1", "3-2"]);
} else if (_arousal == 4) {
playNewAnim(_head, ["4-0", "4-1", "4-2"]);
} else if (_arousal == 5) {
playNewAnim(_head, ["5-0", "5-1", "5-2"]);
}
}
override public function playNewAnim(spr:FlxSprite, array:Array<String>)
{
super.playNewAnim(spr, array);
if (spr == _head) {
if(_blush.animation.getByName(_head.animation.name) != null) {
_blush.animation.play(_head.animation.name);
} else {
_blush.animation.play("default");
}
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.buizel_interact__png);
if (PlayerData.buizMale) {
_interact.animation.add("rub-dick", [0, 1, 2]);
_interact.animation.add("jack-off", [13, 12, 11, 10, 9, 8]);
_interact.animation.add("rub-balls-left", [5, 4, 3]);
_interact.animation.add("rub-balls-right", [19, 18, 17, 16]);
} else {
_interact.animation.add("rub-dick", [43, 44, 45, 46]);
_interact.animation.add("rub-dick1", [43, 42, 41, 40]);
_interact.animation.add("jack-off", [48, 49, 50, 51, 52, 53]);
}
_interact.animation.add("finger-ass0", [24, 25, 26, 27, 28, 29]);
_interact.animation.add("finger-ass1", [32, 33, 34, 35, 36, 37]);
_interact.animation.add("rub-floof", [20, 21, 22, 23]);
_interact.animation.add("honk-neck", [6, 7, 15]);
_interact.visible = false;
}
override public function destroy():Void {
super.destroy();
_shorts0 = FlxDestroyUtil.destroy(_shorts0);
_shorts1 = FlxDestroyUtil.destroy(_shorts1);
_balls = FlxDestroyUtil.destroy(_balls);
_shirt0 = FlxDestroyUtil.destroy(_shirt0);
_shirt1 = FlxDestroyUtil.destroy(_shirt1);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_blush = FlxDestroyUtil.destroy(_blush);
_floof = FlxDestroyUtil.destroy(_floof);
_legs = FlxDestroyUtil.destroy(_legs);
_torso0 = FlxDestroyUtil.destroy(_torso0);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_ass = FlxDestroyUtil.destroy(_ass);
_neck = FlxDestroyUtil.destroy(_neck);
}
}
|
argonvile/monster
|
source/poke/buiz/BuizelWindow.hx
|
hx
|
unknown
| 12,156 |
package poke.buiz;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import kludge.FlxSoundKludge;
import openfl.display.BlendMode;
import openfl.geom.Point;
import openfl.geom.Rectangle;
import poke.sexy.SexyState;
/**
* The simplistic window on the side which lets the user interact with a
* Pokemon's dildo sequence
*/
class DildoInterface extends FlxSpriteGroup
{
private static var DILDO_TARGET:FlxPoint = FlxPoint.get(242, 58);
private static var ARROW_MASK_COLOR:FlxColor = FlxColor.MAGENTA;
private static var ARROW_MASK_RADIUS:Int = 100;
private static var ARROW_MASK_SMALL_RADIUS:Int = 50;
public static var ARROW_MIN_THRESHOLD:Int = 33;
public static var ARROW_DEEP_INSIDE_THRESHOLD:Int = 136;
public static var ARROW_INSIDE_THRESHOLD:Int = 235;
public static var ARROW_OUTSIDE_THRESHOLD:Int = 328;
public static var ARROW_MAX_THRESHOLD:Int = 438;
private var canvas:FlxSprite;
private var bgSprite:FlxSprite;
private var fgSprite:FlxSprite;
private var dildoSprite:FlxSprite;
private var arrow:FlxSprite;
private var assButton:FlxSprite;
private var borderPoly:Array<FlxPoint> = [
FlxPoint.get(1, 425),
FlxPoint.get(1, 308),
FlxPoint.get(92, 130),
FlxPoint.get(213, 80),
FlxPoint.get(252, 93),
FlxPoint.get(252, 425),
FlxPoint.get(1, 425),
];
private var buttonPoly:Array<FlxPoint> = [
FlxPoint.get(215, 370),
FlxPoint.get(260, 370),
FlxPoint.get(260, 435),
FlxPoint.get(215, 435),
];
private var arrowDist:Float;
private var arrowLength:Float = 1.0;
private var arrowMask:FlxSprite;
private var arrowMaskSmall:FlxSprite;
private var oldMousePos:FlxPoint = FlxPoint.get();
private var dildoInPct:Float = 0.0;
public var animName:String = null;
public var animPct:Float = 0; // how many frames of the animation should we use? 0.0 = minimum number of frames, 1.0 = maximum number of frames
public var ass:Bool = true;
private var arrowVisible:Bool = false;
public var assTightness:Float = 5;
public var vagTightness:Float = 0;
// these three fields decide determine where the dildo graphic is drawn
public var dildoOffset:FlxPoint = FlxPoint.get( -201, -86);
public var dildoMinDist:Int = 76;
public var dildoMaxDist:Int = 236;
public function setDildoInPct(dildoInPct:Float)
{
if (dildoInPct != this.dildoInPct)
{
this.dildoInPct = dildoInPct;
shakeDildo();
}
}
public function new(male:Bool)
{
super();
if (!male)
{
ass = false;
}
bgSprite = new FlxSprite(0, 0);
bgSprite.loadGraphic(AssetPaths.buizdildo_iface_bg__png);
fgSprite = new FlxSprite(0, 0);
fgSprite.loadGraphic(AssetPaths.buizdildo_iface_fg__png);
canvas = new FlxSprite(3, 3);
canvas.makeGraphic(253, 426, FlxColor.WHITE, true);
arrow = new FlxSprite(0, 0);
arrow.makeGraphic(253, 426, FlxColor.TRANSPARENT, true);
assButton = new FlxSprite(0, 0);
assButton.loadGraphic(AssetPaths.dildo_iface_button__png, true, 18, 36);
assButton.animation.frameIndex = 0;
if (male)
{
assButton.visible = false;
}
dildoSprite = new FlxSprite(0, 0);
dildoSprite.visible = false;
arrowMask = new FlxSprite(0, 0);
arrowMask.makeGraphic(ARROW_MASK_RADIUS * 2 * 7, ARROW_MASK_RADIUS * 2, FlxColor.TRANSPARENT, true);
arrowMask.loadGraphic(arrowMask.pixels, true, ARROW_MASK_RADIUS * 2, ARROW_MASK_RADIUS * 2);
for (c in 0...7)
{
for (x in 0...ARROW_MASK_RADIUS * 2)
{
for (y in 0...ARROW_MASK_RADIUS * 2)
{
if (Math.sqrt(Math.pow(x - ARROW_MASK_RADIUS, 2) + Math.pow(y - ARROW_MASK_RADIUS, 2)) < FlxG.random.int(Std.int(ARROW_MASK_RADIUS * 0.3), ARROW_MASK_RADIUS))
{
arrowMask.pixels.setPixel32(c * ARROW_MASK_RADIUS * 2 + x, y, ARROW_MASK_COLOR);
}
}
}
}
arrowMaskSmall = new FlxSprite(0, 0);
arrowMaskSmall.makeGraphic(ARROW_MASK_SMALL_RADIUS * 2 * 7, ARROW_MASK_SMALL_RADIUS * 2, FlxColor.TRANSPARENT, true);
arrowMaskSmall.loadGraphic(arrowMaskSmall.pixels, true, ARROW_MASK_SMALL_RADIUS * 2, ARROW_MASK_SMALL_RADIUS * 2);
for (c in 0...7)
{
for (x in 0...ARROW_MASK_SMALL_RADIUS * 2)
{
for (y in 0...ARROW_MASK_SMALL_RADIUS * 2)
{
if (Math.sqrt(Math.pow(x - ARROW_MASK_SMALL_RADIUS, 2) + Math.pow(y - ARROW_MASK_SMALL_RADIUS, 2)) < FlxG.random.int(Std.int(ARROW_MASK_SMALL_RADIUS * 0.3), ARROW_MASK_SMALL_RADIUS))
{
arrowMaskSmall.pixels.setPixel32(c * ARROW_MASK_SMALL_RADIUS * 2 + x, y, ARROW_MASK_COLOR);
}
}
}
}
shakeDildo();
}
/**
* Based on a Pokemon's pose, the ass might be over the vagina or
* vice-versa. This function will set the ass button to be "flipped", where
* the ass is on top
*
* @param flipped true if the ass part of the button should be on top
*/
public function setAssButtonFlipped(flipped:Bool):Void
{
assButton.loadGraphic(flipped ? AssetPaths.dildo_iface_button_flip__png : AssetPaths.dildo_iface_button__png, true, 18, 36);
}
public function setDildoGraphic(graphic:FlxGraphicAsset):Void
{
dildoSprite.loadGraphic(graphic);
}
override public function destroy():Void
{
super.destroy();
canvas = FlxDestroyUtil.destroy(canvas);
bgSprite = FlxDestroyUtil.destroy(bgSprite);
fgSprite = FlxDestroyUtil.destroy(fgSprite);
dildoSprite = FlxDestroyUtil.destroy(dildoSprite);
arrow = FlxDestroyUtil.destroy(arrow);
assButton = FlxDestroyUtil.destroy(assButton);
borderPoly = FlxDestroyUtil.putArray(borderPoly);
buttonPoly = FlxDestroyUtil.putArray(buttonPoly);
arrowMask = FlxDestroyUtil.destroy(arrowMask);
arrowMaskSmall = FlxDestroyUtil.destroy(arrowMaskSmall);
oldMousePos = FlxDestroyUtil.put(oldMousePos);
dildoOffset = FlxDestroyUtil.put(dildoOffset);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
var offsetMousePosition:FlxPoint = FlxG.mouse.getPosition();
offsetMousePosition.x -= canvas.x;
offsetMousePosition.y -= canvas.y;
if (!SexyState.polygonContainsPoint(borderPoly, offsetMousePosition))
{
animName = null;
dildoSprite.visible = false;
arrowVisible = false;
}
else if (SexyState.polygonContainsPoint(buttonPoly, offsetMousePosition) && assButton.visible)
{
animName = null;
dildoSprite.visible = false;
arrowVisible = false;
if (FlxG.mouse.justPressed)
{
ass = !ass;
assButton.animation.frameIndex = ass ? 1 : 0;
FlxSoundKludge.play(AssetPaths.beep_0065__mp3);
}
}
else {
arrowVisible = true;
var mousePos = FlxG.mouse.getPosition();
if (mousePos.x != oldMousePos.x || mousePos.y != oldMousePos.y)
{
updateArrow();
oldMousePos.set(mousePos.x, mousePos.y);
}
if (FlxG.mouse.justPressed)
{
computeAnim(arrowDist);
}
else {
if (arrowDist > ARROW_INSIDE_THRESHOLD && animName != null && StringTools.startsWith(animName, "dildo-"))
{
animName = null;
dildoSprite.visible = false;
}
if (arrowDist <= ARROW_INSIDE_THRESHOLD && animName != null && (StringTools.startsWith(animName, "finger-") || StringTools.startsWith(animName, "rub-")))
{
animName = null;
dildoSprite.visible = false;
}
}
}
if (assButton.visible && dildoSprite.visible && ass)
{
// are they past the point of no return in the ass?
if (dildoInPct > 0.5)
{
assButton.visible = false;
}
}
}
/**
* Subclassed to compute what the hand/pokemon should be doing, based on
* how far in the user has clicked. If the user clicks really deep inside
* it'll do something like thrust the dildo really deep into the pokemon.
* If the user clicks further outside it'll do something like finger the
* pokemon lightly
*
* @param arrowDist How far in the user clicked, in pixels
*/
public function computeAnim(arrowDist:Float)
{
}
function updateArrow()
{
arrowDist = DILDO_TARGET.distanceTo(FlxG.mouse.getPosition());
if (ass)
{
arrowDist = Math.max(arrowDist, assTightness * 40);
}
else
{
arrowDist = Math.max(arrowDist, vagTightness * 40);
}
arrowMask.animation.frameIndex = FlxG.random.int(0, arrowMask.frames.frames.length);
if (arrowDist <= ARROW_INSIDE_THRESHOLD)
{
arrowLength = FlxMath.bound(0.4 + (ARROW_INSIDE_THRESHOLD - arrowDist) * (0.3 / 50), 0, 1.8);
}
else
{
arrowLength = FlxMath.bound(0.4 + (arrowDist - ARROW_INSIDE_THRESHOLD) * (0.3 / 100), 0, 1.0);
}
arrowMask.scale.x = Math.max(arrowLength * 0.65, 0.3);
arrowMask.scale.y = arrowMask.scale.x;
}
private function computeAnimPct(inner:Float, outer:Float):Void
{
animPct = FlxMath.bound((arrowDist - outer) / (inner - outer), 0, 1.0);
}
private function shakeDildo():Void
{
dildoSprite.angle = FlxG.random.float( -1, 1);
dildoSprite.scale.x = FlxG.random.float(0.49, 0.51);
dildoSprite.scale.y = FlxG.random.float(0.49, 0.51);
}
override public function draw():Void
{
canvas.stamp(bgSprite, 0, 0); // draw bg sprite...
var arrowVector:FlxVector = FlxVector.get(220 - DILDO_TARGET.x, 101 - DILDO_TARGET.y);
arrowVector.length = arrowDist;
var arrowTip:FlxPoint = FlxPoint.get(DILDO_TARGET.x + arrowVector.x, DILDO_TARGET.y + arrowVector.y);
var arrowColor:FlxColor = arrowDist <= ARROW_INSIDE_THRESHOLD ? 0xff40a4c0 : 0xff00647f;
// draw dildo...
if (dildoSprite.visible)
{
var dildoVector:FlxVector = FlxVector.get(220 - DILDO_TARGET.x, 101 - DILDO_TARGET.y);
dildoVector.length = dildoMaxDist * (1 - dildoInPct) + dildoMinDist * dildoInPct;
var dildoTip:FlxPoint = FlxPoint.get(DILDO_TARGET.x + dildoVector.x, DILDO_TARGET.y + dildoVector.y);
canvas.stamp(dildoSprite, Std.int(dildoTip.x + dildoOffset.x), Std.int(dildoTip.y + dildoOffset.y));
}
canvas.stamp(fgSprite, 0, 0); // draw fg sprite...
if (arrowVisible)
{
arrow.pixels.fillRect(new Rectangle(0, 0, arrow.width, arrow.height), FlxColor.TRANSPARENT);
// draw arrow shaft...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(arrowTip.x - 14, arrowTip.y + 15));
poly.push(FlxPoint.get(arrowTip.x - 5, arrowTip.y + 20));
poly.push(FlxPoint.get(arrowTip.x - 5 * (1 - arrowLength) - 31 * arrowLength, arrowTip.y + 20 * (1 - arrowLength) + 110 * arrowLength));
poly.push(FlxPoint.get(arrowTip.x - 14 * (1 - arrowLength) - 68 * arrowLength, arrowTip.y + 15 * (1 - arrowLength) + 91 * arrowLength));
FlxSpriteUtil.drawPolygon(arrow, poly, arrowColor);
FlxDestroyUtil.putArray(poly);
}
// draw fadey area...
{
if (arrowMask.scale.x <= 0.60)
{
arrowMaskSmall.scale.x = arrowMask.scale.x * 2;
arrowMaskSmall.scale.y = arrowMask.scale.y * 2;
arrowMaskSmall.animation.frameIndex = arrowMask.animation.frameIndex;
arrow.stamp(arrowMaskSmall,
Std.int(arrowTip.x - 9 * (1 - arrowLength) - 49 * arrowLength - ARROW_MASK_SMALL_RADIUS),
Std.int(arrowTip.y + 17 * (1 - arrowLength) + 100 * arrowLength - ARROW_MASK_SMALL_RADIUS));
}
else
{
arrow.stamp(arrowMask,
Std.int(arrowTip.x - 9 * (1 - arrowLength) - 49 * arrowLength - ARROW_MASK_RADIUS),
Std.int(arrowTip.y + 17 * (1 - arrowLength) + 100 * arrowLength - ARROW_MASK_RADIUS));
}
arrow.pixels.threshold(arrow.pixels, new Rectangle(0, 0, arrow.pixels.width, arrow.pixels.height), new Point(0, 0), "!=", arrowColor);
arrow.dirty = true;
}
// draw arrow head...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(arrowTip.x, arrowTip.y));
poly.push(FlxPoint.get(arrowTip.x, arrowTip.y + 35));
poly.push(FlxPoint.get(arrowTip.x - 12, arrowTip.y + 23));
poly.push(FlxPoint.get(arrowTip.x - 30, arrowTip.y + 21));
poly.push(FlxPoint.get(arrowTip.x, arrowTip.y));
FlxSpriteUtil.drawPolygon(arrow, poly, arrowColor);
FlxDestroyUtil.putArray(poly);
}
canvas.stamp(arrow);
}
if (assButton.visible)
{
canvas.stamp(assButton, 223, 376);
}
// erase unused bits...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 0));
poly.push(FlxPoint.get(253, 0));
poly.push(FlxPoint.get(253, 93));
poly.push(FlxPoint.get(213, 80));
poly.push(FlxPoint.get(92, 130));
poly.push(FlxPoint.get(0, 308));
poly.push(FlxPoint.get(0, 0));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
// draw border...
{
FlxSpriteUtil.drawPolygon(canvas, borderPoly, FlxColor.TRANSPARENT, { thickness: 2, color: FlxColor.BLACK });
}
// erase corners...
canvas.pixels.setPixel32(0, Std.int(canvas.height - 1), 0x00000000);
canvas.pixels.setPixel32(Std.int(canvas.width-1), Std.int(canvas.height - 1), 0x00000000);
canvas.draw();
}
public function setTightness(assTightness:Float, vagTightness:Float)
{
this.assTightness = assTightness;
this.vagTightness = vagTightness;
updateArrow();
}
public function setBigDildo():Void
{
setDildoGraphic(AssetPaths.dildo_iface_dildo_big__png);
dildoOffset.set( -326, -127);
dildoMinDist = -15;
dildoMaxDist = 231;
}
public function setLittleDildo():Void
{
setDildoGraphic(AssetPaths.dildo_iface_dildo_small__png);
dildoOffset = FlxPoint.get( -201, -86);
dildoMinDist = 76;
dildoMaxDist = 236;
}
public function setPhone():Void
{
setDildoGraphic(AssetPaths.dildo_iface_phone__png);
dildoOffset = FlxPoint.get( -270, -108);
dildoMinDist = 96;
dildoMaxDist = 236;
}
}
|
argonvile/monster
|
source/poke/buiz/DildoInterface.hx
|
hx
|
unknown
| 14,032 |
package poke.buiz;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import poke.sexy.FancyAnim;
import poke.sexy.SexyState;
/**
* A collection of random functionality which dildo-using Pokemon had in common
*/
class DildoUtils implements IFlxDestroyable
{
private var sexyState:SexyState<Dynamic>;
private var toyInterface:DildoInterface;
public var assSprite:BouncySprite;
public var dickSprite:BouncySprite;
public var dildoSprite:BouncySprite;
public var interact:BouncySprite;
public var refreshDildoAnims:Void->Bool;
public var dildoFrameToPct:Map<Int, Float> = new Map<Int, Float>();
public var toyShadowGlove:BouncySprite;
public var toyShadowDildo:BouncySprite;
public function new(sexyState:SexyState<Dynamic>, toyInterface:DildoInterface, assSprite:BouncySprite, dickSprite:BouncySprite, dildoSprite:BouncySprite, interact:BouncySprite) {
this.sexyState = sexyState;
this.toyInterface = toyInterface;
this.assSprite = assSprite;
this.dickSprite = dickSprite;
this.dildoSprite = dildoSprite;
this.interact = interact;
}
public function dildoInteractOn():Void {
var spr:BouncySprite = toyInterface.ass ? assSprite : dickSprite;
var animName:String = toyInterface.animName;
sexyState._rubHandAnim = new FancyAnim(interact, animName);
interact.synchronize(spr);
sexyState._rubBodyAnim = new FancyAnim(spr, animName);
if (dildoSprite.animation.getByName(animName) != null) {
sexyState._rubBodyAnim2 = new FancyAnim(dildoSprite, animName);
dildoSprite.synchronize(spr);
}
}
public function dildoInteractOff():Void {
if (sexyState._rubHandAnim != null) {
sexyState._rubHandAnim._flxSprite.animation.play("default");
sexyState._rubHandAnim = null;
}
if (sexyState._rubBodyAnim != null) {
sexyState._rubBodyAnim._flxSprite.animation.play("default");
sexyState._rubBodyAnim = null;
}
if (sexyState._rubBodyAnim2 != null) {
sexyState._rubBodyAnim2._flxSprite.animation.play("default");
sexyState._rubBodyAnim2 = null;
}
}
public function refreshDildoAnim(sprite:FlxSprite, animName:String, frames:Array<Int>, minFrames:Int, maxFrames:Int = 999):Bool {
var oldFrameCount:Int = interact.animation.getByName(animName).numFrames;
var frameCount:Int = minFrames;
for (i in 1...frames.length - minFrames + 1) {
if (toyInterface.animPct >= i / (2 + frames.length - minFrames)) {
frameCount++;
}
}
if (oldFrameCount != frameCount) {
sprite.animation.add(animName, frames.slice(Std.int(Math.max(0, frameCount - maxFrames)), frameCount));
return true;
}
return false;
}
public function refreshFancyAnims():Void {
if (sexyState._rubHandAnim != null) sexyState._rubHandAnim.refresh();
if (sexyState._rubBodyAnim != null) sexyState._rubBodyAnim.refresh();
if (sexyState._rubBodyAnim2 != null) sexyState._rubBodyAnim2.refresh();
}
public function update(elapsed:Float) {
sexyState.updateHead(elapsed);
if (sexyState._rubHandAnim != null) {
sexyState._rubHandAnim.update(elapsed);
}
if (sexyState._rubBodyAnim != null) {
sexyState._rubBodyAnim.update(elapsed);
}
if (sexyState._rubBodyAnim2 != null) {
sexyState._rubBodyAnim2.update(elapsed);
}
if (dildoSprite != null && dildoFrameToPct[dildoSprite.animation.frameIndex] != null) {
toyInterface.setDildoInPct(dildoFrameToPct[dildoSprite.animation.frameIndex]);
}
if (refreshDildoAnims != null) {
var refreshed:Bool = refreshDildoAnims();
if (refreshed) {
refreshFancyAnims();
}
}
if (toyInterface.animName == null && sexyState._rubHandAnim != null) {
dildoInteractOff();
}
if (FlxG.mouse.justPressed && toyInterface.animName != null) {
if (sexyState._rubHandAnim != null && sexyState._rubHandAnim._flxSprite.animation.name == toyInterface.animName) {
// already performing the appropriate animation
} else if (sexyState._rubHandAnim != null && sexyState._rubHandAnim._flxSprite.animation.name != toyInterface.animName) {
// already performing a different animation
var oldMouseDownTime:Float = sexyState._rubHandAnim._prevMouseDownTime;
var oldMouseUpTime:Float = sexyState._rubHandAnim._prevMouseUpTime;
dildoInteractOff();
dildoInteractOn();
if (sexyState._rubHandAnim != null) sexyState._rubHandAnim.setSpeed(oldMouseDownTime, oldMouseUpTime);
if (sexyState._rubBodyAnim != null) sexyState._rubBodyAnim.setSpeed(oldMouseDownTime, oldMouseUpTime);
if (sexyState._rubBodyAnim2 != null) sexyState._rubBodyAnim2.setSpeed(oldMouseDownTime, oldMouseUpTime);
} else {
dildoInteractOn();
}
}
if (toyShadowGlove != null && interact != null) {
sexyState.syncShadowGlove(toyShadowGlove, interact);
}
if (toyShadowDildo != null && dildoSprite != null) {
sexyState.syncShadowGlove(toyShadowDildo, dildoSprite);
}
if (sexyState._rubHandAnim != null && sexyState._rubHandAnim.sfxLength > 0) {
sexyState._idlePunishmentTimer = 0;
sexyState.playRubSound();
}
}
public function reinitializeHandSprites() {
if (toyShadowGlove == null) toyShadowGlove = new BouncySprite(0, 0, 0, 0, 0, 0);
if (toyShadowDildo == null) toyShadowDildo = new BouncySprite(0, 0, 0, 0, 0, 0);
if (PlayerData.cursorType == "none") {
toyShadowGlove.makeGraphic(1, 1, FlxColor.TRANSPARENT);
toyShadowGlove.alpha = 0.75;
toyShadowDildo.makeGraphic(1, 1, FlxColor.TRANSPARENT);
toyShadowDildo.alpha = 0.75;
} else {
toyShadowGlove.loadGraphicFromSprite(interact);
toyShadowGlove.alpha = 0.75;
toyShadowDildo.loadGraphicFromSprite(dildoSprite);
toyShadowDildo.alpha = 0.75;
}
}
public function destroy():Void {
refreshDildoAnims = null;
dildoFrameToPct = null;
toyShadowGlove = FlxDestroyUtil.destroy(toyShadowGlove);
toyShadowDildo = FlxDestroyUtil.destroy(toyShadowDildo);
}
public function showToyWindow() {
if (!sexyState._male) {
if (toyShadowGlove != null) {
sexyState._shadowGloveBlackGroup.add(toyShadowGlove);
}
if (toyShadowDildo != null) {
sexyState._shadowGloveBlackGroup.add(toyShadowDildo);
}
}
}
public function hideToyWindow() {
if (!sexyState._male) {
if (toyShadowGlove != null) {
sexyState._shadowGloveBlackGroup.remove(toyShadowGlove);
}
if (toyShadowDildo != null) {
sexyState._shadowGloveBlackGroup.remove(toyShadowDildo);
}
}
}
}
|
argonvile/monster
|
source/poke/buiz/DildoUtils.hx
|
hx
|
unknown
| 6,652 |
package poke.grim;
import critter.Critter;
import flixel.FlxG;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import minigame.stair.StairGameState;
import openfl.utils.Object;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import MmStringTools.*;
/**
* Grimer is canonically female. Abra invited her over to her house a few
* times, because she feels pity for grimer because Grimer doesn't have many
* friends. Abra feels empathy for this, because as she feels herself growing
* more distant from her friends -- she realizes some day she might end up sort
* of like Grimer. Since then, Grimer has continued inviting herself over. Abra
* tolerates her coming over, but can't stand the smell. She usually locks
* herself in her room when she anticipates a visit.
*
* Abra and the crew are sort of Grimer's best friends, but she's not their
* best friend.
*
* Grimer knows she smells bad so she tries not to come over very often.
*
* If you buy her a gift he'll come over more. You first have to feed her a
* dildo (the translucent green one) or the anal beads (the small purple ones)
* and then wait for her to show up again, and she'll be apologetic. She's not
* always hungry -- her "toy meter" has to be in the yellow zone. This is
* influenced by incense if you want to make her hungry more often
*
* If she eats an item, she'll reimburse you about 50% more than you paid for
* the item, so you can earn a little extra money this way. But, if you keep on
* feeding her, she'll catch on and realize it's not an accident! But she'll
* still eat~
*
* As far as minigames go, Grimer is pretty good at the stair game, but she'll
* never pick "1" for the odds and evens game. So you can always go first if
* you pick 1. She's pretty bad at both of the other minigames. Her goopy hands
* make it hard for her to manipulate the bugs.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Grimer's
* inner voice was Rocky Robinson from The Adventures Of Gumball. (Or Bert from
* Sesame Street.)
*
* Vocal tics: Gwohohohoho! Gwohh-hohohohoh! Gwohohohorf~
* Awkward pauses: glarp, barp, glop, blop, gloop, bloop, glurp, blorp, etc...
*
* What does Grimer smell like?
* * (is someone cooking soup?)
* * (burnt popcorn)
* * (someone left a curling iron on?)
* * (can someone take out the garbage?)
* * (spilled vinegar)
* * bad milk or good cheese
* - pot smoke
* * fresh mulch
*
* Weird body parts?
* - globular peptic ventricle
* - thiolic artery (ok)
* - jejunal bulb (bad)
* - mercaptanary polyp (bad)
* - orbicular phlegm valve (good)
* - pharynic cavity (good)
* - salivary lumpus (good)
*
* Goo puns:
* - (Way to goo)
* - (Goo morning, Goo afternoon, Goo evening)
* - (Goo job)
*
* Abysmal at puzzles (rank 9)
*/
class GrimerDialog
{
public static var prefix:String = "grim";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadPolyp, sexyBadBulb, sexyBadArtery, sexyBadMisc0, sexyBadMisc1, sexyBadNoInteract];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1, sexyAfterGood2];
public static var fixedChats:Array<Dynamic> = [charmeleon, stinkBuddies];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, sorryIAteYourDildo04],
[random10, random11, random12],
[random20, random21, random22],
];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
if (PlayerData.grimMoneyOwed > 0)
{
// grimer owes us money; mandatory apology
for (i in 0...randomChats[0].length)
{
unlockedChats["grim.randomChats.0." + i] = false;
}
unlockedChats["grim.randomChats.0.4"] = true;
}
else {
// grimer doesn't owe us money; don't apologize
unlockedChats["grim.randomChats.0.4"] = false;
}
if (!PlayerData.grimTouched)
{
// only do the first chat...
for (i in 0...sexyBeforeChats.length)
{
unlockedChats["grim.sexyBeforeChats." + i] = false;
}
unlockedChats["grim.sexyBeforeChats.0"] = true;
}
return unlockedChats;
}
public static function sexyBadPolyp(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim04#So just really quick, a little crash course in Grimer anatomy... Sorry! Sorry about this. It's just something small..."];
tree[1] = ["#grim05#...But there's that little dangly thing over by my arm that sorta... hangs down and feels like a wet sack of spaghetti?"];
tree[2] = ["#grim06#That's my mercaptanary polyp and it's sort of, hrrrmmmm..."];
tree[3] = ["#grim04#It's sort of like the anatomical equivalent of the errr, sphincteric lung that humans have."];
tree[4] = [20, 40, 30, 10];
tree[10] = ["Sphincteric\nlung?"];
tree[11] = ["#grim02#Yeah! ...Blop! The sphincteric lung, it's that organ that sucks air into your butt when you sneeze? You know which one I'm talking about! Maybe I'm saying it wrong..."];
tree[12] = [100];
tree[20] = ["I don't have\none of those..."];
tree[21] = ["#grim02#You don't!? ...Blop! It's the hrrmmmm... maybe I'm saying it wrong, it's that organ that sucks air into your butt when you sneeze? You know which one I'm talking about!"];
tree[22] = [100];
tree[30] = ["Uhh?"];
tree[31] = ["#grim02#You know, your sphincteric lung! ...Blop! It's that organ that sucks air into your butt when you sneeze? You know which one I'm talking about! Maybe I'm saying it wrong..."];
tree[32] = [100];
tree[40] = ["...In\nhumans?"];
tree[41] = ["#grim02#Yeah, all you humans got one! ...Blop! It's that organ that sucks air into your butt when you sneeze? You know which one I'm talking about! Maybe I'm saying it wrong..."];
tree[42] = [100];
tree[100] = ["#grim05#But anyway my mercaptanary polyp isn't particularly sensitive or anything so don't focus on it too much."];
tree[101] = ["#grim03#Other than that you're doing great! ...I know there's a lot of weird foreign stuff buried in there, so just try to have fun exploring~"];
}
public static function sexyBadBulb(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#Mmm finally! No more puzzles~"];
tree[1] = ["#grim06#Now, just so you sort of know what you're touching in there... Hrrmmm..."];
tree[2] = ["#grim05#So there's this little thingy that sticks out a little. Blorp... It probably feels a little like, err... like one of your human nipples?"];
tree[3] = ["#grim04#It's not a nipple though, it's my jejunal bulb. It feeds peptic mucus into my jejunum so... you poking at it, it's kind of... ..."];
tree[4] = ["#grim06#...It's kind of like you're picking my nose. ...I mean, I don't hate it? But I don't really enjoy it either."];
tree[5] = ["#grim05#There's just way better stuff you can be poking, okay?"];
tree[6] = ["#grim02#Sorry! Sorry for nitpicking. You're doing great! ...I know I'm kind of throwing you in the deep end here."];
}
public static function sexyBadArtery(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#You know the best part about being with a Grimer is well... You don't gotta worry about getting me prepped or anything!"];
tree[1] = ["#grim06#The worst part though, is that nobody seems to really know what they're doing down there...."];
tree[2] = ["#grim05#Like there's that thick hardened chunk of fleshy sludge that runs sorta horizontal, and connects with my outer muculoid lining?"];
tree[3] = ["#grim04#...That's ehh, that's my thiolic artery, and it doesn't really do anything for me when people rub it."];
tree[4] = ["#grim06#Oh! No, I don't think it's anything YOU did! ...Did you touch that thing before? I don't remember. Sorry! Not you! I'm just..."];
tree[5] = ["#grim00#It's just... don't worry, you're... you're doing amazing! I love our time together. ...It's kind of why I felt comfortable opening up about that."];
tree[6] = ["#grim01#... ...And... this clumsy squishy sex is just the icing on my little <name> cake~"];
}
public static function sexyBadMisc0(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
if (sexyState.grimerMood1 != 2)
{
tree[0] = ["#grim03#Oh! Time for another hands-on lesson on Grimer anatomy, hmm? Groh-hohohohoho~"];
tree[1] = ["#grim04#You know, SOME Grimers, err... Not me personally! But... sometimes..."];
tree[2] = ["#grim00#Some Grimers kind of like it when you rub their um... salivary lumpus? It's that, little dangly thing it's errr, well it's sort of hidden..."];
tree[3] = ["#grim01#Just... Just trust me okay? You find a Grimer's salivary lumpus, give it a couple of good squeezes... You'll have a friend for life~"];
}
else
{
tree[0] = ["#grim03#Oh! Time for another hands-on lesson on Grimer anatomy, hmm? Groh-hohohohoho~"];
tree[1] = ["#grim05#Well, if you can somehow manage to find the, errr... the orbicular phlegm valve while you're in there? How do I describe it... Hrrmmm..."];
tree[2] = ["#grim00#It's sort of this... tomato-sized protrusion around my abdomen area? It's vestigial in nature, but it's got a whole bunch of nerve endings..."];
tree[3] = ["#grim01#And... oh my goo, if you can give that thing a few good squeezes I'll just become like... putty in your hands~"];
tree[4] = ["#grim02#Errr, metaphorical putty! ...You know what I meant~"];
}
}
public static function sexyBadMisc1(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
if (sexyState.grimerMood1 != 0)
{
tree[0] = ["#grim01#Oh boy! Time to do a little goo spelunking right? HRRrrmmmmm... hrrmmm hrrmmm hrrmmm..."];
tree[1] = ["#grim00#You know, while you're down there if your fingers happen to brush past my phyrinic cavity... You could do some exploring in that area~"];
tree[2] = ["#grim04#It's a pretty tight squeeze. My big fat fingers won't fit! But I think yours might be about the right size."];
tree[3] = ["#grim06#I mean... gloop~ You don't have to do it if you don't want,"];
tree[4] = ["#grim01#...But that is an especially nice place for fingers to go. Grrr-hrhrhrhrh~"];
}
else
{
tree[0] = ["#grim01#Oh boy! Time to do a little goo spelunking right? HRRrrmmmmm... hrrmmm hrrmmm hrrmmm..."];
tree[1] = ["#grim00#Well, if you can somehow manage to find the, errr... the orbicular phlegm valve while you're in there? How do I describe it... Hrrmmm..."];
tree[2] = ["#grim06#It's sort of this... tomato-sized protrusion around my abdomen area? It's vestigial in nature, but it's got a whole bunch of nerve endings..."];
tree[3] = ["#grim01#And... oh my goo, if you can give that thing a few good squeezes I'll just become like... putty in your hands~"];
tree[4] = ["#grim02#Errr, metaphorical putty! ...You know what I meant~"];
}
}
public static function sexyBadNoInteract(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#Mmm, that was a nice little mud massage you gave me last time! I could go for another one of those today~"];
tree[1] = ["#grim05#Although ehh, don't be afraid to maybe get your hands a little dirtier, hmmmm???"];
tree[2] = ["#grim01#There's a lot of fun Grimer stuff under the surface that your hand just sort of brushed past last time you were in there."];
tree[3] = ["#grim00#...Stuff you can you know... Grab at, or poke at... Grrr-hrhrhrr~"];
tree[4] = ["#self04#(Hmm? ...Oh, come to think of it, I did feel something strange when my hand was buried deep inside his goop.)"];
tree[5] = ["#self05#(Maybe I should try clicking underneath the goop where those exclamation points are. ...Maybe there's actually something in there.)"];
if (!PlayerData.grimMale)
{
DialogTree.replace(tree, 5, "inside his", "inside her");
}
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
var count:Int = PlayerData.recentChatCount("grim.sexyBeforeChats.0");
if (!PlayerData.grimTouched)
{
if (count == 0)
{
tree[0] = ["#grim09#So, did you really want to err...? I mean, you don't... ...you don't gotta do anything if it makes you uncomfortable."];
tree[1] = ["#grim08#There's sort of a saying among us garbage Pokemon, hrrmmm, how does it go..."];
tree[2] = ["#grim06#Something like, \"You can pull something out of the garbage, but you can't un-throw it away.\" You get it?"];
tree[3] = ["#grim08#It means... once something's garbage, it's garbage forever. It's a line you can't un-cross, and some Pokemon here are probably going to judge you for it."];
tree[4] = ["#grim06#... ..."];
tree[5] = ["#grim05#So... err... yeah!! ...If you don't wanna go through with it, there's your out. No hard feelings, right? We're still friends~"];
}
else
{
if (count % 3 == 0)
{
tree[0] = ["#grim02#Anyway thanks! It was nice seeing you again <name>..."];
tree[1] = ["#grim06#Maybe someday we can err... ..."];
tree[2] = ["#grim04#... ...It was just nice getting to hang out with you, okay? Let's do this again soon~"];
}
else if (count % 3 == 1)
{
tree[0] = ["#grim02#Aww leaving soo soon? Awww no, no, it's okay, I understand."];
tree[1] = ["#grim03#Better get out of here before someone catches you, right? Gro-hohohohorf~"];
tree[2] = ["#grim04#Err, take it easy <name>."];
}
else
{
tree[0] = ["#grim02#Err, wellp! That was fun."];
tree[1] = ["#grim06#Is that it? Unless you wanted to, well... I mean... ..."];
tree[2] = ["#grim04#...Well, you take it easy <name>~"];
}
}
}
else
{
tree[0] = ["#grim01#Oh boy! Time to do a little goo spelunking right? HRRrrmmmmm... hrrmmm hrrmmm hrrmmm..."];
tree[1] = ["#grim00#...Well why don't we see what kind of treasures you turn up this time~"];
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#Mmmmm finally! No more puzzles. Now it's just just to relaaax..."];
tree[1] = ["#grim01#...Hey err, why don't you relax over here with me!! ...My goo's all nice and comfy womfy warm. C'monnn~"];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim02#You know the best part about being with a Grimer is well... You don't gotta worry about getting me prepped or anything!"];
tree[1] = ["#grim03#...'Cause I'm like... REALLY stretchy and everything self lubricates!"];
tree[2] = ["#grim01#But heyyyyy a little prep work can still be fun now and then.... Hrrrr-hrhrhrhrmmmm! ... ...What are you thinking?"];
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim03#Oh! Time for another hands-on lesson on Grimer anatomy, hmm? Groh-hohohohoho~"];
tree[1] = ["#grim00#Just... reach in there and grab something, and I'll call out what it is! ...Y'know, like a big stinky speak-and-spell~"];
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#Gwahhhhh.... Wow... Not bad for an amateur~"];
tree[1] = ["#grim06#You know, don't take this the wrong way, <name>... But I bet you could stick your arms in puddles of stinky goo for money!!"];
tree[2] = ["#grim02#I mean... I think people would pay you a lot for that! You're REALLY good at it."];
tree[3] = ["#grim04#... ...But err... anyway, it's been fun! Come grab me if you're free again, okay?"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#grim08#Mmmmm... wait a minute. No more puzzles... The minigame's over... And we just finished doing our sex..."];
}
else
{
tree[0] = ["#grim08#Mmmmm... wait a minute. No more puzzles... And we just finished doing our sex..."];
}
tree[1] = ["#grim12#Does that mean... are we out of stuff to do!?! Awww! That STINKS!!"];
tree[2] = ["#grim06#... ...Well err, I guess there's always next time, right? ...But anyway... Hrrmmm..."];
tree[3] = ["#grim02#...Thanks for setting aside some time to fraternize with a stinky skub like your pal Grimer over here. It means a lot, <name>."];
tree[4] = ["#grim01#I hope I can see you again soon! Bloop~"];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim00#Ooogh.... yeah... Well, we're going to want to get that off the floor before it leaves a permanent stain."];
tree[1] = ["#grim06#...I think I saw some white vinegar in the kitchen. ...Glurp? If I can just find a spray bottle... Hrrmmm..."];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#grim02#Hey don't worry about cleanup, I got it! ...It was nice seeing you again, <name>."];
tree[4] = ["#grim01#This was... This was a really good day for me. You're the best~"];
tree[10000] = ["%fun-alpha0%"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim01#Gugahh.... That was... Gwah.... Oh my gooness..."];
tree[1] = ["#grim00#<name>, I don't think you know what you just did. ...But it was disgusting, and I loved it~"];
tree[2] = ["#grim01#Mmhmhmhmhm... Just, next time, just... JUST like that. That was amazing... Mmmm~"];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim01#<name>, that... nngh... You just, grrgh... you really... blrrggl..."];
tree[1] = ["#grim00#I've seen internet shock sites dedicated to tamer stuff than what you just did. If you had ANY idea where your fingers just were... Oh my goo~"];
tree[2] = ["#grim01#You know <name>, maybe the less you know the better. ....blrrrrrrphtt~"];
}
public static function sexyAfterGood2(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
tree[0] = ["#grim01#Grrrggghghgh.... <name>, you... you just... rrgh... gooness gracious... graagh..."];
tree[1] = ["#grim00#I think you just bottomed out any purity test you were planning on taking! Do you, err... Do you have ANY idea where your fingers just were? Ehheheh~"];
tree[2] = ["#grim01#Not that I mind but... graagh! That was SO filthy, I'm blushing just thinking about it... Mmmmnghh..."];
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#grim05#Yeah, errr... There's something wrong if you look at that <first clue>! It's obvious now, right?",
"#grim06#Wait a minute, errr... That <first clue> doesn't work with your answer, does it?",
"#grim06#There's a big shiny light on that <first clue>... Does that mean something?",
]);
clueDialog.setQuestions(["Huh?", "I don't\nget it", "What?", "...Really?"]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#grim04#So yeah, looking at that <first clue>, your answer's got too many <bugs in the correct position>.");
clueDialog.pushExplanation("#grim05#The clue's got like, <e hearts> right? So you should only have <e bugs in the correct position>, but you've got <a>.");
clueDialog.fixExplanation("should only have zero", "shouldn't have any");
clueDialog.pushExplanation("#grim06#That's uhh. I can't really help you any more than that, this stuff's sorta beyond me. ...But we can go ask Abra for help if you want.");
}
else
{
clueDialog.pushExplanation("#grim04#So yeah, looking at that <first clue>, your answer needs more <bugs in the correct position>.");
clueDialog.pushExplanation("#grim05#The clue's got like, <e hearts> right? So you should have <e bugs in the correct position>, but you've only got <a>.");
clueDialog.fixExplanation("you've only got zero", "you don't have any");
clueDialog.pushExplanation("#grim06#That's uhh. I can't really help you any more than that, this stuff's sorta beyond me. ...But we can go ask Abra for help if you want.");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#grim04#Oh hey <name>! ...Did you need something?",
"#grim04#What's up! ...Blorp! Did you need my help?",
"#grim04#Aww hey <name>! ...Anything you need?",
];
helpDialog.goodbyes = [
"#grim08#Oh err, yeah! Going to get some fresh air? I know how it is.",
"#grim08#Aww really? Don't tell me the smell is getting to you, too!",
"#grim08#Aww, well maybe we can finish this another time. ...I mean, if you're free...",
];
helpDialog.neverminds = [
"#grim03#Any excuse to talk to your little Grimer pal, is that it? Gwo-hohohorf!",
"#grim03#Quit getting distracted, this is serious stuff! Gwo-hohohohorf!",
"#grim03#... ...Barp!",
];
helpDialog.hints = [
"#grim06#A hint? Uhh, don't look at me! I'm awful at this stuff. Let me see if Abra's around.",
"#grim06#I don't... see... anybody around? But let me see if Abra's in his room, I bet he can help...",
"#grim06#Err yeah! I'll go bug Abra about getting a hint or two. Be right back..."
];
if (!PlayerData.abraMale)
{
helpDialog.hints[1] = StringTools.replace(helpDialog.hints[0], "bet he", "bet she");
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
return newHelpDialog(tree, puzzleState).help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim02#Aaaaaa wow! A bonus coin? A bonus cooooooin!!!"];
tree[1] = ["#grim03#Let's see what sort of fun bonus game we get to play. ...I like never get to play these!"];
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#grim04#Huh okay! I'm sorta out of practice anyway. Maybe we can play another time!", "#grim01#Besides, this'll give us a little extra time to... Gwohh-hohohohohorf~", "#grim06#You're not going to skip out on THAT, right!? ...That's the most important part!"]);
g.addSkipMinigame(["#grim04#Aww really? I was sorta looking forward to this one!", "#grim01#Although I was sorta looking forward to other stuff, too... Gwohh-hohohohohorf~", "#grim06#And you CAN'T skip that, can you?? ...Gee I sure hope Abra didn't make a skip button for that part!"]);
g.addRemoteExplanationHandoff("#grim06#Err, well... I think I kinda know the rules, but not really well enough to explain them. Hrrmmm, where's <leader>...");
g.addLocalExplanationHandoff("#grim05#Yeah! Can you explain this, <leader>? ...It might help jog my memory too.");
g.addPostTutorialGameStart("#grim04#Did you get any of that, <name>? Maybe you can just pick it up as we go!");
g.addIllSitOut("#grim05#Errr, you know, I've actually gotten pretty good at this game! You might have more fun if I sit out.");
g.addIllSitOut("#grim05#I might let you play without me, if that's okay! ...I'm really good at it, and errr, it might suck out all the fun.");
g.addFineIllPlay("#grim06#Hrrrmmm... Well okay! Maybe just look at it as a learning experience, okay? ...Don't worry about winning.");
g.addFineIllPlay("#grim06#Mmmm, well I'll play if you really want me to! I'll try to go a little easy on you.");
g.addGameAnnouncement("#grim03#Is this <minigame>? Oh neat! I've been meaning to get more practice at this one~");
g.addGameAnnouncement("#grim03#Hey whoa, it's <minigame>!! ...Did Abra plan this? " + (PlayerData.abraMale ? "He" : "She") + " must have known I'd be playing today~");
g.addGameAnnouncement("#grim03#<Minigame>? Oh neat, I haven't played this one in awhile! You've played it before, right?");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#grim05#Hrrmmm well... Is that it? Are you ready to start?");
g.addGameStartQuery("#grim05#You remember the rules and everything, right?");
}
else
{
g.addGameStartQuery("#grim05#Hrrmmm well... Are you ready to start?");
g.addGameStartQuery("#grim02#You're goo-ing down this time, <name>! Gwohh-hohohorf! Ready?");
}
g.addGameStartQuery("#grim03#You ready to goo? Err... go? Ready to go? Gwohohorf!");
g.addRoundStart("#grim05#Time for round <round>! ...You ready?", ["Hmm, one\nsecond", "Alright", "Let's go!"]);
g.addRoundStart("#grim04#Okay, round <round>, right? Let's go!", ["Oogh...", "Hmm okay", "I'm ready!"]);
g.addRoundStart("#grim05#I guess that makes this... round <round>?", ["Yep", "Whenever\nyou're ready!", "Uhh..."]);
g.addRoundStart("#grim04#Alright, let's start the next round!", ["Next\nround!", "Oh, okay", "..."]);
g.addRoundWin("#grim02#Well what do you know! I didn't think I had that one~", ["Ugh, so\nlucky...", "Heh! You're\nreally good~", "Ack! That\nsurprised me"]);
g.addRoundWin("#grim03#Score one more for grimer! ...Bloop! How are you holding up, <name>?", ["Ehh, I'll\nshake it off", "Wow, I didn't think\nyou'd be this good", "(sob)"]);
g.addRoundWin("#grim04#Maybe it's all this brain food I've been eating! You know, calculators, microprocessors...", ["This is\ncrazy...", "Hey, calculators\nare cheating!", "Stop, you're\nmaking me hungry"]);
if (FlxG.random.bool(40)) g.addRoundWin("#grim02#Sorry <name>! But it's like they say... the stinky wheel gets the grease!", ["You said it was\nthe sneaky wheel!!", "Isn't it the\nsqueaky wheel?", "It's not\nover yet..."]);
g.addRoundLose("#grim13#Hey <leader>, are you cheating or something? ...You're wearing a choice scarf, aren't you? Take that thing off!", ["Is <leaderhe>\nreally!?|It's just a\nregular scarf~", "Heh! Heh! <leaderHe's>\njust fast...|Heh! Heh! I'm\njust fast...", "Hey! No\nhold items!|I'm not wearing\na scarf..."]);
g.addRoundLose("#grim12#Hrrrmmm, wait a minute, that doesn't make sense... Can someone double-check that math?", ["I'm confused\ntoo...|What doesn't\nmake sense!?", "Do-over! I\nwant a do-over!|No do-overs,\nGrimer", "It's... REALLY\nsimple math"]);
g.addRoundLose("#grim06#Ack! Leave some points for the rest of us!", ["C'mon, earn\nyour points!", "This scoreboard\nseems lopsided", "Yeah c'mon,\ngo easy!|Heh aww,\nI'll go easy"]);
g.addWinning("#grim02#Wow! ...Glurp! ...Look at me, way up in the lead. I'm untouchable!", ["Gwooph", "Hey, I can\ntouch you...!", "Well, you're\na liquid so..."]);
g.addWinning("#grim06#See <name>, the problem with your strategy is you need to be a little more fluid...", ["Hey, I'm\nplenty fluid", "I've had it with your\nanti-solid propaganda", "You're going\ndown, Grimer"]);
g.addWinning("#grim03#Griii-mer! Griii-mer! Blorp! Blorp! Blorp! Griii-mer! Griii-mer! Blorp! Blorp! Blorp!", ["...Blorp...", "Can it,\ngoo face", "Hey! How come nobody\ncheers for me"]);
g.addWinning("#grim03#Gwoh-hohohoh! Okay, I've proved my point. I'll drop it into first gear for a few laps~", ["First gear!? You'll\nblow out your\ntransmission", "How are you\nso good!?", "Wait, isn't first gear\nthe fast one?"]);
g.addLosing("#grim10#Glrrggh... My brain feels like mush! And not the good kind of mush...", ["There's...\ngood mush?", "Hey, don't\ngive up yet", "We just need\nto practice more|You just need\nto practice more"]);
g.addLosing("#grim07#I... I think I can still catch up! You're not that far ahead...", ["That gap is\nwidening, though...", "Yeah! We\ncan do it~|Yeah! You\ncan do it~", "Just give\nup already"]);
g.addLosing("#grim06#Hrrrmmm... This is the part of the movie where the hero turns everything around, with some inspirational music...", ["...You mean a\nfuneral dirge?", "...Hey, I'M\nthe hero!", "I don't think it's\nthat kind of movie"]);
g.addLosing("#grim08#Aww man! I really thought I'd win this. I'm usually really good when it comes to these games...", ["Hey, you're\ndoing well", "...Really?", "Yeah, <leader>'s\ntoo good...|I usually win,\ndon't feel bad"]);
g.addLosing("#grim09#Ulggh... This really stinks. And... And not the good kind of stinks.", ["There's a\ngood kind?", "Hmm...|Heh heh~", "We can still\ncatch <leaderhim>|You're not out\nof it yet"]);
g.addPlayerBeatMe(["#grim08#Aww well, that didn't go quite how I wanted but at least I've got a few new tricks in my arsenal thanks to you~", "#grim06#Hrmmm, wait weren't we forgetting about something? Arsenal... Arsenal... Things in my arsenal...", "#grim01#Oh yeah! Now I remember~"]);
g.addPlayerBeatMe(["#grim06#Geez, you've been playing these games a LOT, haven't you <name>!? I mean I thought I'd practiced enough but...", "#grim05#...Well hey, good game! I've still got a lot to learn. Maybe next time we'll play something I'm better at~"]);
if (gameStateClass == ScaleGameState || gameStateClass == StairGameState) g.addBeatPlayer(["#grim02#Didn't think Grimer could win, huh <name>? Thought " + (PlayerData.grimMale ? "his":"her") + " sludgy arms would be too slow and clumsy? ...Well, that's what you get for underestimating me!", "#grim03#...Yeah! Well now maybe next time you'll, err.... estimate me! Gwoh-hohohohorf~", "#grim05#Aww I'm just joking around. You played well. You'll get me back next time~"]);
if (gameStateClass == StairGameState) g.addBeatPlayer(["#grim02#Didn't think Grimer could win, huh <name>? Thought " + (PlayerData.grimMale ? "his":"her") + " sludgy brain couldn't handle statistics? ...Well, that's what you get for underestimating me!", "#grim03#...Yeah! Well now maybe next time you'll, err.... estimate me! Gwoh-hohohohorf~", "#grim05#Aww I'm just joking around. You played well. You'll get me back next time~"]);
g.addBeatPlayer(["#grim02#Woooo! Grimer is the wiinnerrrrr! Yeaaaaahhh!! ...Good game! Good game!!", "#grim00#Say, you know what would have made that an even BETTER game...?", "#grim03#If I'd beaten you by even MORE! Gwohhh-hohohoho! ...Hey! Remember the part where I WON!?"]);
g.addShortWeWereBeaten("#grim05#Glarp! We'll get <leaderhim> next slime, <name>. <leaderHe> didn't win by that mush!");
g.addShortWeWereBeaten("#grim04#Aww, well that was fun anyways. ...Glorp! I never get to spend enough time with you guys~");
g.addShortPlayerBeatMe("#grim05#Eesh, you're really good, <name>! ...Beating you at this game is like trying to nail jelly to a tree!");
g.addShortPlayerBeatMe("#grim02#Ack, that loss really shattered my confidence! ... ...Aaaand it's back! Glop! I want a rematch!");
g.addStairOddsEvens("#grim06#So we usually throw odds and evens for start player! Is that alright? You can be odds, and I'll be evens.", ["Hmm, so\nI'm odds", "I'm\nready", "Yeah!"]);
g.addStairOddsEvens("#grim06#You want to do odds and evens to see who goes first? You be odds, and I'll be evens.", ["Hmm, so I want\nthe total to be odd?", "Sure", "Let's go!"]);
g.addStairPlayerStarts("#grim05#So you get to go first! ...Take your time. Think really, really hard about that \"2\" you're going to roll.", ["Uhh,\nwait...", "I might not\nroll a 2!", "Heh heh,\nwhatever"]);
g.addStairPlayerStarts("#grim04#Whoops, I should have seen THAT coming! ...I guess you're going first then. Whenever you're ready!", ["Uhh, give me\na second", "Sweet!\nGood start~", "Okay,\nI'm ready"]);
g.addStairComputerStarts("#grim04#Ahh! So I get to start, huh? Hrrrmmmm... Hrrrmmmm... Okay! I know what I'm throwing. Are you ready?", ["Yep! Ready", "Let me\nthink...", "Hmm okay"]);
g.addStairComputerStarts("#grim05#So I'm first, right? Hrrrmmmm let me think... You wouldn't throw a zero on the first roll, would you?", ["I'm not\ntelling", "Hmm...", "I might,\nI'm CRAZY"]);
g.addStairCheat("#grim12#Hey, c'mon! I wasn't born yesterday, we gotta throw them out at the same time. ...That means no peeking!", ["Uhh, sorry", "Hmmm... I guess I\nwas a little late", "What!? I didn't\ndo anything"]);
g.addStairCheat("#grim06#Errrr, maybe I'll slow down a little. I feel like you sorta missed the buzzer on that one...", ["Did I? Hmm...", "Oh,\nmy bad", "What? Hey,\nc'mon"]);
g.addStairReady("#grim04#Ready, <name>?", ["Let's\ngo!", "Hmmm...", "Yep!\nI'm ready"]);
g.addStairReady("#grim05#You know what you're throwing?", ["Oof...", "I think\nso!", "Let's\ndo it"]);
g.addStairReady("#grim04#Ready?", ["I think\nI'm ready!", "Yup", "Mmm,\nsure..."]);
g.addStairReady("#grim05#Next roll! Ready?", ["Alright!", "Okay", "Oogh..."]);
g.addStairReady("#grim06#Are you ready?", ["I think\nso!", "I'm ready", "Umm,\nsure?"]);
g.addCloseGame("#grim07#Whoa! This is really anybody's game. ...I need to concentrate!", ["What's your move,\nslime boy?", "I've got\nyou now...", "Heh! This\nis fun~"]);
g.addCloseGame("#grim06#You're kind of hard to read! I wish I could see your face, hrrmmm... Hrrrrmmmm...", ["What about\npalm reading?", "Your face\nis cute~", "You're tough\nto read, too"]);
g.addCloseGame("#grim04#Boy! ...I still feel like this could go either way. What do you think?", ["I think it's\ngoing my way~", "Looks like it\nmight go your way...", "It's really too\nearly to tell"]);
g.addCloseGame("#grim01#You're just ONE bad roll away from handing this game over to me on a silver platter! ...No pressure or anything~", ["What? You're\ncrazy", "The same could\nbe said for you", "We'll see,\nwe'll see~"]);
g.addStairCapturedHuman("#grim01#And another little " + manColor + " guy is consumed by the blob... But in the end, the blob consumes all things! Groh-hohohohohorf~", ["Stop, you're\ncreeping me out", "Stop, you're\nturning me on~", "Stop, just...\njust stop"]);
g.addStairCapturedHuman("#grim02#...Splat! What was that guy doing on my staircase? Go find your own staircase, little guy!", ["I think it\nwas a girl...?", "Oof, this\nisn't over", "Hey!\n...Rude!"]);
g.addStairCapturedHuman("#grim03#What, you didn't think I was brave enough to put out a <computerthrow>? Gwoh-hohoho! Serves you right~", ["Oh, screw\nyou Grimer", "Brave enough? Or\nLUCKY enough", "Aww, man..."]);
g.addStairCapturedHuman("#grim06#Oops! Sorry! I'm... I'm really sorry! ...I wanted to win, but I wasn't trying to be nasty. ...Errk! Sorry!!", ["Wahhh!", "Heh heh it's\nall good~", "...Tsk, you're\nnot sorry"]);
g.addStairCapturedComputer("#grim11#Grahh! How... How in the WORLD did you see that coming!? I didn't think anybody would throw a <playerthrow>...", ["Well, I\nwould...", "I'm sneaky\nlike that~", "Heh heh\nheh!"]);
g.addStairCapturedComputer("#grim08#What!? But... But... I was just... Bleaggghhhh...", ["Sorry? I don't\nspeak \"bleaggghhh\"", "Keep it together,\nGrimer", "Oogh, I'm\nsorry"]);
g.addStairCapturedComputer("#grim06#That was... Wow!! Did you think that through or was that just a guess?", ["I thought\nit through", "Ehh, total\nguess", "Little from column A,\nlittle from column B"]);
return g;
}
public static function charmeleon(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["%fun-charmeleon-instant%"];
tree[1] = ["#char00#Hello? ...I thought I heard something. Is someone there?"];
tree[2] = ["%fun-charmeleoff%"];
tree[3] = ["#grim03#Oh wait, it WORKED? You clicked it! You really clicked it! Gwohhh-hohohohoho!"];
tree[4] = ["#grim02#Sorry! I'm sorry about my little ruse. I know that was sort of sneaky. But it's like they say, the sneaky wheel gets the grease!"];
tree[5] = ["#grim04#Plus I mean c'mon, not like anyone's going to click on a... skub like me when there's actual sexy Pokemon around. You get it, don't you?"];
tree[6] = [20, 30, 40, 50];
tree[20] = ["I wanted\nCharmeleon!"];
tree[21] = ["#grim06#Well I mean, err... Yeah! Obviously Charmeleon's here too. Would that help? ...Yeah! I'll go get Charmeleon..."];
tree[22] = ["%fun-alpha0%"];
tree[23] = ["#zzzz04#..."];
tree[24] = ["%fun-alpha1%"];
tree[25] = [100];
tree[30] = ["Aww, you're\ncute too"];
tree[31] = ["#grim01#Guohohoho! Stop it, you're going to make the Charmeleon cutout jealous~"];
tree[32] = ["#grim06#Speaking of which, hrrmmm...."];
tree[33] = [100];
tree[40] = ["Uhhh..."];
tree[41] = ["#grim06#Well I mean, err... I was just messing with you! Of course Charmeleon's here. I'll go get him..."];
tree[42] = ["%fun-alpha0%"];
tree[43] = ["#zzzz04#..."];
tree[44] = ["%fun-alpha1%"];
tree[45] = [100];
tree[50] = ["Hey, you\ntricked me"];
tree[51] = ["#grim06#Well I mean, err... Yeah! Obviously Charmeleon's here too. Would that help? ...Yeah! I'll go get Charmeleon..."];
tree[52] = ["%fun-alpha0%"];
tree[53] = ["#zzzz04#..."];
tree[54] = ["%fun-alpha1%"];
tree[55] = [100];
tree[100] = ["%fun-charmeleon%"];
tree[101] = ["#char00#Charmeleon! Char! Errr.... Let's start this puzzle or something. Char!"];
tree[10000] = ["%fun-charmeleon%"];
tree[10001] = ["%fun-alpha1%"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-charmeleon-instant%"];
tree[1] = ["#char01#Char! Char! That was like, really clever of you! Now I'm going to take off my, err..."];
tree[2] = ["%fun-charmeleoff%"];
tree[3] = ["#grim08#Hey are we really doing this? I can't exactly, you know, take the shirt off of a cardboard cutout..."];
tree[4] = [20, 30, 40, 50];
tree[20] = ["C'mon, you're\ndoing great!"];
tree[21] = ["#grim06#Errr, really? Well okay, maybe if I draw something on the back... Maybe I can get him looking, hrmmm... let me see..."];
tree[22] = [100];
tree[30] = ["Just let me\nhave this"];
tree[31] = ["#grim06#Errr, really? Well, maybe if I draw something on the back, I can get him looking, hrmmm... let me see..."];
tree[32] = [100];
tree[40] = ["I'm telling\nAbra..."];
tree[41] = ["#grim10#Gwaah! I'm sorry!! ...I'll be good! Maybe if I draw something on the back, hrmmm... let me see..."];
tree[42] = [100];
tree[50] = ["Oh,\ndon't worry\nabout it"];
tree[51] = ["#grim06#Errr, just give me a second! I think if I draw something on the back, I can get him looking, hrmmm... let me see..."];
tree[52] = [100];
tree[100] = ["%fun-alpha0%"];
tree[101] = ["#zzzz10#..."];
tree[102] = ["%fun-alpha1%"];
tree[103] = ["%fun-charmelesexy%"];
tree[104] = ["%prompts-dont-cover-7peg-clues%"]; // arrange prompts so they don't cover charmeleon
tree[105] = ["#char02#Charmeleon! Char! What do you think of my smoooooooooth reptilian abdomen? Pretty sexy right?"];
tree[106] = [120, 130, 140, 150];
tree[120] = ["Are those...\nfive-pack abs?"];
tree[121] = ["%fun-charmeleoff%"];
tree[122] = ["#grim04#Hey, c'mon! I thought I did pretty good. You sort of put me on the spot there!"];
tree[123] = ["#grim00#Just look at him... I really captured his Charmeleon-ness! That wry grin, that soft fleshy exterior... Rrrr, I'd like to ooze up on into his..."];
tree[124] = [200];
tree[130] = ["Soooo\nsexy~"];
tree[131] = ["%fun-charmeleoff%"];
tree[132] = ["#grim01#I know, right!? I bet you wish you could see all my other sexy Charmeleon drawings. ...But those are just for me! Glurp~"];
tree[133] = ["#grim00#Charmeleon was sorta my first internet crush. That wry grin, that soft fleshy exterior... Rrrr, I'd like to ooze up on into his..."];
tree[134] = [200];
tree[140] = ["Reptiles\ndon't have\nnipples..."];
tree[141] = [121];
tree[150] = ["Um, well..."];
tree[151] = [121];
tree[200] = ["%fun-alpha0%"];
tree[201] = ["#grim01#... ... ..."];
tree[202] = ["#grim06#...Okay! Err, don't judge me but... I sort of need some alone time with the Charmeleon cutout. Sorry! I'm sorry!"];
tree[203] = ["#grim13#You're judging me aren't you? After I asked you so nicely not to! Hrrrrng!"];
tree[10000] = ["%fun-charmeleoff%"];
tree[10001] = ["%fun-alpha1%"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#grim04#So your name's... <name>, right?"];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[1] = ["#grim05#<name>... <name>... That sounds kinda like a boy's name. You've got boy genitals?"];
tree[2] = ["#grim06#I forget, are those err... the pointy kind? Or the mushy kind?"];
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[1] = ["#grim05#<name>... <name>... That sounds kinda like a girl's name. You've got girl genitals?"];
tree[2] = ["#grim06#I forget, are those err... the pointy kind? Or the mushy kind?"];
}
else
{
tree[1] = ["#grim05#<name>... <name>... I can't tell. Is that a boy's name or a girl's name?"];
tree[2] = ["#grim06#Like, as far as your genitals, hrrrmmm... Are they the pointy kind? Or the mushy kind?"];
}
tree[3] = [20, 30, 40, 50];
tree[20] = ["They're the\npointy kind"];
tree[21] = ["#grim02#The pointy kind!? That's... that's my favorite kind!!"];
tree[22] = ["#grim01#Always poking around everywhere, and then when they poke in just the right way... Gwohohohohorf~"];
tree[23] = ["#grim00#...Mine are a little pointy AND a little mushy. It's hrrmmm, kind of a mess down there if you're not used to that sort of thing."];
tree[24] = ["#grim05#Just... try to keep an open mind, okay! And I'll try not to do anything too gross."];
tree[30] = ["They're the\nmushy kind"];
tree[31] = ["#grim02#The mushy kind!? That's... that's my favorite kind!!"];
tree[32] = ["#grim01#They're always mushing around everywhere, and then when they get smushed in just the right way.... Gwohohohohorf~"];
tree[33] = [23];
tree[40] = ["They're...\na little\nof both"];
tree[41] = ["#grim02#A little of both!? That... that sounds just like mine!!"];
tree[42] = ["#grim01#Always poking and... mushing around. Squishing and probing and... being smooshed in return~"];
tree[43] = ["#grim00#Actually come to think of it, it's hrrmmm... kind of a mess down there if you're not used to that sort of thing."];
tree[44] = [24];
tree[50] = ["I don't\nwant to\ntell"];
tree[51] = ["#grim02#So they're... they're the secret kind!? That's... that's my favorite kind!!"];
tree[52] = ["#grim01#Those genitals that are all mysterious and nebulous... performing nebulous activities and having nebulous activites performed upon them~~"];
tree[53] = ["#grim00#Actually, my genitals are kind of ill-defined in their own way! It's actually hrrmmm, kind of a mess down there if you're not used to that sort of thing."];
tree[54] = [24];
}
}
public static function stinkBuddies(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#grim02#Aww hey! It's my good friend <name>! ...And he even clicked me on purpose this time."];
tree[1] = ["#grim06#...It's okay if I call you that, right? ...A friend I mean?"];
tree[2] = [20, 30, 40, 50];
tree[20] = ["Friends...\nwith benefits!"];
tree[21] = ["#grim03#Grohohohoh! That's right, you've sort of had your hand down the garbage disposal a few times, haven't you~"];
tree[22] = [100];
tree[30] = ["Of course\nwe're friends!"];
tree[31] = ["#grim03#Grohohoh! Okay, just making sure. Some people are kinda touchy about calling me their friend. ...As if people will judge them or something!"];
tree[32] = [100];
tree[40] = ["Uhh, maybe\nkeep it on\nthe D/L..."];
tree[41] = ["#grim03#Aww c'mon! You don't gotta be so shy about it. What, you think everyone's gonna judge you for having one stinky friend?"];
tree[42] = [100];
tree[50] = ["Oops, I thought\nyou were\nCharmeleon\nagain"];
tree[51] = ["#grim03#Aww c'mon! You don't gotta be so shy about it. What, you think everyone's gonna judge you for having one stinky friend?"];
tree[52] = [100];
tree[100] = ["#grim04#Of course it just figures my closest friend in the house would be the one without a nose! Not that I mind or anything."];
tree[101] = ["#grim05#But like, even Abra you know? ...He invited me to the house a couple weeks ago to introduce me to his friends."];
tree[102] = ["#grim06#I guess maybe he felt bad for me? Or maybe he's just a friendly guy. I dunno. But lately whenever I come by to visit, he's always holed up in his room."];
tree[103] = ["#grim08#...Hrrrmph, so I guess he can't put up with the smell either. ...Just like everyone else."];
tree[104] = ["#grim04#Well, whatever. That just means more privacy for the two of us, right <name>?"];
tree[105] = ["#grim03#Let's get these stupid puzzles out of the way so we can make the most of it! Gwoh-hohohohorf~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 0, "he even", "she even");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 0, "he even", "they even");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 101, "He invited", "She invited");
DialogTree.replace(tree, 101, "his friends", "her friends");
DialogTree.replace(tree, 102, "he felt", "she felt");
DialogTree.replace(tree, 102, "he's just", "she's just");
DialogTree.replace(tree, 102, "friendly guy", "friendly girl");
DialogTree.replace(tree, 102, "he's always", "she's always");
DialogTree.replace(tree, 102, "his room", "her room");
DialogTree.replace(tree, 103, "he can't", "she can't");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#grov06#That... that stench. Did someone perhaps knock over a bottle of vinegar? Or is there a..."];
tree[1] = ["%entergrov%"];
tree[2] = ["#grov08#...Ah yes. Hello... Grimer. One puzzle down already?"];
tree[3] = ["#grim02#Yeah! <name> got through that one super quick."];
tree[4] = ["#grov04#Ah, excellent. Yes, he's a sharp one isn't he?"];
tree[5] = ["#grov03#Hmm, most of us strip in between puzzles but... I suppose you're exempt from Abra's usual \"two articles of clothing\" rule aren't you?"];
tree[6] = ["#grim03#Oh! Oh!!! I knew about that rule and I actually threw in a shirt and pants just in case! Should I take them out now??"];
tree[7] = ["#grov06#Take them... \"out\"? ...Surely you mean, take them \"off\"..."];
tree[8] = ["#grim06#No, no, I stuffed 'em in here for a reason! Just gimme a second to find them okay? Sorry!"];
tree[9] = ["#grim12#...Now where are they... Hrmmm... Hrrmmmmm... no, not those... Wait, when did I eat THAT!?"];
tree[10] = ["#grov08#That's, eeuugh... ...That's quite alright, go ahead and keep your shirt... in."];
tree[11] = ["%exitgrov%"];
tree[12] = ["#grov10#... ...Now if you'll pardon me, I could use some fresh air..."];
tree[13] = ["#grim05#Hrrmph! ...People around here sure do love their fresh air."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 4, "he's a", "she's a");
DialogTree.replace(tree, 4, "isn't he", "isn't she");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 4, "he's a", "they're a");
DialogTree.replace(tree, 4, "isn't he", "aren't they");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#grim06#Aaaand yep, we're alone again. Hrrmmm. Guess Grovyle's still out enjoying his \"fresh air\"..."];
tree[1] = ["#grim08#...Hey <name>?"];
tree[2] = ["#grim09#... ...Do you ever think we could be, y'know, real life friends? Like... if you had to put up with how I smell?"];
tree[3] = [20, 30, 40, 50];
tree[20] = ["Yeah! I\nwouldn't mind"];
tree[21] = ["#grim08#Really? Hrrmmm. I'm not so sure. A lot of guys start out kinda treating me nice, like Abra did. And like you're doing now..."];
tree[22] = [100];
tree[30] = ["Hmm, I'm\nnot sure"];
tree[31] = ["#grim06#Yeah, hrrmmm. I'm not sure either. I know we're friends now, but a lot of my online friendships start out fine until we meet in person."];
tree[32] = ["#grim08#And even when we meet in person they're nice at first. I mean I don't lie about it, they know what to expect."];
tree[33] = [100];
tree[40] = ["Probably\nnot"];
tree[41] = ["#grim06#Yeah, hrrmmm. That's what I'm worried about. I know we're friends now, but a lot of my online friendships start out fine until we meet in person."];
tree[42] = ["#grim08#And even when we meet in person they're nice at first. I mean I don't lie about it, they know what to expect."];
tree[43] = [100];
tree[50] = ["I bet I\nsmell worse\nthan you do"];
tree[51] = ["#grim03#Gwohh-hohohohorf! Aww, you're just saying that to be nice."];
tree[52] = ["#grim04#A lot of guys start out kinda treating me nice like that. You know, sorta like Abra did."];
tree[53] = [100];
tree[100] = ["#grim06#...But then they get sick of it when they realize, well, it's kind of an all-the-time thing. The smell I mean."];
tree[101] = ["#grim09#And most of them can't get used to it. Or they're scared of getting used to it..."];
tree[102] = ["#grim08#... ..."];
tree[103] = ["#grim04#Y'know like, they say it works that way when you have pets right? Your house can smell really bad, people walk in and they're like \"Phwooph! ...This is a cat house.\""];
tree[104] = ["#grim05#But you don't smell it anymore, 'cause you're used to it and it just smells normal to you."];
tree[105] = ["#grim06#Maybe if you and I ever met in real life, we could like... be roommates? At least until you got used to the smell..."];
tree[106] = ["#grim03#And then we'd be stink buddies! We'd be stinky together and make new stinky friends."];
tree[107] = ["#grim06#...Or uhh. Or maybe we could plan out something where you don't adopt this whole lifestyle change of smelling like a dumpster all the time? ...Sorry! I'm sorry!!"];
tree[108] = ["#grim07#Hrrrrrrrrrmmmmmm! ...I'll think of something!!!"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 0, "enjoying his", "enjoying her");
}
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim11#Gwahh!!"];
tree[1] = ["#grim05#Oh, it's you <name>! ...Sorry, I sorta had my back turned. We should really get you a doorbell or something!"];
tree[2] = ["#grim02#Err, but yeah! I'd be happy to solve some puzzles with you. Is that what we're doing? Yeah, let's go!"];
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim03#Back for more puzzles with your pal Grimer ehhh? ...<name>, I have to say you're a man of questionable taste."];
tree[1] = ["#grim02#...I guess it only figures you'd be drawn to me, a man of questionable smells! Gwo-hohohohorf."];
tree[2] = ["#grim01#But we'll have plenty time to smell and taste each other later! ...Let's get you started on a puzzle~"];
if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 0, "a man", "a character");
DialogTree.replace(tree, 1, "a man", "a character");
}
else
{
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 0, "a man", "a woman");
}
if (!PlayerData.grimMale)
{
DialogTree.replace(tree, 1, "a man", "a woman");
}
}
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grim.randomChats.0.2");
if (count % 2 == 0)
{
tree[0] = ["#grim03#Whoa, that was fast! I like, literally JUST got here. I've sat at traffic lights longer than that!"];
tree[1] = ["#grim05#I almost feel a little bad for the other guys though! Kinda like I'm cutting in line."];
tree[2] = ["#grim01#...Maybe I can make 'em a cardboard Grimer cutout, that way you'll click them more often! Gwoh-hohohohorf~"];
if (!PlayerData.abraMale && !PlayerData.grovMale)
{
DialogTree.replace(tree, 1, "other guys", "other girls");
}
}
else
{
tree[0] = ["#grim03#Whoa, that was fast! I like, literally JUST got here. I've sat at traffic lights longer than that!"];
tree[1] = ["#grim00#But really, I'm flattered <name>. I've never had someone this eager to just hang out with me~"];
}
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var hours:Int = Date.now().getHours();
if (hours >= 5 && hours < 9)
{
tree[0] = ["#grim02#Goo morning, <name>! Whoa!!! ....What are you doing up this early?"];
tree[1] = ["#grim03#Maybe... Maybe you're getting in some early Grimer action before your morning shower? Glop! That's pretty smart~"];
}
else if (hours >= 9 && hours < 12)
{
tree[0] = ["#grim02#Goo morning, <name>! Huh, you must be one of those legendary \"morning people,\" is that it?"];
tree[1] = ["#grim06#I don't know if I'm a morning person or an evening person... Hrrmmm..."];
tree[2] = ["#grim03#You tell me what you are first! I'll be whatever you are~"];
}
else if (hours >= 12 && hours < 18)
{
tree[0] = ["#grim02#Goo afternoon, <name>! How's your day been gooing?"];
tree[1] = ["#grim06#Hrrmmm... Was that too many goo puns in a row? Sorry! ...I'm sorry. Too much of a goo thing, right?"];
tree[2] = ["#grim10#Ack! ...That one just slipped out!"];
}
else if (hours >= 18 && hours < 23)
{
tree[0] = ["#grim04#Goo evening <name>! ...Hrrmmm, have you had your dinner yet?"];
tree[1] = ["#grim05#I don't usually do a real dinner! I'm more in the, \"lots of small meals\" kinda camp."];
tree[2] = ["#grim06#Not 'cause I'm trying to lose weight or anything! I'm just no fun when I'm hungry."];
}
else
{
tree[0] = ["#grim06#Goo evening <name>! ...Hrrmmm, isn't it past your bedtime?"];
tree[1] = ["#grim00#Not that I mind or anything! But... You're missing out on a lotta fun stuff you can do in bed! ...Blop!"];
tree[2] = ["#grim01#Heyyyy maybe after these three puzzles, your good buddy Grimer can help tuck you in~"];
}
}
public static function sorryIAteYourDildo04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grim.randomChats.0.4");
if (count == 0)
{
tree[0] = ["%disable-skip%"];
tree[1] = ["#grim11#Oh my god oh my god I am so glad you're here I am SO SORRY!"];
tree[2] = ["#grim10#I thought that thing you gave me to eat was just something you fished out of a dumpster I didn't know you spent SO MUCH MONEY on it <name>!"];
tree[3] = ["#grim09#...I ummm, I promise I won't eat anything else unless you say it's really okay! ...Oh and umm, here's " + moneyString(PlayerData.grimMoneyOwed) + "? I hope that's enough to cover it..."];
tree[4] = ["%grim-reimburse%"];
tree[5] = ["%enable-skip%"];
tree[6] = ["#grim08#It took me a lot of puzzles to save up all those gems! ...I'm really, really sorry <name>. I hope you're not mad at me."];
tree[7] = [20, 50, 40, 30];
tree[20] = ["Hey, nothing\nto be sorry\nabout"];
tree[21] = ["#grim04#Phew! ...I'm glad you're so nice about this stuff."];
tree[22] = ["#grim08#I don't have a lot of close friends, and errr... it's probably because I'm always making dumb mistakes like this. ...But, well..."];
tree[23] = ["#grim01#...I'm just glad you're so easygoing, <name>. Let's solve some puzzles~"];
tree[30] = ["Well where's\nmy stuff?"];
tree[31] = ["#grim09#Ohhhh... By the time I realized what I'd eaten, it was already all digested and icky."];
tree[32] = ["#grim08#I wanted to fix it, but I don't have a way to un-digest things. My digestive system doesn't work in both directions like yours does!"];
tree[33] = ["#grim06#...I mean I can still put things in my butt, but it doesn't do anything useful."];
tree[34] = ["#grim08#Well, I'll just have to try not to make the same mistake again, okay?"];
tree[40] = ["This isn't\nnearly\nenough\nmoney"];
tree[41] = ["#grim09#Aww, man... Maybe if I'd solved harder puzzles, or gone through them faster, I could have gotten more money for you..."];
tree[42] = ["#grim08#... ...Ugh, I'm such a screwup... I'm so, so sorry."];
tree[50] = ["Just don't\ndo it again"];
tree[51] = ["%fun-longbreak%"];
tree[52] = ["#grim06#...Glurp... Yeah, hrrrmmm..."];
tree[53] = ["#grim05#I'm going to go grab something to eat, <name>. That way I won't be hungry when I'm near all your cool expensive stuff."];
}
else if (count == 1)
{
var moneyDiscount:String = moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, -10));
tree[0] = ["%disable-skip%"];
tree[1] = ["#grim11#Oh noooo I did it again! I am SO SORRY <name>!! ...I just can't control myself!"];
tree[2] = ["#grim10#I think I sort of knew I wasn't supposed to eat that thing you gave me. ...But it just looked so delicious the way you were holding it, and I was really hungry... ..."];
tree[3] = ["#grim09#Ummm well... I solved a bunch more puzzles to get you this " + moneyString(PlayerData.grimMoneyOwed) + ". ...But I really just need to start eating before I come over."];
tree[4] = ["%grim-reimburse%"];
tree[5] = ["%enable-skip%"];
tree[6] = ["#grim06#I just always get in trouble when I'm hungry..."];
tree[7] = [20, 50, 40, 30];
tree[20] = ["It's no\nproblem"];
tree[21] = ["#grim05#Well... I'll still try to be more careful, okay?"];
tree[22] = ["#grim06#How about if we just try to keep my meals under " + moneyDiscount + "? So I can still eat some of your stuff. ...Maybe just... cheaper stuff!"];
tree[23] = ["#grim04#Okay, well errrr... let's dive into this next set of puzzles!"];
tree[30] = ["You worry\ntoo much"];
tree[31] = [21];
tree[40] = ["Maybe\nyou should\ngo eat"];
tree[41] = ["#grim05#Hrrrmmm, yeah! That's probably a good idea."];
tree[42] = ["%fun-shortbreak%"];
tree[43] = ["#grim04#I think I smelled something a little rancid coming from the garage. ...I'll be right back!"];
tree[50] = ["I was an\nidiot to\ntrust you"];
tree[51] = ["#grim09#Yeah, hrrrrmmm... I don't know what I can do better. ...You probably just shouldn't let me near your stuff anymore."];
tree[52] = ["#grim05#I'm really sorry, <name>. I'll try to do a better job."];
}
else if (count == 2)
{
var moneyDiscount:String = moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, -3));
tree[0] = ["%disable-skip%"];
tree[1] = ["#grim04#... ... ...<name>, I don't mind if you want to keep feeding me! ...I just want to make sure I pay my fair share."];
tree[2] = ["#grim06#That thing you gave me tasted pretty expensive. What was it, around " + moneyDiscount + "? ...Here, I'll give you " + moneyString(PlayerData.grimMoneyOwed) + " just to make sure."];
tree[3] = ["%grim-reimburse%"];
tree[4] = ["%enable-skip%"];
tree[5] = ["#grim02#You're kind of an expensive date! ...Blorp!"];
}
else
{
var moneyDiscount0:String = moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, -9));
var moneyDiscount1:String = moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, -6));
var moneyDiscount2:String = moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, -3));
var moneyDiscount3:String= moneyString(ItemDatabase.roundUpPrice(PlayerData.grimMoneyOwed, 0));
tree[0] = ["%disable-skip%"];
tree[1] = ["#grim04#Ehh, what's the damage this time? Something like " + moneyDiscount1 + "?"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Oh, it\nwas only\n" + moneyDiscount0];
tree[11] = [31];
tree[20] = [moneyDiscount1 + "\nsounds\ngood"];
tree[21] = [31];
tree[30] = ["Actually\nit was\n" + moneyDiscount2];
tree[31] = ["#grim06#Hrrrmmm, let's make it " + moneyDiscount3 + " just to be safe. ...I don't wanna look like some kind of freeloader!"];
tree[32] = ["%grim-reimburse%"];
tree[33] = ["%enable-skip%"];
tree[34] = ["#grim05#It's bad enough I'm spending so much time here at Abra's place, gooping up his carpets and stuff. ...The least I can do is try to pay my fair share."];
tree[35] = ["#grim02#Alright, so what kind of puzzles are we looking at today!"];
tree[40] = ["Uhh,\nmore like\n" + moneyDiscount3];
tree[41] = ["%grim-reimburse%"];
tree[42] = ["%enable-skip%"];
tree[43] = ["#grim10#Whoa, really!? ...Uhh, that's all my money! I guess I'll be grinding more puzzles after we're done here..."];
tree[44] = ["#grim06#You need to buy some cheaper stuff, <name>! ...I can't afford these kinds of food bills if we're going to be doing this all the time."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 34, "his carpets", "her carpets");
}
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim06#So I sorta get how to tell whether your answer's right or wrong... But I don't get how you do all the stuff that comes before that."];
tree[1] = ["#grim07#...Err, you know. The part where you slowly figure everything out. That part seems really confusing!"];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var totalPuzzlesSolved:Int = PlayerData.getTotalPuzzlesSolved();
tree[0] = ["#grim04#So hrrmmm... You're rank " + commaSeparatedNumber(totalPuzzlesSolved) + ", right? 'Cause I'm rank 9 and..."];
tree[1] = ["#grim13#Hey wait, that can't be right! How can you be rank " + commaSeparatedNumber(totalPuzzlesSolved) + " when I'm rank 9!? I don't get how to read this thing."];
tree[2] = ["#grim06#Maybe this " + commaSeparatedNumber(totalPuzzlesSolved) + " number is just the number of puzzles you've solved? Hrrrmmmmmm..."];
tree[3] = ["%fun-shortbreak%"];
tree[4] = ["#grim12#Hey Abra! Where do I find <name>'s rank?"];
tree[10000] = ["%fun-shortbreak%"];
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grim.randomChats.1.2");
if (count % 3 == 0 && PlayerData.hasMet("sand"))
{
tree[0] = ["#sand06#(sniff, sniff) Did someone burn popcorn? Or is it..."];
tree[1] = ["%entersand%"];
tree[2] = ["#sand05#...Aww hey Grimer! We were thinkin' of ordering some Effen Pizza. You hungry?"];
tree[3] = ["#grim06#Hmm I dunno... Pizza boxes?? ...Sorry, I just had cardboard for lunch. I'm sorry! Hrrrmmmm...."];
tree[4] = ["#grim05#...How about something more styrofoamy or plasticky! Like err... Those Chinese to-go boxes? Or Mediterranean?"];
tree[5] = ["#sand12#What? Nah, we're not orderin' somewhere else just so you can have... better garbage."];
tree[6] = ["#sand06#I was askin' more like... how much, or what toppings. Like, what you want ON the pizza."];
tree[7] = ["#grim06#What I want... on the pizza?"];
tree[8] = ["#grim02#.. ...Oh err, yeah! Get a lot of those little three-prong pizza thingies. I love those!"];
tree[9] = ["%exitsand%"];
tree[10] = ["#sand06#Uhh yeah, got it. Sounds like we're doin' a large specialty meat lovers, with extra three-prong pizza thingies."];
tree[11] = ["#grim03...Glurp!"];
}
else if (count % 3 == 1 && PlayerData.hasMet("buiz"))
{
tree[0] = ["#buiz06#Did someone leave a curling iron on? It smells kinda like..."];
tree[1] = ["%enterbuiz%"];
tree[2] = ["#buiz03#...Oh, uh... Hey Grimer! Grovyle and I were gonna get pizza. Did you want in?"];
tree[3] = ["#grim04#Err, yeah! I could eat~"];
tree[4] = ["#buiz02#Sweet, I was hoping we can split one! 'Cause I didn't want a whole pizza by myself, but Grovyle won't go half-and-half with anything meat. Y'know, for obvious reasons."];
tree[5] = ["#buiz04#So I was thinkin' like, I'll get my half with sausage and mushroom, and you can get whatever you want on your half?"];
tree[6] = ["#grim05#Sounds good! I want my half with mmm, cigarette butts and used fly traps."];
tree[7] = ["#buiz06#What? ...Uhh, I meant like, food stuff. We're just talking about Effen Pizza here, they just have like, the regular pizza toppings..."];
tree[8] = ["#grim02#No, no, they'll do it if you ask! Just write it in the \"special comments\" section, they'll dig that stuff right out of the garbage for you~"];
tree[9] = ["#buiz07#I uh... Ugghhh."];
tree[10] = ["%exitbuiz%"];
tree[11] = ["#buiz08#N-nevermind. ... ...I don't feel like pizza anymore..."];
tree[12] = ["#grim05#Aww okay! ...Bye Buizel!"];
tree[13] = ["#grim06#Geez that guy's always losing his appetite. No wonder he stays so skinny!"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 13, "he stays", "she stays");
}
}
else
{
tree[0] = ["#grim10#Oogh! My stomach's killing me..."];
tree[1] = ["%fun-longbreak%"];
tree[2] = ["#grim06#...Err, sorry, go ahead and do this one without me! ...Sorry! I'm gonna see if they got anything good in the garbage."];
tree[10000] = ["%fun-longbreak%"];
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grim.randomChats.2.0");
if (count % 3 == 0 && PlayerData.hasMet("rhyd"))
{
tree[0] = ["#RHYD10#(sniff, sniff) Hey, can someone take out the garbage? It smells kinda like uhhh..."];
tree[1] = ["%enterrhyd%"];
tree[2] = ["#RHYD06#Oh, it's you. Hey buddy. ...Uhh, you want an Altoid?"];
tree[3] = ["#grim02#Err, sure! (gulp)"];
tree[4] = ["%exitrhyd%"];
tree[5] = ["#RHYD09#(sniff) Hmm. Well it was worth a shot."];
tree[6] = ["#grim06#...Did he really think one Altoid would make a difference?"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 6, "Did he", "Did she");
}
}
else if (count % 3 == 1 && PlayerData.hasMet("smea"))
{
tree[0] = ["#smea05#(sniff, sniff) Ooooohhh... is someone making soup? It smells kind of-"];
tree[1] = ["%entersmea%"];
tree[2] = ["#smea10#-Ohhhh. Hey Grimer. ...Did you want an Altoid?"];
tree[3] = ["#grim02#Err, okay! (gulp)"];
tree[4] = ["%exitsmea%"];
tree[5] = ["#smea12#(sniff) Tsk! ... ...Still stinky."];
tree[6] = ["#grim06#...Really? ...What did he think would happen?"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 6, "did he", "did she");
}
}
else
{
tree[0] = ["%enterabra%"];
tree[1] = ["#abra06#(sniff, sniff). Hmm. Hello Grimer. ...Altoid?"];
tree[2] = ["#grim02#Err, why not! (gulp)"];
tree[3] = ["%exitabra%"];
tree[4] = ["#abra09#(sniff) ...Hmph. ... ...I'll be in my room."];
tree[5] = ["#grim06#Of all people, I thought he'd know better..."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 5, "thought he'd", "thought she'd");
}
}
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim03#This is the last puzzle, isn't it? Whoa! Way to goo~"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#grim05#I'm err... I'm gonna go see if anyone's in the bathroom! I could use some freshening up. Back in a jiff!"];
tree[3] = ["%fun-longbreak%"];
tree[10000] = ["%fun-longbreak%"];
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grim04#Wow, goo job! You make this stuff look pretty darn easy."];
tree[1] = ["#grim01#Mmm one more puzzle and... Maybe you can give me my own little \"goo job\" hrrmm? Gwohohohohorf~"];
}
public static function denDialog(sexyState:GrimerSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#grim02#Hello? Is someone there? ...Oh! OH! <name>! It's you! Wow! Are you just here to say hi? Or can you stay awhile?",
"#grim03#...I mean we just saw each other out in the living room, but that doesn't mean I don't want to see MORE of you! I could never get too much <name>~",
"#grim04#So errr what did you want to do? Abra's got <minigame> set up back here, and I guess I could use the practice! If you're up for a few games...",
]);
denDialog.setSexGreeting([
"#grim02#Usually I'd apologize for the lack of ventilation in a place like this but... I guess that doesn't really matter to you, hrrmmm, <name>??",
"#grim01#Actually I kind of like it better this way! Now I know we're not bothering anybody, we can spend as loooooong as we want~",
"#grim00#So, what do you think? It's your move~",
]);
denDialog.addRepeatSexGreeting([
"#grim00#Be honest, it feels good doesn't it? Like squeezing a big purple stress ball~",
"#grim01#...Well, it feels good to me too~",
]);
denDialog.addRepeatSexGreeting([
"#grim02#Gooness gracious, I LOVE this! ...And my poison doesn't affect you either!? ...Blop!",
"#grim01#This is like, a match made in heaven. Hrrrm-hrhrhrrhr~"
]);
denDialog.addRepeatSexGreeting([
"#grim00#Do you ever watch romantic comedies? Because... hrrmmm...",
"#grim01#...This is sort like, that part of the romantic comedy where the two people take off their clothes, and then they fuck over and over...",
"#grim07#Or wait a minute, was that a porno!?!",
]);
denDialog.addRepeatSexGreeting([
"#grim01#... ...Mmmmmmngghhh... This is the best day eveeerrrrrr...",
"#grim00#Oh wow, you want to go again? ...Gllloooooop... ...I'm literally putty in your hands~",
]);
denDialog.setTooManyGames([
"#grim04#Hrrmmm well, that's enough games for me! ...I'm going to go outside and get some fresh air.",
"#grim02#...Thanks for the games, <name>! ...Oh, and if you bump into Sandslash, tell " + (PlayerData.sandMale ? "him" : "her") + " I said hi, okay!?"
]);
denDialog.setTooMuchSex([
"#grim01#Grrrggghghgh.... <name>, you... you just... rrgh... gooness gracious... graagh...",
"#grim00#Okay, fun's fun but I... I need some serious time to reglooperate... I'm not a machine!",
"#grim06#...I mean, aren't you kind of a machine <name>? ...You should know!",
"#grim00#Anyway ehh... I'm just gonna float around here for a few minutes... But this, this was a goooo day~",
"#grim03#Thanks for spending so much time with me today. You're um... I don't know a lot of people like you."
]);
denDialog.addReplayMinigame([
"#grim05#Okay, okay! I'm starting to get it. Did you want to play one more time? ...Barp? Or we could put the game away and do... something else~"
],[
"One more\ntime!",
"#grim03#Gwohohoh! Yeah, okay!! One more, you got it~"
],[
"Something\nelse, hmm?",
"#grim02#Yeah, anything else! Anything you want. ...Hrrrmmmm...",
"#grim00#Okay, okay, I'll be honest, there's only ONE thing on my mind... Can you guess what it is? Hrrrm-hrhrhrh~",
],[
"Actually\nI think I\nshould go",
"#grim06#Errr, yeah! I should probably get some fresh air myself. ...But this was good practice, right?",
"#grim04#We'll have a real match next time. ...Goo bye, <name>!",
]);
denDialog.addReplayMinigame([
"#grim05#This game's kind of addicting isn't it? ...But also kind of fun.",
"#grim06#Did you want to go one more time? ...'Cause there's other stuff we could do back here too!"
],[
"Let's go\nagain!",
"#grim02#Yeah, okay! I was hoping you'd say that. I want to get good enough to beat Abra! ...Like that'll ever happen..."
],[
"Other\nstuff?",
"#grim02#Well yeah other stuff! ...Other sexy stuff! We could do all sorts of sexy stuff, like having sex.",
"#grim06#Sorry! Did you really not get that? ...Maybe I was too subtle, I'm sorry!",
],[
"I think I'll\ncall it a day",
"#grim02#Call it a day!? Okay, it's a day! ...Now what should we do next?",
"#grim03#Aww, okay okay, I'll let you go. See you next time, <name>!",
]);
denDialog.addReplayMinigame([
"#grim07#Gwooph, this stuff is really hard! ...My brain is starting to turn to jelly.",
"#grim06#The ehh, the other kind of jelly! It was already one kind of jelly, but now it's a worse kind of jelly... The bad kind!",
"#grim12#C'mon, what's so hard to understand about two kinds of jelly!?!"
],[
"Maybe if we\nplay again?",
"#grim07#What!? Noooooo, that will just make it worse! Hrrnnngghhh!"
],[
"Uhh, maybe\nwe should\ndo something\ndifferent...",
"#grim04#Oh! Okay, well that sounds like a good idea.",
"#grim00#You know, there's other kinds of jelly we haven't even touched on yet. Hrrrmmm-hrhrhrhr~",
],[
"I'm leaving,\nthis is\ngetting weird",
"#grim08#What? Aww c'mon, it was just jelly talk!",
"#grim12#... ...Okay, okay, whatever, you go do what you need to do. I'll see you around, <name>.",
]);
denDialog.addReplaySex([
"#grim02#Mmmmngh, all this screwing around's making me kind of hungry. I think I'll raid the garbage! ...Did you want anything, <name>?",
"#grim03#Wait, what am I saying! Of course you don't want garbage, you have no mouth!",
"#grim05#...Anyway, will you still be here when I get back?"
],[
"Sure, I'll\nbe here!",
"#grim03#Hooraaaaaay!!! Goopy garbage time with " + stretch(PlayerData.name) + "~ ... ...Okay! I'll be right back!",
],[
"Oh, I should\nprobably go",
"#grim02#Aww okay. Well hey, this was fun okay? You go... You go take care of things! And maybe you should wash your hands.",
"#grim06#Err... hand! At least wash that one hand. Goo bye, <name>!",
]);
denDialog.addReplaySex([
"#grim01#Gwahhhhh.... Wow... That was something... ...Kinda thirsty now, hrrmmm...",
"#grim06#Kinda thirsty now. I wonder if they have any leftover cooking grease! Did you need anything while I'm up?",
],[
"Go ahead,\nI'll wait",
"#grim05#Okay, sorry, I won't be too long! Either they have it or they don't. Hrrmmmm... ...Hrrrmmmmm....",
],[
"Oh, I think\nI'll head out",
"#grim02#Aww okay. Well hey, this was fun okay? You go... You go take care of things! And maybe you should wash your hands.",
"#grim06#Err... hand! At least wash that one hand. Goo bye, <name>!",
]);
denDialog.addReplaySex([
"#grim00#Ooogh.... yeah... That was fun but... REALLY messy, we should probably try to get that off the floor...",
"#grim06#...I think I saw some white vinegar in the kitchen. Sit tight, okay <name>! I'll be right back..."
],[
"Okay, I'll\nbe here",
"#grim02#Okay! Keep an eye on that sludge stain okay? ...Glop!",
"#grim05#...If it starts gaining sentience or anything, just try to keep it distracted."
],[
"I should\ngo...",
"#grim05#Aww alright. This is probably just more of a one-person job anyways. Glarp.",
"#grim04#...I mean, if you try to help, you'll probably just make a bigger mess! ...No offense, <name>. See you around~",
]);
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:GrimerSexyState)
{
// should never get invoked
}
static public function notHungry(tree:Array<Array<Object>>)
{
var which:Int = FlxG.random.int(0, 3);
if (which == 0)
{
tree[0] = ["#grim06#Oof, I can't eat another bite right now! ...Maybe in a few minutes, alright?"];
}
else if (which == 1)
{
tree[0] = ["#grim07#Glurrgle! ...That looks delicious! I really wish I was hungry..."];
}
else if (which == 2)
{
tree[0] = ["#grim06#Ehh no thanks, I just had a big meal! Maybe I can have it for dessert later? Hhrrmmmm..."];
}
else if (which == 3)
{
tree[0] = ["#grim01#How can you think about food at a time like this? C'monnnnn, let's get nasty~"];
}
}
static public function eatGummyDildo(tree:Array<Array<Object>>)
{
tree[0] = ["#grim06#Hey whoa! That's some fancy garbage you got there. ...Did you bring that just for me?"];
tree[1] = ["#grim02#Is that... Is that silicon? Ohhhh man, some silicon would reeeeally hit the spot right now!"];
tree[2] = [10, 40, 30, 20];
tree[10] = ["Just for you,\nlittle buddy"];
tree[11] = ["%eat-gummydildo%"];
tree[12] = ["#grim03#Glorp!!!"];
tree[13] = ["#grim01#...Mmmmmm... Wow! Which dumpster did you find this in? -chew- -chew- This is the tastiest garbage I've had in long time..."];
tree[14] = ["#grim00#The silicon base gives it a rich, smooth texture, and yet there are some... -glurp- hmmm... mild hints of... what is that?"];
tree[15] = ["#grim01#Is that liquid soap and B.O? Oh <name>, I love liquid soap and B.O! ...How did you know~"];
tree[16] = ["#grim02#If you find any more garbage like that make sure to send it my way! That really hit the spot."];
tree[20] = ["Here\nyou go"];
tree[21] = [11];
tree[30] = ["Well, you\ncan't keep\nit..."];
tree[31] = ["#grim09#Aww! ...And now I'm all hungry. ... ...Bloop..."];
tree[40] = ["Well, it's\na sex toy,\nso..."];
tree[41] = ["#grim00#Oh, I get it! You want to... put it inside me. Gwohhh-hoho! ... ... ...Well, go right ahead. Be gentle~"];
tree[42] = [50, 30];
tree[50] = ["Um...\nokay?"];
tree[51] = [11];
}
static public function eatSmallPurpleBeads(tree:Array<Array<Object>>)
{
tree[0] = ["#grim06#Mmmm my stomach's really growling. ...Wait, is that..."];
tree[1] = ["#grim02#Did you bring me a sexy little appetizer? <name>! ...Really? Are those for me?"];
tree[2] = [10, 40, 30, 20];
tree[10] = ["Bon\nappetit"];
tree[11] = ["%eat-smallpurplebeads%"];
tree[12] = ["#grim03#Glorp!!!"];
tree[13] = ["#grim01#-chomp- -chew- Mmmm... These plasticky balls have a really satisfying crunch to them. ...And there's a certain familiar earthy aftertaste..."];
tree[14] = ["#grim00#Where have I tasted this before! ...Hrrrmmm, hrrrrmmmm... Oh, it'll come to me."];
tree[15] = ["#grim02#-slorrrrp- Phew! That was a nice little snack."];
tree[16] = ["#grim03#Where's my main course! ...Is that you, <name>? Gwohhh! Hohohoho~"];
tree[20] = ["Here, you\ncan have\nthese"];
tree[21] = [11];
tree[30] = ["Well\nI'll need\nthem back\nafter..."];
tree[31] = ["#grim06#Eesh, I don't think you're gonna want 'em back after I'm done with 'em."];
tree[32] = ["#grim04#...Y'know what <name>, why don't you just hold onto those for now."];
tree[40] = ["I'm supposed\nto insert\nthese...\nsomewhere"];
tree[41] = ["#grim00#Ohhhh okay. ...Well, watch your fingers! Gwohh-hohohoho~"];
tree[42] = [50, 30];
tree[50] = ["Um... how's\nthis?"];
tree[51] = [11];
}
static public function eatHappyMeal(tree:Array<Array<Object>>)
{
var which:Int = FlxG.random.int(0, 59);
if (which % 3 == 0)
{
tree[0] = ["#grim01#Ooh, something smells like... -sniff- -sniff- mmm, weathered plastic parts, with a light dusting of dead skin cells and bodily oils?"];
}
else if (which % 3 == 1)
{
tree[0] = ["#grim01#Something smells really good... -sniff- -sniff- Is that... an assortment of cheap plastic caked in decades old fast food grease?"];
}
else if (which % 3 == 2)
{
tree[0] = ["#grim01#-sniff- -sniff- Is someone cooking? ...Wowee, that's some serious vintage garbage! How old is that stuff?"];
}
if (which % 6 == 0)
{
tree[1] = ["#grim02#Can I try one of those? ...Maybe that red and yellow one on top?"];
}
else if (which % 6 == 1)
{
tree[1] = ["#grim02#Can I have one? ...Maybe that grimy green one that's sort of buried in the back there?"];
}
else if (which % 6 == 2)
{
tree[1] = ["#grim02#Can you spare one for your buddy Grimer? ...Maybe that tacky little fake cheeseburger?"];
}
else if (which % 6 == 3)
{
tree[1] = ["#grim02#Mmmm, that ugly blue alien thing looks pretty tasty. ...Mind if I nibble on that one?"];
}
else if (which % 6 == 4)
{
tree[1] = ["#grim02#So many to choose from! Give me one of those sun-bleached ones over on the side."];
}
else if (which % 6 == 5)
{
tree[1] = ["#grim02#They all look so good! Mind if I munch on that little poop-looking guy with the snorkel?"];
}
tree[2] = [10, 20, 30];
tree[10] = ["It's all\nyours"];
tree[11] = ["%eat-happymeal%"];
tree[12] = ["#grim03#Glorp!!!"];
if (which % 4 == 0)
{
tree[13] = ["#grim00#Mmmmm... You know, I'm something of a connoisseur when it comes to old plastic toys."];
tree[14] = ["#grim01#What is this, a 2003? 2004? Mmmm. That's a goooood year~ -glarrgle-"];
}
else if (which % 4 == 1)
{
tree[13] = ["#grim00#Nnnnghhh... So much for my diet. That's going to go straight to my anterior skornglax."];
tree[14] = ["#grim06#Say, sex is supposed to burn a lot of calories, right? ...Does that still work if I just sit here and let you do everything?"];
}
else if (which % 4 == 2)
{
tree[13] = ["#grim00#-crunch- -chew- Nnngh wow! That one was extra musty."];
tree[14] = ["#grim01#You can tell someone was storing these toys in their basement. It's got that pleasant sort of... mildewy, basementy aftertaste~"];
}
else if (which % 4 == 3)
{
tree[13] = ["#grim00#-crunch- Whoa! That one had some texture to it. I didn't expect to bite into those jagged metal pieces underneath."];
tree[14] = ["#grim06#... ...Hrrrmmmm, whatever happened to Kinder eggs? Are those things still around?"];
}
tree[20] = ["Here,\nhave two"];
tree[21] = ["%eat-happymeal%"];
tree[22] = ["#grim03#Glorp!!! ...Glarp!!!"];
tree[23] = [13];
if (which % 5 == 0)
{
tree[30] = ["I was\nsaving\nthat one..."];
}
else if (which % 5 == 1)
{
tree[30] = ["That one's\nworth a lot\nof money..."];
}
else if (which % 5 == 2)
{
tree[30] = ["I want\nto keep\nthat one..."];
}
else if (which % 5 == 3)
{
tree[30] = ["I think\nI'll eat\nthat one\nmyself"];
}
else if (which % 5 == 4)
{
tree[30] = ["I can't\nlet you\neat that\none"];
}
tree[31] = ["#grim08#Awww... Now I'm all hungry... ..."];
}
}
|
argonvile/monster
|
source/poke/grim/GrimerDialog.hx
|
hx
|
unknown
| 83,297 |
package poke.grim;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Grimer. These paths toggle based on Grimer's gender
*/
class GrimerResource
{
public static var chat:FlxGraphicAsset;
public static var face:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static function initialize():Void
{
chat = PlayerData.grimMale ? AssetPaths.grimer_chat__png : AssetPaths.grimer_chat_f__png;
face = PlayerData.grimMale ? AssetPaths.grimer_face__png : AssetPaths.grimer_face_f__png;
button = PlayerData.grimMale ? AssetPaths.menu_grimer__png : AssetPaths.menu_grimer_f__png;
}
}
|
argonvile/monster
|
source/poke/grim/GrimerResource.hx
|
hx
|
unknown
| 649 |
package poke.grim;
import demo.SexyDebugState;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import openfl.utils.Object;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
/**
* Sex sequence for Grimer
*
* Many Pokemon are easy to tell what they like, because they emit hearts on a
* certain rhythm. So if they emit a lot of hearts, it's good, and if they emit
* fewer hearts. it's bad. Grimer complicates this because her hearts sort of
* trickle out at a constant pace, so it's harder to tell if she likes something.
*
* Grimer's anatomy is confusing. She has seven sub-dermal body parts you can
* rub, and they are always shifting around, and they don't correspond with
* human anatomy. But her body parts will fall into one of seven sections of
* her body; the upper-left, left, lower-left, upper-right, right, lower-right,
* and center. And they always serve the same purpose from game to game, so you
* can remember which ones are good or bad based on the motion your hand makes:
*
* - Her vagina is always on the lower-left or lower-right part of her body.
* - Her mercaptanary polyp will always be on the left, or right section of
* her body -- opposite her vagina. this part of her body makes your hand do
* a squeezy motion like you're squeezing testicles. she doesn't like when
* you touch this.
* - Her other body parts are arranged in random locations, but you can
* distinguish them based on the motion your hand makes:
* - she has a mysterious second orifice where your hand does a motion as
* though pushing fingers into a cavity. she likes when you finger this.
* - she has a mysterious growth where your hand does a motion like
* squeezing a boob. she likes when you squeeze this.
* - she has a salivary lumpus, your hand will do a motion like squeezing
* testicles, just like when you grab her mercaptanary polyp. she likes
* when you squeeze this, but how can you tell you're grabbing the right
* one? ...Well, once you find her vagina, you will know the position of
* her mercaptanary polyp, as it's on the left or right side, opposite the
* vagina. This will be somewhere else.
*
* So, those are the 3 places she likes to have rubbed. Only two of those will
* ever be accessible, one of them is hidden somewhere you can not reach.
*
* - She has a thiolic artery, your hand will stroke it like stroking
* someone's leg. She doesn't particularly care if you rub this.
* - She has a jejunal bulb; you will rub your finger around it like stroking
* someone's nipple. She doesn't like this.
*
* To really pleasure grimer, you have to do two things if she is female, and
* three things if she is male. When you do these things, she'll emit a lot of
* hearts and say something pleasured.
*
* - There's five parts of her body she likes when you rub, or is at least
* neutral towards. Her vagina, the three places mentioned earlier, and her
* thiolic artery (which she doesn't particularly like or hate.) One of
* these is inaccessible, so only four are accessible. You need to find and
* rub three of these four areas.
* - After rubbing her enough, she will be aroused, and fingering her vagina
* will give her pleasure and eventually make her orgasm. It's obvious when
* she's aroused as a male, as she'll have a boner. It's more subtle as a
* female, but your hand will have a different penetrating animation where
* it turns sideways and all of your fingers go in. After she's aroused and
* you've rubbed her vagina for a bit, she likes it if you mix it up by
* rubbing one of the three places she likes.
* - If she is male, you need to locate her penis before it pokes out of her
* goo, and rub it a little.
*
* Additionally, she likes eating. So if you feed her one of the sex toys, in
* addition to emitting some hearts right away, she'll have a more powerful
* orgasm than usual. Feeding her happy meal toys works too, but the effect is
* diminished by about 40%.
*
* After playing with Grimer, other Pokemon will be able to sense it for about
* 15 minutes. Sandslash likes the smell, Magnezone is indifferent, and Rhydon
* only minds a little. But most of the other pokemon don't like it at all, and
* will not be happy if they are stuck playing with you. You can avoid the
* smell by wearing hazard gloves beforehand.
*/
class GrimerSexyState extends SexyState<GrimerWindow>
{
private static var SUBMERGED_BRUSH_MIN_DIST:Float = 14; // how close does our hand need to be to "brush up against" something?
private static var SUBMERGED_BRUSH_MAX_DIST:Float = 20; // how far does our hand need to be to leave the alert radius?
private static var SUBMERGED_RUBS:Array<String> = [
"rub-hidden-dick",
"finger-cavity-good", // push in a few fingers; like inserting into something (good)
"fondle-valve-good", // grab four fingers; like a boob (good)
"squeeze-lumpus-good", // salivary lumpus; squeeze gently like testicles (good)
"stroke-artery-ok", // run hand along something thick; like a leg (neutral)
"rub-bulb-bad", // rub in a circle; like a nipple (bad)
"squeeze-polyp-bad" // mercaptanary polyp; squeeze gently like testicles (bad)
];
private static var GOOP_MAP:Array<Map<Int, Int>> = [
[8 => 0, 9 => 1, 10 => 2],
[8 => 3, 9 => 4, 10 => 5],
[8 => 6, 9 => 7, 10 => 8],
[8 => 9, 9 => 10, 10 => 11],
[8 => 12, 9 => 13, 10 => 14],
];
public var grimerMood0:Int = FlxG.random.int(0, 1); // is grimer's dick on the left or right side?
public var grimerMood1:Int = FlxG.random.int(0, 2); // which of grimer's "good rubs" are available this time?
private var shallowEnd:Array<Array<FlxPoint>> = []; // polygon for the part of grimer which the hand can get its fingertips in...
private var deepEnd:Array<Array<FlxPoint>> = []; // polygon for the part of grimer which the hand gets submerged in...
private var unsubmergePoint:FlxPoint = null;
/**
* "doops" are the locations of Grimer's interesting things to rub.
* These are all underneath his slimy exterior and can only be rubbed when
* the hand is fully submerged.
*/
private var doops:Array<FlxPoint>;
private var goopyHand:FlxSprite;
private var handSubmergedPct:Float = 0;
private var targetHandSubmergedPct:Float = 0;
private var alertAlphaTween:FlxTween;
private var alertShakeTimer:Float = 0;
private var alertSprite:FlxSprite;
private var playRubAlertSound:Bool = false;
private var brushedDoopIndex:Int = -1;
/*
* niceThings[0] = rub 3 out of a possible 4 nice spots
* niceThings[1] = after fingering grimer's pussy, go back and rub two nice spots
* niceThings[2] = (male only) find grimer's cock before he gets hard
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = squeeze grimer's gross place
* meanThings[1] = rub grimer's uncomfortable thing
*/
private var meanThings:Array<Bool> = [true, true];
private var distinctWeirdRubCount:Int = 0;
private var rubbedHiddenDickInTime:Bool = false;
private var dickWasVisible:Bool = false;
private var remainingRubs:Array<String> = ["dick", "finger-cavity-good", "fondle-valve-good", "squeeze-lumpus-good", "stroke-artery-ok"];
/*
* When the player does something Grimer likes, it's sometimes hard to
* tell. A lot of the reward gets absorbed into this weirdBonus and emitted
* later during orgasms or when rubbing Grimer's genitals
*/
private var weirdBonus:Float = 0;
private var heartPenalty:Float = 1.0;
/*
* When the player does something Grimer likes, it results in a
* hearts-over-time effect rather than them all coming out at once. Those
* hearts-over-time are stored in this field
*/
private var soonHeartEmitCount:Float = 0.0;
private var slowHeartEmitFrequency:Float = 0.6;
private var slowHeartEmitTimer:Float = 0;
private var weirdRubWords:Qord;
private var smallPurpleBeadsButton:FlxButton;
private var gummyDildoButton:FlxButton;
private var happyMealButton:FlxButton;
override public function create():Void
{
prepare("grim");
doops = [];
var otherRects:Array<FlxRect> = [];
var rectBuffer:Float = SUBMERGED_BRUSH_MIN_DIST;
var nwRect:FlxRect = FlxRect.get( -60, -80, 60 - rectBuffer / 2, 30 - rectBuffer / 2);
var neRect:FlxRect = FlxRect.get( 0 + rectBuffer / 2, -80, 60 - rectBuffer / 2, 30 - rectBuffer / 2);
var wRect:FlxRect = FlxRect.get( -80, -50 + rectBuffer / 2, 50 - rectBuffer / 2, 40 - rectBuffer);
var cRect:FlxRect = FlxRect.get( -30 + rectBuffer / 2, -50 + rectBuffer / 2, 60 - rectBuffer, 40 - rectBuffer);
var eRect:FlxRect = FlxRect.get( 30 + rectBuffer / 2, -50 + rectBuffer / 2, 50 - rectBuffer / 2, 40 - rectBuffer);
var swRect:FlxRect = FlxRect.get( -40, -10 + rectBuffer / 2, 40 - rectBuffer / 2, 50 - rectBuffer / 2);
var seRect:FlxRect = FlxRect.get( 0 + rectBuffer / 2, -10 + rectBuffer / 2, 40 - rectBuffer / 2, 50 - rectBuffer / 2);
otherRects.push(nwRect);
otherRects.push(neRect);
otherRects.push(wRect);
otherRects.push(cRect);
otherRects.push(eRect);
otherRects.push(swRect);
otherRects.push(seRect);
if (grimerMood0 == 0)
{
// dick on left side
doops[0] = randomPointInRect(swRect);
otherRects.remove(swRect);
// bad thing on right side
doops[6] = randomPointInRect(eRect);
otherRects.remove(eRect);
}
else {
// dick on left side
doops[0] = randomPointInRect(seRect);
otherRects.remove(seRect);
// bad thing on right side
doops[6] = randomPointInRect(wRect);
otherRects.remove(wRect);
}
FlxG.random.shuffle(otherRects);
if (grimerMood1 != 0) doops[1] = randomPointInRect(otherRects.pop());
if (grimerMood1 != 1) doops[2] = randomPointInRect(otherRects.pop());
if (grimerMood1 != 2) doops[3] = randomPointInRect(otherRects.pop());
doops[4] = randomPointInRect(otherRects.pop());
doops[5] = randomPointInRect(otherRects.pop());
super.create();
if (!_male)
{
// female grimer doesn't have the idea of "rubbing the dick before it becomes visible"
niceThings[2] = false;
}
weirdRubWords.timer = FlxG.random.float( -30, 180);
sfxEncouragement = [AssetPaths.grim0__mp3, AssetPaths.grim1__mp3, AssetPaths.grim2__mp3, AssetPaths.grim3__mp3];
sfxPleasure = [AssetPaths.grim4__mp3, AssetPaths.grim5__mp3, AssetPaths.grim6__mp3];
sfxOrgasm = [AssetPaths.grim7__mp3, AssetPaths.grim8__mp3, AssetPaths.grim9__mp3];
popularity = -0.4;
cumTrait0 = 1;
cumTrait1 = 3;
cumTrait2 = 7;
cumTrait3 = 9;
cumTrait4 = 3;
_characterSfxFrequency = 3.6;
_headTimerFactor = 1.8;
_blobbyGroup._blobColour = 0x9677b6;
_blobbyGroup._blobOpacity = 0xff;
_blobbyGroup._shineColour = 0xe5daed;
_blobbyGroup._shineThreshold = 0x18;
_pokeWindow._dick.x += doops[0].x;
_pokeWindow._dick.y += doops[0].y;
_frontSprites.add(goopyHand);
alertSprite = new FlxSprite(0, 0);
alertSprite.loadGraphic(AssetPaths.grab_alert__png, true, 30, 30);
alertSprite.animation.add("default", AnimTools.blinkyAnimation([0, 1, 2, 3]), 3);
alertSprite.animation.play("default");
alertSprite.visible = false;
_frontSprites.add(alertSprite);
var whichItems:Int = FlxG.random.int(0, 2);
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_GUMMY_DILDO))
{
gummyDildoButton = newToyButton(gummyDildoButtonEvent, AssetPaths.dildo_gummy_button__png, _dialogTree);
addToyButton(gummyDildoButton, isHungry() ? 1.0 : 0.25);
}
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_SMALL_PURPLE_BEADS))
{
smallPurpleBeadsButton = newToyButton(smallPurpleBeadsEvent, AssetPaths.smallbeads_purple_button__png, _dialogTree);
addToyButton(smallPurpleBeadsButton, isHungry() ? 1.0 : 0.25);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_HAPPY_MEAL))
{
happyMealButton = newToyButton(happyMealEvent, AssetPaths.happy_meal_button__png, _dialogTree);
addToyButton(happyMealButton, isHungry() ? 1.0 : 0.25);
}
}
private function isHungry():Bool
{
return _toyBank._dickHeartReservoir > 0 && PlayerData.grimEatenItem == -1 && PlayerData.grimMoneyOwed == 0;
}
private function gummyDildoButtonEvent():Void
{
playButtonClickSound();
var tree:Array<Array<Object>> = [];
if (computeBonusToyCapacity() == 0 || !isHungry())
{
GrimerDialog.notHungry(tree);
removeToyButton(gummyDildoButton);
}
else {
GrimerDialog.eatGummyDildo(tree);
}
showEarlyDialog(tree);
}
private function smallPurpleBeadsEvent():Void
{
playButtonClickSound();
var tree:Array<Array<Object>> = [];
if (computeBonusToyCapacity() == 0 || !isHungry())
{
GrimerDialog.notHungry(tree);
removeToyButton(smallPurpleBeadsButton);
}
else {
GrimerDialog.eatSmallPurpleBeads(tree);
}
showEarlyDialog(tree);
}
private function happyMealEvent():Void
{
playButtonClickSound();
var tree:Array<Array<Object>> = [];
if (computeBonusToyCapacity() == 0 || !isHungry())
{
GrimerDialog.notHungry(tree);
removeToyButton(happyMealButton);
}
else {
GrimerDialog.eatHappyMeal(tree);
}
showEarlyDialog(tree);
}
override function dialogTreeCallback(Msg:String):String
{
super.dialogTreeCallback(Msg);
if (Msg == "%eat-gummydildo%")
{
removeToyButton(gummyDildoButton);
eatSomething();
PlayerData.grimEatenItem = ItemDatabase.ITEM_GUMMY_DILDO;
PlayerData.grimMoneyOwed = ItemDatabase.roundUpPrice(ItemDatabase._itemTypes[ItemDatabase.ITEM_GUMMY_DILDO].basePrice * FlxG.random.float(1.0, 2.0));
PlayerData.grimChats.insert(0, FlxG.random.int(50, 99));
ItemDatabase._warehouseItemIndexes.push(ItemDatabase.ITEM_GUMMY_DILDO);
}
if (Msg == "%eat-smallpurplebeads%")
{
removeToyButton(smallPurpleBeadsButton);
eatSomething();
PlayerData.grimEatenItem = ItemDatabase.ITEM_SMALL_PURPLE_BEADS;
PlayerData.grimMoneyOwed = ItemDatabase.roundUpPrice(ItemDatabase._itemTypes[ItemDatabase.ITEM_SMALL_PURPLE_BEADS].basePrice * FlxG.random.float(1.0, 2.0));
PlayerData.grimChats.insert(0, FlxG.random.int(50, 99));
ItemDatabase._warehouseItemIndexes.push(ItemDatabase.ITEM_SMALL_PURPLE_BEADS);
}
if (Msg == "%eat-happymeal%")
{
removeToyButton(happyMealButton);
eatSomething(0.6);
}
return null;
}
/**
* Feed grimer an item. This spits out a few hearts immediately, a few
* hearts later, and also gives you better chest rewards in the short term
*
* @param reward percent reward to offer, [0.0, 1.0]
*/
private function eatSomething(?reward:Float = 1.0):Void
{
_toyBank._dickHeartReservoir = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * reward);
var amount0:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.25);
_toyBank._dickHeartReservoir -= amount0;
var amount1:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.33);
_toyBank._dickHeartReservoir -= amount1;
var amount2:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.50);
_toyBank._dickHeartReservoir -= amount2;
var amount3:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 1.00);
_toyBank._dickHeartReservoir -= amount3;
_heartBank._foreplayHeartReservoir += amount0;
_heartBank._dickHeartReservoir += amount1;
_heartEmitCount += amount2;
// add more gems into the puzzle chests
PlayerData.reimburseCritterBonus(Std.int(amount3));
}
private static function randomPointInRect(rect:FlxRect):FlxPoint
{
return FlxPoint.get(FlxG.random.float(rect.left, rect.right), FlxG.random.float(rect.top, rect.bottom));
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
_handSprite.animation.add("submerged", [8], 6, true);
if (goopyHand == null)
{
goopyHand = new FlxSprite(0, 0);
}
goopyHand.loadGraphic(AssetPaths.grimer_goopy_fingers__png, true, 160, 160);
goopyHand.setSize(3, 3);
goopyHand.offset.set(69, 87);
goopyHand.visible = false;
if (PlayerData.cursorType == "none")
{
goopyHand.alpha = 0;
}
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
setInactiveDickAnimation();
if (_male && fancyRubbing(_dick) && _dick.animation.name == "boner0" && _rubHandAnim._flxSprite.animation.name != "rub-dick" && _rubHandAnim.nearMinFrame())
{
_rubHandAnim.setAnimName("rub-dick");
}
if (_male && fancyRubbing(_dick) && _dick.animation.name == "boner1" && _rubHandAnim._flxSprite.animation.name != "jack-off" && _rubHandAnim.nearMinFrame())
{
_rubHandAnim.setAnimName("jack-off");
}
if (soonHeartEmitCount > 0)
{
slowHeartEmitTimer -= elapsed;
if (slowHeartEmitTimer < 0)
{
slowHeartEmitTimer += FlxG.random.float(0, slowHeartEmitFrequency * 2);
var amount:Float = SexyState.roundUpToQuarter(soonHeartEmitCount * 0.2);
_heartEmitCount += amount;
soonHeartEmitCount -= amount;
if (encouragementWords.timer < _characterSfxTimer)
{
maybeEmitWords(encouragementWords);
}
maybePlayPokeSfx();
if (!_male && pastBonerThreshold())
{
if (_remainingOrgasms > 0 && _autoSweatRate < 0.3)
{
_autoSweatRate += 0.01;
}
}
}
}
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed)
{
if (isHandFullySubmerged() && brushedDoopIndex == 0)
{
// they clicked our dick, while their hand was buried in the goop...
var dickAnim:String = _dick.animation.name;
var handAnim:String = SUBMERGED_RUBS[brushedDoopIndex];
if (!_male && pastBonerThreshold())
{
handAnim = "jack-off";
}
interactOn(_dick, handAnim, dickAnim);
// reposition fingers in front of everything
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._arms) + 1);
// rubbing dick; dick is a half sprite, so we move hand down
_pokeWindow._interact.y -= 266;
_rubBodyAnim.enabled = false;
_pokeWindow.sync(_dick);
return true;
}
if (isHandFullySubmerged() && brushedDoopIndex != -1)
{
// they clicked something buried in the goop... we "interact on" the head as a placeholder
var headBackAnim:String = _pokeWindow._headBack.animation.name;
interactOn(_pokeWindow._headBack, SUBMERGED_RUBS[brushedDoopIndex], headBackAnim);
// reposition fingers in front of everything
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._arms) + 1);
// rubbing something other than the dick; reposition hand relative to body
_pokeWindow._interact.x = _pokeWindow._torso.x + doops[brushedDoopIndex].x;
_pokeWindow._interact.y = _pokeWindow._torso.y + doops[brushedDoopIndex].y;
_rubBodyAnim.enabled = false;
_pokeWindow.sync(_pokeWindow._headBack);
return true;
}
if (_dick.visible && _dick.animation.frameIndex != 0)
{
// dick is visible; did they click in the approximate area?
var touchedPart:FlxSprite = _pokeWindow._torso;
var dist:Float = FlxG.mouse.getWorldPosition().distanceTo(FlxPoint.get((176 + doops[0].x) - touchedPart.offset.x + touchedPart.x, (342 + doops[0].y) - touchedPart.offset.y + touchedPart.y));
if (dist < 20)
{
var dickAnim:String = _dick.animation.name;
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
}
// reposition fingers in front of everything
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._arms) + 1);
_pokeWindow._interact.y -= 266;
_rubBodyAnim.enabled = false;
_pokeWindow.playDickAnimation(dickAnim);
return true;
}
}
}
return false;
}
private function getClosestDoopIndex(?maxDist:Float = 10000)
{
var closestDoopIndex:Int = -1;
var closestDoopDist:Float = maxDist;
for (i in 0...doops.length)
{
var dist:Float = getDoopDist(i);
if (dist <= closestDoopDist)
{
closestDoopDist = dist;
closestDoopIndex = i;
}
}
return closestDoopIndex;
}
private function getDoopDist(doopIndex:Int):Float
{
if (doops[doopIndex] == null)
{
// nowhere nearby
return 1000000;
}
var partPosition:FlxPoint = FlxPoint.get(
(176 + doops[doopIndex].x) - _pokeWindow._torso.offset.x + _pokeWindow._torso.x,
(342 + doops[doopIndex].y) - _pokeWindow._torso.offset.y + _pokeWindow._torso.y);
var dist:Float = FlxG.mouse.getWorldPosition().distanceTo(partPosition);
partPosition.put();
return dist;
}
override function shouldInteractOff(targetSprite:FlxSprite)
{
/*
* none of our interactions have a visible effect; the usual "interact
* off" behavior is to snap the body part back to its default state,
* but that doesn't make sense for Grimer
*/
return false;
}
override function endSexyStuff():Void
{
super.endSexyStuff();
// emit any leftover hearts
_heartEmitCount += soonHeartEmitCount;
soonHeartEmitCount = 0;
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
// don't mess with it anymore; it's event based after the game ends
}
else if (pastBonerThreshold())
{
if (_dick.animation.name != "boner1")
{
_pokeWindow.playDickAnimation("boner1");
dickWasVisible = true;
}
}
else if (_heartBank.getForeplayPercent() < 0.64)
{
if (_dick.animation.name != "boner0")
{
_pokeWindow.playDickAnimation("boner0");
dickWasVisible = true;
}
}
else
{
if (_dick.animation.name != "default")
{
_pokeWindow.playDickAnimation("default");
}
}
}
else {
if (_dick.animation.frameIndex != 0)
{
_pokeWindow.playDickAnimation("default");
}
}
}
override function getTouchedPart():BouncySprite
{
if (SexyDebugState.debug)
{
// when we're in debug mode trying to pick polygons and stuff, just behave normally
}
else if (_pokeWindow._partAlpha == 0)
{
// pokemon left; can't interact
}
else {
var pos:FlxPoint = _cSatellite.getPosition();
if (clickedPolygon(_pokeWindow._torso, deepEnd, pos))
{
// clicked shallow area
targetHandSubmergedPct = 1.00;
return _pokeWindow._torso;
}
if (clickedPolygon(_pokeWindow._torso, shallowEnd, pos))
{
// clicked shallow area
targetHandSubmergedPct = 0.30;
return _pokeWindow._torso;
}
// didn't click inside torso; unsubmerge hand
targetHandSubmergedPct = 0;
handSubmergedPct = 0;
}
return super.getTouchedPart();
}
override function playMundaneRubAnim(touchedPart:FlxSprite):Void
{
if (handSubmergedPct > 0)
{
// if the hand is submerged, it always uses the same 3-frame animation
_handSprite.animation.play("rub-center");
if (isHandFullySubmerged())
{
// hand is fully submerged; check for submerged things more frequently
_rubCheckTimer += SexyState.RUB_CHECK_FREQUENCY / 2;
}
return;
}
super.playMundaneRubAnim(touchedPart);
}
override function endMundaneRub():Void
{
if (getGoopIndex() > 0
&& (unsubmergePoint == null || unsubmergePoint.distanceTo(FlxG.mouse.getWorldPosition()) <= 25))
{
_handSprite.animation.play("submerged");
targetHandSubmergedPct = handSubmergedPct;
_handSprite.setPosition(FlxG.mouse.x, FlxG.mouse.y);
}
else {
super.endMundaneRub();
}
}
override function updateHand(elapsed:Float):Void
{
if (FlxG.mouse.justReleased)
{
unsubmergePoint = FlxG.mouse.getWorldPosition();
fadeAlert();
}
else if (FlxG.mouse.justPressed)
{
unsubmergePoint = null;
}
// hand moves slower as it's submerged
handDragSpeed = 100 - FlxMath.bound(handSubmergedPct, 0, 1.0) * 50;
super.updateHand(elapsed);
if (_handSprite.animation.name == "default")
{
// unsubmerge hand
targetHandSubmergedPct = 0;
handSubmergedPct = 0;
alertSprite.visible = false;
brushedDoopIndex = -1;
}
if (handSubmergedPct == targetHandSubmergedPct)
{
// do nothing...
}
else if (handSubmergedPct < targetHandSubmergedPct)
{
handSubmergedPct = Math.min(handSubmergedPct + elapsed * 0.4, targetHandSubmergedPct);
}
else {
handSubmergedPct = Math.max(handSubmergedPct - elapsed * 1.2, targetHandSubmergedPct);
}
if (handSubmergedPct > 0 && (_handSprite.animation.frameIndex == 8 || _handSprite.animation.frameIndex == 9 || _handSprite.animation.frameIndex == 10))
{
goopyHand.animation.frameIndex = GOOP_MAP[getGoopIndex()][_handSprite.animation.frameIndex];
goopyHand.setPosition(_handSprite.x, _handSprite.y);
goopyHand.visible = _handSprite.visible;
}
else {
goopyHand.visible = false;
}
}
override public function playRubSound():Void
{
if (playRubAlertSound)
{
rubSoundCount++;
if (shouldRecordMouseTiming())
{
mouseTiming.push(_rubHandAnim.sfxLength);
}
FlxSoundKludge.play(FlxG.random.getObject([AssetPaths.rub0_slowa__mp3, AssetPaths.rub0_slowb__mp3, AssetPaths.rub0_slowc__mp3]), 0.10);
_rubSfxTimer -= 0.3;
playRubAlertSound = false;
}
else {
super.playRubSound();
}
}
private inline function isHandFullySubmerged()
{
return getGoopIndex() == 4;
}
override public function checkSpecialRub(touchedPart:FlxSprite):Void
{
if (_fancyRub)
{
specialRub = _rubHandAnim._flxSprite.animation.name;
}
// display an alert?
var oldBrushedDoopIndex:Int = brushedDoopIndex;
if (!_fancyRub)
{
if (!FlxG.mouse.justPressed && handSubmergedPct > 0.5)
{
if (getClosestDoopIndex(25) != -1)
{
_characterSfxTimer -= 2.2;
}
}
if (!FlxG.mouse.justPressed && isHandFullySubmerged())
{
// did our hand brush up against anything?
var closestDoopIndex = getClosestDoopIndex(SUBMERGED_BRUSH_MIN_DIST);
if (closestDoopIndex != -1)
{
brushedDoopIndex = closestDoopIndex;
}
else
{
if (brushedDoopIndex != -1)
{
if (getDoopDist(brushedDoopIndex) > SUBMERGED_BRUSH_MAX_DIST)
{
brushedDoopIndex = -1;
}
}
}
}
}
if (oldBrushedDoopIndex != brushedDoopIndex)
{
if (brushedDoopIndex != -1)
{
if (oldBrushedDoopIndex == -1 && alertSprite.visible && alertSprite.alpha > 0)
{
// was already displaying alert; don't bother shaking it
}
else
{
FlxTween.tween(alertSprite.scale, {x:1.20, y:1.20}, 0.1, {ease:FlxEase.cubeInOut});
FlxTween.tween(alertSprite.scale, {x:1.30, y:0.90}, 0.1, {ease:FlxEase.cubeInOut, startDelay:0.1});
FlxTween.tween(alertSprite.scale, {x:1.00, y:1.00}, 0.1, {ease:FlxEase.cubeInOut, startDelay:0.2});
playRubAlertSound = true;
}
// yes; make the alert visible
alertSprite.visible = true;
alertSprite.alpha = 1.0;
alertSprite.x = doops[brushedDoopIndex].x + 176 + 5 - _pokeWindow._torso.offset.x + _pokeWindow._torso.x;
alertSprite.y = doops[brushedDoopIndex].y + 342 - 35 - _pokeWindow._torso.offset.y + _pokeWindow._torso.y;
FlxTweenUtil.cancel(alertAlphaTween);
}
else
{
fadeAlert();
}
}
}
public function fadeAlert():Void
{
alertAlphaTween = FlxTweenUtil.retween(alertAlphaTween, alertSprite, {alpha:0.0}, 0.6);
}
/**
* Returns an integer corresponding to how submerged the hand is in
* Grimer's goo
*
* 0 = not submerged
* 4 = fully submerged
*
* @return integer corresponding to how submerged the hand is
*/
private function getGoopIndex():Int
{
if (handSubmergedPct <= 0.2)
{
return 0;
}
else if (handSubmergedPct <= 0.4)
{
return 1;
}
else if (handSubmergedPct <= 0.6)
{
return 2;
}
else if (handSubmergedPct <= 0.8)
{
return 3;
}
else {
return 4;
}
}
override public function initializeHitBoxes():Void
{
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(169, 352), new FlxPoint(60, 324), new FlxPoint(60, 240), new FlxPoint(91, 223), new FlxPoint(100, 205), new FlxPoint(180, 239), new FlxPoint(257, 208), new FlxPoint(278, 235), new FlxPoint(301, 246), new FlxPoint(303, 336)];
torsoSweatArray[1] = [new FlxPoint(169, 352), new FlxPoint(60, 324), new FlxPoint(60, 240), new FlxPoint(91, 223), new FlxPoint(100, 205), new FlxPoint(180, 239), new FlxPoint(257, 208), new FlxPoint(278, 235), new FlxPoint(301, 246), new FlxPoint(303, 336)];
torsoSweatArray[2] = [new FlxPoint(169, 352), new FlxPoint(60, 324), new FlxPoint(60, 240), new FlxPoint(91, 223), new FlxPoint(100, 205), new FlxPoint(180, 239), new FlxPoint(257, 208), new FlxPoint(278, 235), new FlxPoint(301, 246), new FlxPoint(303, 336)];
torsoSweatArray[3] = [new FlxPoint(169, 352), new FlxPoint(60, 324), new FlxPoint(60, 240), new FlxPoint(91, 223), new FlxPoint(100, 205), new FlxPoint(180, 239), new FlxPoint(257, 208), new FlxPoint(278, 235), new FlxPoint(301, 246), new FlxPoint(303, 336)];
torsoSweatArray[4] = [new FlxPoint(169, 352), new FlxPoint(60, 324), new FlxPoint(60, 240), new FlxPoint(91, 223), new FlxPoint(100, 205), new FlxPoint(180, 239), new FlxPoint(257, 208), new FlxPoint(278, 235), new FlxPoint(301, 246), new FlxPoint(303, 336)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(239, 90), new FlxPoint(213, 107), new FlxPoint(156, 109), new FlxPoint(121, 89), new FlxPoint(147, 67), new FlxPoint(182, 61), new FlxPoint(218, 71)];
headSweatArray[1] = [new FlxPoint(239, 90), new FlxPoint(213, 107), new FlxPoint(156, 109), new FlxPoint(121, 89), new FlxPoint(147, 67), new FlxPoint(182, 61), new FlxPoint(218, 71)];
headSweatArray[2] = [new FlxPoint(239, 90), new FlxPoint(213, 107), new FlxPoint(156, 109), new FlxPoint(121, 89), new FlxPoint(147, 67), new FlxPoint(182, 61), new FlxPoint(218, 71)];
headSweatArray[3] = [new FlxPoint(239, 90), new FlxPoint(213, 107), new FlxPoint(156, 109), new FlxPoint(121, 89), new FlxPoint(147, 67), new FlxPoint(182, 61), new FlxPoint(218, 71)];
headSweatArray[4] = [new FlxPoint(239, 90), new FlxPoint(213, 107), new FlxPoint(156, 109), new FlxPoint(121, 89), new FlxPoint(147, 67), new FlxPoint(182, 61), new FlxPoint(218, 71)];
headSweatArray[5] = [new FlxPoint(241, 95), new FlxPoint(205, 111), new FlxPoint(155, 106), new FlxPoint(125, 84), new FlxPoint(156, 66), new FlxPoint(185, 64), new FlxPoint(216, 72)];
headSweatArray[6] = [new FlxPoint(241, 95), new FlxPoint(205, 111), new FlxPoint(155, 106), new FlxPoint(125, 84), new FlxPoint(156, 66), new FlxPoint(185, 64), new FlxPoint(216, 72)];
headSweatArray[7] = [new FlxPoint(241, 95), new FlxPoint(205, 111), new FlxPoint(155, 106), new FlxPoint(125, 84), new FlxPoint(156, 66), new FlxPoint(185, 64), new FlxPoint(216, 72)];
headSweatArray[8] = [new FlxPoint(241, 95), new FlxPoint(205, 111), new FlxPoint(155, 106), new FlxPoint(125, 84), new FlxPoint(156, 66), new FlxPoint(185, 64), new FlxPoint(216, 72)];
headSweatArray[9] = [new FlxPoint(241, 95), new FlxPoint(205, 111), new FlxPoint(155, 106), new FlxPoint(125, 84), new FlxPoint(156, 66), new FlxPoint(185, 64), new FlxPoint(216, 72)];
headSweatArray[10] = [new FlxPoint(228, 88), new FlxPoint(198, 110), new FlxPoint(150, 116), new FlxPoint(113, 104), new FlxPoint(134, 81), new FlxPoint(175, 63), new FlxPoint(210, 69)];
headSweatArray[11] = [new FlxPoint(228, 88), new FlxPoint(198, 110), new FlxPoint(150, 116), new FlxPoint(113, 104), new FlxPoint(134, 81), new FlxPoint(175, 63), new FlxPoint(210, 69)];
headSweatArray[12] = [new FlxPoint(228, 88), new FlxPoint(198, 110), new FlxPoint(150, 116), new FlxPoint(113, 104), new FlxPoint(134, 81), new FlxPoint(175, 63), new FlxPoint(210, 69)];
headSweatArray[13] = [new FlxPoint(228, 88), new FlxPoint(198, 110), new FlxPoint(150, 116), new FlxPoint(113, 104), new FlxPoint(134, 81), new FlxPoint(175, 63), new FlxPoint(210, 69)];
headSweatArray[14] = [new FlxPoint(228, 88), new FlxPoint(198, 110), new FlxPoint(150, 116), new FlxPoint(113, 104), new FlxPoint(134, 81), new FlxPoint(175, 63), new FlxPoint(210, 69)];
headSweatArray[15] = [new FlxPoint(208, 109), new FlxPoint(153, 106), new FlxPoint(124, 93), new FlxPoint(148, 73), new FlxPoint(178, 68), new FlxPoint(214, 74), new FlxPoint(233, 93)];
headSweatArray[16] = [new FlxPoint(208, 109), new FlxPoint(153, 106), new FlxPoint(124, 93), new FlxPoint(148, 73), new FlxPoint(178, 68), new FlxPoint(214, 74), new FlxPoint(233, 93)];
headSweatArray[17] = [new FlxPoint(208, 109), new FlxPoint(153, 106), new FlxPoint(124, 93), new FlxPoint(148, 73), new FlxPoint(178, 68), new FlxPoint(214, 74), new FlxPoint(233, 93)];
headSweatArray[18] = [new FlxPoint(208, 109), new FlxPoint(153, 106), new FlxPoint(124, 93), new FlxPoint(148, 73), new FlxPoint(178, 68), new FlxPoint(214, 74), new FlxPoint(233, 93)];
headSweatArray[19] = [new FlxPoint(208, 109), new FlxPoint(153, 106), new FlxPoint(124, 93), new FlxPoint(148, 73), new FlxPoint(178, 68), new FlxPoint(214, 74), new FlxPoint(233, 93)];
headSweatArray[20] = [new FlxPoint(210, 97), new FlxPoint(150, 103), new FlxPoint(116, 89), new FlxPoint(131, 68), new FlxPoint(172, 53), new FlxPoint(205, 58), new FlxPoint(233, 80)];
headSweatArray[21] = [new FlxPoint(210, 97), new FlxPoint(150, 103), new FlxPoint(116, 89), new FlxPoint(131, 68), new FlxPoint(172, 53), new FlxPoint(205, 58), new FlxPoint(233, 80)];
headSweatArray[22] = [new FlxPoint(210, 97), new FlxPoint(150, 103), new FlxPoint(116, 89), new FlxPoint(131, 68), new FlxPoint(172, 53), new FlxPoint(205, 58), new FlxPoint(233, 80)];
headSweatArray[23] = [new FlxPoint(210, 97), new FlxPoint(150, 103), new FlxPoint(116, 89), new FlxPoint(131, 68), new FlxPoint(172, 53), new FlxPoint(205, 58), new FlxPoint(233, 80)];
headSweatArray[24] = [new FlxPoint(210, 97), new FlxPoint(150, 103), new FlxPoint(116, 89), new FlxPoint(131, 68), new FlxPoint(172, 53), new FlxPoint(205, 58), new FlxPoint(233, 80)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:3, sprite:_pokeWindow._headBack, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:7, sprite:_pokeWindow._torso, sweatArrayArray:torsoSweatArray});
if (_male)
{
if (doops[0].x < 0)
{
dickAngleArray[1] = [new FlxPoint(174, 69), new FlxPoint(-19, -259), new FlxPoint(-144, -216)];
dickAngleArray[2] = [new FlxPoint(174, 69), new FlxPoint(-19, -259), new FlxPoint(-144, -216)];
dickAngleArray[3] = [new FlxPoint(174, 69), new FlxPoint(-19, -259), new FlxPoint(-144, -216)];
dickAngleArray[4] = [new FlxPoint(174, 69), new FlxPoint(-19, -259), new FlxPoint(-144, -216)];
dickAngleArray[5] = [new FlxPoint(174, 69), new FlxPoint( -19, -259), new FlxPoint( -144, -216)];
dickAngleArray[6] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(-69, -251)];
dickAngleArray[7] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(-69, -251)];
dickAngleArray[8] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(-69, -251)];
dickAngleArray[9] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(-69, -251)];
dickAngleArray[10] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint( -69, -251)];
}
else
{
dickAngleArray[1] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(116, -233)];
dickAngleArray[2] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(116, -233)];
dickAngleArray[3] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(116, -233)];
dickAngleArray[4] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(116, -233)];
dickAngleArray[5] = [new FlxPoint(174, 69), new FlxPoint(0, -260), new FlxPoint(116, -233)];
dickAngleArray[6] = [new FlxPoint(176, 69), new FlxPoint(-7, -260), new FlxPoint(67, -251)];
dickAngleArray[7] = [new FlxPoint(176, 69), new FlxPoint(-7, -260), new FlxPoint(67, -251)];
dickAngleArray[8] = [new FlxPoint(176, 69), new FlxPoint(-7, -260), new FlxPoint(67, -251)];
dickAngleArray[9] = [new FlxPoint(176, 69), new FlxPoint(-7, -260), new FlxPoint(67, -251)];
dickAngleArray[10] = [new FlxPoint(176, 69), new FlxPoint(-7, -260), new FlxPoint(67, -251)];
}
}
else {
// no visible emissions for female grimer
}
breathAngleArray[0] = [new FlxPoint(173, 185), new FlxPoint(-2, 80)];
breathAngleArray[1] = [new FlxPoint(173, 185), new FlxPoint(-2, 80)];
breathAngleArray[2] = [new FlxPoint(173, 185), new FlxPoint(-2, 80)];
breathAngleArray[3] = [new FlxPoint(131, 185), new FlxPoint(-69, 40)];
breathAngleArray[4] = [new FlxPoint(131, 185), new FlxPoint(-69, 40)];
breathAngleArray[6] = [new FlxPoint(131, 185), new FlxPoint(-69, 40)];
breathAngleArray[7] = [new FlxPoint(131, 185), new FlxPoint(-69, 40)];
breathAngleArray[8] = [new FlxPoint(131, 185), new FlxPoint(-69, 40)];
breathAngleArray[9] = [new FlxPoint(247, 159), new FlxPoint(80, 4)];
breathAngleArray[10] = [new FlxPoint(247, 159), new FlxPoint(80, 4)];
breathAngleArray[11] = [new FlxPoint(247, 159), new FlxPoint(80, 4)];
breathAngleArray[12] = [new FlxPoint(151, 199), new FlxPoint(-46, 65)];
breathAngleArray[13] = [new FlxPoint(151, 199), new FlxPoint(-46, 65)];
breathAngleArray[14] = [new FlxPoint(151, 199), new FlxPoint(-46, 65)];
breathAngleArray[15] = [new FlxPoint(161, 197), new FlxPoint(-18, 78)];
breathAngleArray[16] = [new FlxPoint(161, 197), new FlxPoint(-18, 78)];
breathAngleArray[17] = [new FlxPoint(161, 197), new FlxPoint(-18, 78)];
breathAngleArray[18] = [new FlxPoint(223, 192), new FlxPoint(60, 52)];
breathAngleArray[19] = [new FlxPoint(223, 192), new FlxPoint(60, 52)];
breathAngleArray[20] = [new FlxPoint(223, 192), new FlxPoint(60, 52)];
breathAngleArray[21] = [new FlxPoint(143, 188), new FlxPoint(-70, 38)];
breathAngleArray[22] = [new FlxPoint(143, 188), new FlxPoint(-70, 38)];
breathAngleArray[23] = [new FlxPoint(143, 188), new FlxPoint(-70, 38)];
breathAngleArray[24] = [new FlxPoint(137, 182), new FlxPoint(-77, 23)];
breathAngleArray[25] = [new FlxPoint(137, 182), new FlxPoint(-77, 23)];
breathAngleArray[26] = [new FlxPoint(137, 182), new FlxPoint(-77, 23)];
breathAngleArray[27] = [new FlxPoint(172, 193), new FlxPoint(0, 80)];
breathAngleArray[28] = [new FlxPoint(172, 193), new FlxPoint(0, 80)];
breathAngleArray[29] = [new FlxPoint(172, 193), new FlxPoint(0, 80)];
breathAngleArray[30] = [new FlxPoint(176, 202), new FlxPoint(7, 80)];
breathAngleArray[31] = [new FlxPoint(176, 202), new FlxPoint(7, 80)];
breathAngleArray[32] = [new FlxPoint(176, 202), new FlxPoint(7, 80)];
breathAngleArray[36] = [new FlxPoint(169, 196), new FlxPoint(-6, 80)];
breathAngleArray[37] = [new FlxPoint(169, 196), new FlxPoint(-6, 80)];
breathAngleArray[38] = [new FlxPoint(169, 196), new FlxPoint(-6, 80)];
breathAngleArray[39] = [new FlxPoint(236, 162), new FlxPoint(78, -15)];
breathAngleArray[40] = [new FlxPoint(236, 162), new FlxPoint(78, -15)];
breathAngleArray[41] = [new FlxPoint(236, 162), new FlxPoint(78, -15)];
breathAngleArray[42] = [new FlxPoint(171, 195), new FlxPoint(-7, 80)];
breathAngleArray[43] = [new FlxPoint(171, 195), new FlxPoint(-7, 80)];
breathAngleArray[44] = [new FlxPoint(171, 195), new FlxPoint(-7, 80)];
breathAngleArray[48] = [new FlxPoint(231, 167), new FlxPoint(80, 8)];
breathAngleArray[49] = [new FlxPoint(231, 167), new FlxPoint(80, 8)];
breathAngleArray[50] = [new FlxPoint(231, 167), new FlxPoint(80, 8)];
breathAngleArray[51] = [new FlxPoint(162, 188), new FlxPoint(-22, 77)];
breathAngleArray[52] = [new FlxPoint(162, 188), new FlxPoint(-22, 77)];
breathAngleArray[53] = [new FlxPoint(162, 188), new FlxPoint(-22, 77)];
breathAngleArray[54] = [new FlxPoint(134, 189), new FlxPoint(-58, 55)];
breathAngleArray[55] = [new FlxPoint(134, 189), new FlxPoint(-58, 55)];
breathAngleArray[56] = [new FlxPoint(134, 189), new FlxPoint(-58, 55)];
breathAngleArray[60] = [new FlxPoint(175, 202), new FlxPoint(8, 80)];
breathAngleArray[61] = [new FlxPoint(175, 202), new FlxPoint(8, 80)];
breathAngleArray[62] = [new FlxPoint(175, 202), new FlxPoint(8, 80)];
breathAngleArray[63] = [new FlxPoint(170, 203), new FlxPoint(-3, 80)];
breathAngleArray[64] = [new FlxPoint(170, 203), new FlxPoint(-3, 80)];
breathAngleArray[65] = [new FlxPoint(170, 203), new FlxPoint(-3, 80)];
breathAngleArray[66] = [new FlxPoint(132, 198), new FlxPoint(-65, 46)];
breathAngleArray[67] = [new FlxPoint(132, 198), new FlxPoint(-65, 46)];
breathAngleArray[68] = [new FlxPoint(132, 198), new FlxPoint(-65, 46)];
shallowEnd[0] = [new FlxPoint(133, 433), new FlxPoint(61, 376), new FlxPoint(64, 272), new FlxPoint(110, 230), new FlxPoint(185, 203), new FlxPoint(241, 235), new FlxPoint(300, 274), new FlxPoint(298, 382), new FlxPoint(261, 429), new FlxPoint(182, 451)];
shallowEnd[1] = [new FlxPoint(133, 433), new FlxPoint(61, 376), new FlxPoint(64, 272), new FlxPoint(110, 230), new FlxPoint(185, 203), new FlxPoint(241, 235), new FlxPoint(300, 274), new FlxPoint(298, 382), new FlxPoint(261, 429), new FlxPoint(182, 451)];
shallowEnd[2] = [new FlxPoint(133, 433), new FlxPoint(61, 376), new FlxPoint(64, 272), new FlxPoint(110, 230), new FlxPoint(185, 203), new FlxPoint(241, 235), new FlxPoint(300, 274), new FlxPoint(298, 382), new FlxPoint(261, 429), new FlxPoint(182, 451)];
shallowEnd[3] = [new FlxPoint(133, 433), new FlxPoint(61, 376), new FlxPoint(64, 272), new FlxPoint(110, 230), new FlxPoint(185, 203), new FlxPoint(241, 235), new FlxPoint(300, 274), new FlxPoint(298, 382), new FlxPoint(261, 429), new FlxPoint(182, 451)];
shallowEnd[4] = [new FlxPoint(133, 433), new FlxPoint(61, 376), new FlxPoint(64, 272), new FlxPoint(110, 230), new FlxPoint(185, 203), new FlxPoint(241, 235), new FlxPoint(300, 274), new FlxPoint(298, 382), new FlxPoint(261, 429), new FlxPoint(182, 451)];
deepEnd[0] = [new FlxPoint(84, 284), new FlxPoint(120, 247), new FlxPoint(178, 233), new FlxPoint(245, 253), new FlxPoint(278, 279), new FlxPoint(285, 356), new FlxPoint(244, 384), new FlxPoint(229, 415), new FlxPoint(181, 428), new FlxPoint(149, 421), new FlxPoint(135, 376), new FlxPoint(83, 359)];
deepEnd[1] = [new FlxPoint(84, 284), new FlxPoint(120, 247), new FlxPoint(178, 233), new FlxPoint(245, 253), new FlxPoint(278, 279), new FlxPoint(285, 356), new FlxPoint(244, 384), new FlxPoint(229, 415), new FlxPoint(181, 428), new FlxPoint(149, 421), new FlxPoint(135, 376), new FlxPoint(83, 359)];
deepEnd[2] = [new FlxPoint(84, 284), new FlxPoint(120, 247), new FlxPoint(178, 233), new FlxPoint(245, 253), new FlxPoint(278, 279), new FlxPoint(285, 356), new FlxPoint(244, 384), new FlxPoint(229, 415), new FlxPoint(181, 428), new FlxPoint(149, 421), new FlxPoint(135, 376), new FlxPoint(83, 359)];
deepEnd[3] = [new FlxPoint(84, 284), new FlxPoint(120, 247), new FlxPoint(178, 233), new FlxPoint(245, 253), new FlxPoint(278, 279), new FlxPoint(285, 356), new FlxPoint(244, 384), new FlxPoint(229, 415), new FlxPoint(181, 428), new FlxPoint(149, 421), new FlxPoint(135, 376), new FlxPoint(83, 359)];
deepEnd[4] = [new FlxPoint(84, 284), new FlxPoint(120, 247), new FlxPoint(178, 233), new FlxPoint(245, 253), new FlxPoint(278, 279), new FlxPoint(285, 356), new FlxPoint(244, 384), new FlxPoint(229, 415), new FlxPoint(181, 428), new FlxPoint(149, 421), new FlxPoint(135, 376), new FlxPoint(83, 359)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:8 } ]);
weirdRubWords = wordManager.newWords(120);
// err... if you knew what that was... you wouldn't rub it
weirdRubWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:17},
{ graphic:AssetPaths.grimer_words_small__png, frame:19, yOffset:0, delay:0.5},
{ graphic:AssetPaths.grimer_words_small__png, frame:21, yOffset:20, delay:1.3},
{ graphic:AssetPaths.grimer_words_small__png, frame:23, yOffset:40, delay:2.1},
{ graphic:AssetPaths.grimer_words_small__png, frame:24, yOffset:40, delay:2.6},
{ graphic:AssetPaths.grimer_words_small__png, frame:25, yOffset:62, delay:3.4},
]);
// that's err.... not what you think it is....
weirdRubWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:26},
{ graphic:AssetPaths.grimer_words_small__png, frame:28, yOffset:20, delay:0.8},
{ graphic:AssetPaths.grimer_words_small__png, frame:30, yOffset:40, delay:1.6},
]);
// don't.... ...that's a little weird...
weirdRubWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:27},
{ graphic:AssetPaths.grimer_words_small__png, frame:29, yOffset:0, delay:0.5},
{ graphic:AssetPaths.grimer_words_small__png, frame:31, yOffset:18, delay:1.5},
]);
almostWords = wordManager.newWords(30);
// that's.... i think i'm.... ...glrrgle....
almostWords.words.push([
{ graphic:AssetPaths.grimer_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.grimer_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.grimer_words_medium__png, frame:13, height:48, chunkSize:5, yOffset:40, delay:1.8 }
]);
// that's.... i'm about to... ...blrrrpht~
almostWords.words.push([
{ graphic:AssetPaths.grimer_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.grimer_words_medium__png, frame:10, height:48, chunkSize:5, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.grimer_words_medium__png, frame:12, height:48, chunkSize:5, yOffset:40, delay:1.9 }
]);
// i think i'm.... blorrpphpht--
almostWords.words.push([
{ graphic:AssetPaths.grimer_words_medium__png, frame:11, height:48, chunkSize:5 },
{ graphic:AssetPaths.grimer_words_medium__png, frame:15, height:48, chunkSize:5, yOffset:22, delay:1.4 },
]);
superBoredWordCount = 3;
boredWords = wordManager.newWords(6);
boredWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:9 } ]);
boredWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:10 } ]);
boredWords.words.push([ { graphic:AssetPaths.grimer_words_small__png, frame:11 } ]);
// eggh... sorry about that
boredWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:12 },
{ graphic:AssetPaths.grimer_words_small__png, frame:14, yOffset:18, delay:0.8 }
]);
// sorry, it's.... ...that's fine
boredWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:13 },
{ graphic:AssetPaths.grimer_words_small__png, frame:15, yOffset:22, delay:1.3 }
]);
// yeah, sorry, we... we don't have to...
boredWords.words.push([
{ graphic:AssetPaths.grimer_words_small__png, frame:16 },
{ graphic:AssetPaths.grimer_words_small__png, frame:18, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.grimer_words_small__png, frame:20, yOffset:20, delay:1.3 },
{ graphic:AssetPaths.grimer_words_small__png, frame:22, yOffset:40, delay:1.9 },
]);
pleasureWords = wordManager.newWords();
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.grimer_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.grimer_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.grimer_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.grimer_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.grimer_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:8 } ]); // phlort
orgasmWords.words.push([ { graphic:AssetPaths.grimer_words_large__png, frame:4, width:200, height:150, yOffset: -30, chunkSize:5 } ]);
}
override function maybeEndSexyRubbing():Void
{
eventStack.addEvent({time:eventStack._time + 2.4, callback:eventPlayDickAnimation, args:["boner0"]});
eventStack.addEvent({time:eventStack._time + 4.8, callback:eventPlayDickAnimation, args:["default"]});
}
function eventPlayDickAnimation(args:Array<Dynamic>)
{
var animName:String = args[0];
_pokeWindow.playDickAnimation(animName);
}
override function generateCumshots():Void
{
if (_remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += weirdBonus;
weirdBonus = 0;
}
if (!came)
{
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._foreplayHeartReservoir);
}
if (!_male)
{
// female grimer doesn't squirt jizz, so make her sweat so the player at least gets some feedback...
_autoSweatRate = FlxMath.bound(_autoSweatRate + FlxG.random.float(0.2, 0.4), 0, 1.0);
_sweatCount = 6;
}
super.generateCumshots();
}
override public function determineArousal():Int
{
var arousal:Int;
if (_heartBank.getDickPercent() < 0.64)
{
arousal = 4;
}
else if (_heartBank.getDickPercent() < 0.8)
{
arousal = 3;
}
else if (pastBonerThreshold())
{
arousal = 2;
}
else if (_heartBank.getForeplayPercent() < 0.8)
{
arousal = 1;
}
else {
arousal = 0;
}
if (StringTools.endsWith(specialRub, "-good") || specialRub == "rub-hidden-dick")
{
arousal = Std.int(FlxMath.bound(arousal + 1, 0, 4));
}
else if (StringTools.endsWith(specialRub, "-bad") || StringTools.endsWith(specialRub, "-ok") && specialRubsInARow() >= 3)
{
arousal = Std.int(FlxMath.bound(arousal - 1, 0, 4));
}
return arousal;
}
/**
* Do a nice thing, but swallow some of the resulting hearts into the weirdBonus.
*/
function doWeirdNiceThing(swallowedPct:Float):Void
{
// run the usual "niceThing" logic...
super.doNiceThing();
// consume most of the heartEmitCount into the weirdBonus...
var newBonusAmount:Float = SexyState.roundDownToQuarter(_heartEmitCount * swallowedPct);
_heartEmitCount -= newBonusAmount;
weirdBonus += newBonusAmount;
}
function doWeirdMeanThing(amount:Float = 1):Void
{
super.doMeanThing(amount);
if (_heartEmitCount < 0)
{
soonHeartEmitCount += _heartEmitCount;
_heartEmitCount = 0;
}
}
override function handleRubReward():Void
{
{
var closestDoopIndex:Int = -1;
var closestDoopDist:Float = 100000;
for (i in 0...doops.length)
{
var dist:Float = getDoopDist(i);
if (dist <= closestDoopDist)
{
closestDoopDist = dist;
closestDoopIndex = i;
}
}
}
if (niceThings[0])
{
var qRub;
if (specialRub == "rub-hidden-dick" || specialRub == "rub-dick")
{
qRub = "dick";
}
else
{
qRub = specialRub;
}
if (remainingRubs.remove(qRub))
{
scheduleBreath();
}
if (remainingRubs.length == 2)
{
// rubbed 3 out of a possible 4 nice spots
niceThings[0] = false;
doWeirdNiceThing(0.65);
}
}
if (niceThings[1])
{
if (specialRubs.indexOf("jack-off") != -1)
{
if (StringTools.endsWith(specialRub, "-good") && specialRubsInARow() >= 2)
{
niceThings[1] = false;
doWeirdNiceThing(0.25);
maybeEmitWords(pleasureWords);
}
}
}
if (niceThings[2] && _male)
{
if (specialRub == "rub-hidden-dick" && !dickWasVisible)
{
if (rubbedHiddenDickInTime == false)
{
rubbedHiddenDickInTime = true;
maybeEmitWords(pleasureWords);
}
}
if ((specialRub == "jack-off" || specialRub == "rub-dick") && rubbedHiddenDickInTime)
{
niceThings[2] = false;
doWeirdNiceThing(0.45);
}
}
if (meanThings[0])
{
if (specialRub == "squeeze-polyp-bad")
{
doWeirdMeanThing();
meanThings[0] = false;
}
}
if (meanThings[1])
{
if (specialRub == "rub-bulb-bad" && specialRubsInARow() >= 2)
{
doWeirdMeanThing();
meanThings[1] = false;
}
}
var amount:Float;
if (specialRub == "jack-off")
{
var lucky:Float = lucky(0.7, 1.43, 0.1);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
if (amount > 0)
{
amount = Math.max(0.25, SexyState.roundDownToQuarter(heartPenalty * amount));
}
soonHeartEmitCount += amount;
if (weirdBonus > 0 && amount > 0)
{
var extraAmount:Float = SexyState.roundUpToQuarter(weirdBonus * super.lucky(0.7, 1.43, 0.13));
weirdBonus -= extraAmount;
soonHeartEmitCount += extraAmount;
}
if (almostWords.timer <= 0 && _remainingOrgasms > 0 && _heartBank.getDickPercent() < 0.51 && !isEjaculating())
{
maybeEmitWords(almostWords);
}
if (!_male && _remainingOrgasms > 0)
{
_autoSweatRate += 0.04;
}
}
else {
var scalar:Float = 0.07;
if (specialRub == "")
{
// default scalar is OK...
}
else {
if (specialRub == "rub-dick" || specialRub == "rub-hidden-dick")
{
scalar = 0.09;
var transferAmount = SexyState.roundUpToQuarter(0.06 * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= transferAmount;
_heartBank._dickHeartReservoir += transferAmount;
scalar = 0.07;
}
else {
if (specialRubsInARow() == 1)
{
distinctWeirdRubCount++;
}
if (distinctWeirdRubCount == 1)
{
// first mystery rub... respond ambiguously
scalar = 0.04;
}
else if (StringTools.endsWith(specialRub, "-good"))
{
scalar = 0.08;
var transferAmount = SexyState.roundUpToQuarter(0.03 * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= transferAmount;
weirdBonus += transferAmount;
}
else if (StringTools.endsWith(specialRub, "-ok"))
{
if (specialRubsInARow() >= 4)
{
maybeEmitWords(weirdRubWords);
heartPenalty *= 0.94;
}
var penaltyAmount = SexyState.roundUpToQuarter(0.03 * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= penaltyAmount;
scalar = 0.07;
}
else if (StringTools.endsWith(specialRub, "-bad"))
{
if (specialRubsInARow() >= 2)
{
maybeEmitWords(weirdRubWords);
heartPenalty *= 0.88; // additional penalty compounded on the other penalty...
}
else
{
heartPenalty *= 0.94;
}
var penaltyAmount = SexyState.roundUpToQuarter(0.09 * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= penaltyAmount;
scalar = 0.04;
}
}
}
var lucky:Float = lucky(0.7, 1.43, scalar);
if (pastBonerThreshold())
{
lucky *= 0.5;
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
soonHeartEmitCount += amount;
if (weirdBonus > 0 && amount > 0)
{
var extraAmount:Float = SexyState.roundUpToQuarter(weirdBonus * super.lucky(0.7, 1.43, 0.13));
weirdBonus -= extraAmount;
soonHeartEmitCount += extraAmount;
}
if (soonHeartEmitCount > 0)
{
maybeScheduleBreath();
maybeEmitPrecum();
}
}
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (FlxG.random.float(1, 5) < weirdBonus)
{
precumAmount++;
}
if (FlxG.random.float(1, 8) < soonHeartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 13) < soonHeartEmitCount + weirdBonus)
{
precumAmount++;
}
if (FlxG.random.float(1, 21) < soonHeartEmitCount + weirdBonus)
{
precumAmount++;
}
return precumAmount;
}
override public function back():Void
{
super.back();
if (specialRubs.length >= 2)
{
// yuck! dirty
PlayerData.grimTouched = true;
if (PlayerData.cursorInsulated)
{
// glove is insulated; pokemon don't complain about the smell
}
else
{
PlayerData.cursorSmellTimeRemaining = 15 * 60;
}
}
if (specialRubs.length >= 2)
{
if (!clickedAnyHiddenStuff())
{
/*
* Guarantee player gets the "you didn't click anything"
* complaint. This is a big one, and means they don't
* understand how Grimer works
*/
LevelIntroDialog.rotateSexyChat(this, [5, 5, 5, 5, 5]);
}
}
}
private function clickedAnyHiddenStuff():Bool
{
var result:Bool = false;
for (i in 0...specialRubs.length)
{
if (specialRubs[i] == "")
{
// rubbing mud... doesn't count as interacting
}
else if (_male && specialRubs[i] == "rub-dick")
{
// rubbing a visible dick...
}
else if (_male && specialRubs[i] == "jack-off")
{
// rubbing a visible dick...
}
else
{
result = true;
}
}
return result;
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (!clickedAnyHiddenStuff())
{
/*
* Guarantee player gets the "you didn't click anything"
* complaint. This is a big one, and means they don't
* understand how Grimer works
*/
complaints.push(5);
complaints.push(5);
complaints.push(5);
complaints.push(5);
complaints.push(5);
return;
}
if (meanThings[0] == false)
{
complaints.push(0);
}
if (meanThings[1] == false)
{
complaints.push(1);
}
if (specialRubs.filter(function(s) { return s == "stroke-artery-ok"; } ).length >= 2)
{
complaints.push(2);
}
if (niceThings[0] == true)
{
complaints.push(3);
}
if (niceThings[1] == true)
{
complaints.push(4);
}
}
override function penetrating():Bool
{
if (specialRub == "finger-cavity-good")
{
return true;
}
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick-hidden")
{
return true;
}
return false;
}
override function cursorSmellPenaltyAmount():Int
{
return 0;
}
override public function destroy():Void
{
super.destroy();
shallowEnd = null;
deepEnd = null;
unsubmergePoint = FlxDestroyUtil.put(unsubmergePoint);
doops = FlxDestroyUtil.putArray(doops);
goopyHand = FlxDestroyUtil.destroy(goopyHand);
alertAlphaTween = FlxTweenUtil.destroy(alertAlphaTween);
alertSprite = FlxDestroyUtil.destroy(alertSprite);
niceThings = null;
meanThings = null;
remainingRubs = null;
weirdRubWords = null;
gummyDildoButton = FlxDestroyUtil.destroy(gummyDildoButton);
smallPurpleBeadsButton = FlxDestroyUtil.destroy(smallPurpleBeadsButton);
happyMealButton = FlxDestroyUtil.destroy(happyMealButton);
}
}
|
argonvile/monster
|
source/poke/grim/GrimerSexyState.hx
|
hx
|
unknown
| 61,804 |
package poke.grim;
import demo.SexyDebugState;
import flixel.FlxSprite;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
/**
* Sprites and animations for Grimer
*/
class GrimerWindow extends PokeWindow
{
private static var CHARMELEON_CAMERA_Y:Int = -120;
public var _torso:BouncySprite;
public var _arms:BouncySprite;
public var _charmeleon:BouncySprite;
// grimer's _head variable is his face. _headBack is the non-face bits of his head
public var _headBack:BouncySprite;
private var _cheerTimer:Float = -1;
private var _oldArmAnimationName:String = null;
private var _cameraTween:FlxTween;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_bgColor = 0xff859e6b; // green
_prefix = "grim";
_name = "Grimer";
_victorySound = AssetPaths.grim__mp3;
_dialogClass = GrimerDialog;
add(new FlxSprite( -54, -54, AssetPaths.grimer_bg__png));
_torso = new BouncySprite( -54, -54, 0, 8.5, 0, _age);
_torso.loadWindowGraphic(AssetPaths.grimer_torso__png);
_torso.animation.add("default", [0, 1, 2, 3, 4], 2);
_torso.animation.play("default");
addPart(_torso);
_dick = new BouncySprite( -54, -54 + 266, 2, 8.5, 0, _age);
_dick.loadGraphic(AssetPaths.grimer_dick__png, true, 356, 266);
_dick.animation.add("default", [0]);
_dick.animation.add("boner0", [1, 2, 3, 4, 5], 2);
_dick.animation.add("boner1", [6, 7, 8, 9, 10], 2);
_dick.animation.add("rub-dick", [1], 2); // placeholder; animation is never seen
_dick.animation.add("jack-off", [6], 2); // placeholder; animation is never seen
_dick.animation.play("default");
addPart(_dick);
_headBack = new BouncySprite( -54, -54 + 40, 4, 8.5, 0, _age);
_headBack.loadGraphic(AssetPaths.grimer_head__png, true, 356, 266);
_headBack.animation.add("default", [0, 1, 2, 3, 4], 2);
_headBack.animation.add("c", [0, 1, 2, 3, 4], 2);
_headBack.animation.add("cocked", [5, 6, 7, 8, 9], 2);
_headBack.animation.add("w", [10, 11, 12, 13, 14], 2);
_headBack.animation.add("s", [15, 16, 17, 18, 19], 2);
_headBack.animation.add("ne", [20, 21, 22, 23, 24], 2);
_headBack.animation.play("default");
addPart(_headBack);
_head = new BouncySprite( -54, -54 + 40, 4, 8.5, 0, _age);
_head.loadGraphic(GrimerResource.face, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("cheer0", blinkyAnimation([3, 4]), 3);
_head.animation.add("cheer1", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("0-c", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-ne", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("0-w", blinkyAnimation([21, 22], [23]), 3);
_head.animation.add("1-cocked", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-c", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-ne", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("2-w", blinkyAnimation([24, 25], [26]), 3);
_head.animation.add("2-cocked", blinkyAnimation([27, 28], [29]), 3);
_head.animation.add("2-s", blinkyAnimation([30, 31], [32]), 3);
_head.animation.add("3-s", blinkyAnimation([36, 37], [38]), 3);
_head.animation.add("3-ne", blinkyAnimation([39, 40], [41]), 3);
_head.animation.add("3-c", blinkyAnimation([42, 43], [44]), 3);
_head.animation.add("4-ne", blinkyAnimation([48, 49, 50]), 3);
_head.animation.add("4-cocked", blinkyAnimation([51, 52, 53]), 3);
_head.animation.add("4-w", blinkyAnimation([54, 55, 56]), 3);
_head.animation.add("5-c", blinkyAnimation([60, 61, 62]), 3);
_head.animation.add("5-s", blinkyAnimation([63, 64, 65]), 3);
_head.animation.add("5-w", blinkyAnimation([66, 67, 68]), 3);
_head.animation.play("default");
if (SexyDebugState.debug)
{
addPart(_head); // we'll let the player interact with grimer's face for picking polygons in debug mode
}
else
{
addVisualItem(_head); // player can't usually interact with Grimer's face
}
_arms = new BouncySprite( -54, -54, 2, 8.5, 0, _age);
_arms.loadWindowGraphic(AssetPaths.grimer_arms__png);
_arms.animation.add("default", [0, 1, 2, 3, 4], 2);
_arms.animation.add("cheer0", [5, 6, 7, 11, 12, 12, 13, 13, 14, 14,
10, 10, 11, 11, 12, 12, 13, 13, 14, 14,
10, 10, 11, 11, 12, 12, 13, 13, 14, 14,
10, 10, 11, 11, 12, 12, 13, 13, 14, 14,
10, 10, 11, 11, 12, 12, 13, 13, 14, 14], 4, false);
_arms.animation.add("cheer1", [15, 16, 17, 18, 19], 2);
_arms.animation.add("charmeleon", [20, 21, 22, 23, 24], 2);
_arms.animation.add("charmelesexy", [25, 26, 27, 28, 29], 2);
_arms.animation.add("0", [0, 1, 2, 3, 4], 2);
_arms.animation.add("1", [30, 31, 32, 33, 34], 2);
_arms.animation.add("2", [35, 36, 37, 38, 39], 2);
_arms.animation.add("3", [40, 41, 42, 43, 44], 2);
_arms.animation.add("4", [45, 46, 47, 48, 49], 2);
_arms.animation.add("5", [50, 51, 52, 53, 54], 2);
_arms.animation.add("6", [55, 56, 57, 58, 59], 2);
_arms.animation.play("default");
addVisualItem(_arms); // player can't interact with Grimer's arms
_charmeleon = new BouncySprite( -54, -154, 2, 8.5, 0, _age);
_charmeleon.loadGraphic(AssetPaths.charmeleon_cutout__png, true, 356, 266);
_charmeleon.animation.add("default", [0]);
_charmeleon.animation.add("charmeleon", [1]);
_charmeleon.animation.add("charmelesexy", [2]);
addVisualItem(_charmeleon);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-c", "0-ne", "0-w"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-cocked", "1-c", "1-ne"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-w", "2-cocked", "2-s"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-s", "3-ne", "3-c"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-ne", "4-cocked", "4-w"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-c", "5-s", "5-w"]);
}
updateHeadBack();
}
/**
* Grimer's face and head are two different sprites. If she makes a certain
* expression, we need to update the other sprite too.
*/
public function updateHeadBack()
{
var headBackAnimName:String = _head.animation.name.substring(_head.animation.name.lastIndexOf("-") + 1);
_headBack.animation.play(headBackAnimName);
sync(_headBack);
}
override public function arrangeArmsAndLegs()
{
playNewAnim(_arms, ["0", "1", "2", "3", "4", "5", "6"]);
sync(_arms);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_cheerTimer > 0)
{
_cheerTimer -= elapsed;
if (_cheerTimer <= 1.2 && _arms.animation.name != "cheer1")
{
_arms.animation.play("cheer1");
_charmeleon.animation.play("default");
}
if (_cheerTimer <= 0.6 && _head.animation.name != "cheer1")
{
_head.animation.play("cheer1");
}
}
var cameraTargetY:Float = 0;
if (_charmeleon.animation.frameIndex != 0)
{
cameraTargetY = CHARMELEON_CAMERA_Y;
}
if (cameraTargetY != cameraPosition.y && (_cameraTween == null || !_cameraTween.active))
{
var tweenDuration:Float = 0.3;
for (member in members)
{
FlxTween.tween(member, {y: member.y + (cameraPosition.y - cameraTargetY)}, tweenDuration, {ease:FlxEase.circOut});
}
_cameraTween = FlxTween.tween(cameraPosition, {y: cameraTargetY}, tweenDuration, {ease:FlxEase.circOut});
}
sync(_headBack);
sync(_arms);
sync(_dick);
}
public function playDickAnimation(animName:String):Void
{
_dick.animation.play(animName);
sync(_dick);
}
public function sync(sprite:FlxSprite):Void
{
if (sprite.animation.curAnim == null)
{
return;
}
if (SexyDebugState.debug)
{
// don't sync when we're in debug mode trying to capture data for animation frames...
return;
}
if (sprite.animation.curAnim.numFrames == 5 && sprite.animation.curAnim.looped && sprite.animation.curAnim.curFrame != _torso.animation.curAnim.curFrame)
{
sprite.animation.curAnim.curFrame = _torso.animation.curAnim.curFrame;
}
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (str == "charmeleon")
{
_arms.animation.play("charmeleon");
_charmeleon.animation.play("charmeleon");
}
if (str == "charmeleon-instant")
{
_arms.animation.play("charmeleon");
_charmeleon.animation.play("charmeleon");
var cameraTargetY:Float = CHARMELEON_CAMERA_Y;
for (member in members)
{
member.y = member.y + (cameraPosition.y - cameraTargetY);
}
cameraPosition.y = cameraTargetY;
}
if (str == "charmelesexy")
{
_arms.animation.play("charmelesexy");
_charmeleon.animation.play("charmelesexy");
}
if (str == "charmeleoff")
{
_arms.animation.play("default");
_charmeleon.animation.play("default");
}
}
override public function cheerful():Void
{
super.cheerful();
if (_charmeleon.animation.frameIndex != 0)
{
// holding up the charmeleon cutout... don't move our arms
return;
}
_head.animation.play("cheer0");
_arms.animation.play("cheer0");
_charmeleon.animation.play("default");
_torso.animation.play("default", true);
_cheerTimer = 3;
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.grimer_interact__png);
if (PlayerData.grimMale)
{
_interact.animation.add("rub-hidden-dick", [4, 3, 2, 1, 0]);
_interact.animation.add("rub-dick", [6, 5, 4, 3, 2]);
_interact.animation.add("jack-off", [10, 9, 8, 7, 6, 5]);
}
else
{
_interact.animation.add("rub-hidden-dick", [32, 33, 34, 35, 36]);
_interact.animation.add("rub-dick", [32, 33, 34, 35, 36]);
_interact.animation.add("jack-off", [40, 41, 42, 43, 44, 45]);
}
_interact.animation.add("rub-bulb-bad", [14, 13, 12, 11]);
_interact.animation.add("finger-cavity-good", [16, 17, 18, 19, 20]);
_interact.animation.add("fondle-valve-good", [24, 25, 26, 27, 28]);
_interact.animation.add("stroke-artery-ok", [15, 21, 22, 23]);
_interact.animation.add("squeeze-lumpus-good", [29, 30, 31]);
_interact.animation.add("squeeze-polyp-bad", [29, 30, 31]);
_interact.visible = false;
}
override public function destroy():Void
{
super.destroy();
_torso = FlxDestroyUtil.destroy(_torso);
_arms = FlxDestroyUtil.destroy(_arms);
_charmeleon = FlxDestroyUtil.destroy(_charmeleon);
_headBack = FlxDestroyUtil.destroy(_headBack);
_oldArmAnimationName = null;
_cameraTween = FlxTweenUtil.destroy(_cameraTween);
}
}
|
argonvile/monster
|
source/poke/grim/GrimerWindow.hx
|
hx
|
unknown
| 11,255 |
package poke.grov;
import MmStringTools.*;
import PlayerData.hasMet;
import flixel.FlxG;
import minigame.tug.TugGameState;
import poke.hera.HeraShopDialog;
import kludge.BetterFlxRandom;
import openfl.utils.Object;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import minigame.stair.StairGameState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Grovyle is canonically female. Grovyle met Abra and Buizel in college, where
* they were randomly paired as roommates. When Grovyle came to college, she
* already had several friends from high school. So, she invited Abra into her
* social circle.
*
* After Grovyle graduated, Abra bought a four-bedroom house which the two of
* them now share with Buizel and Sandslash.
*
* Grovyle is sort of the social lynchpin of the group. If it wasn't for
* Grovyle, Abra would have never met Buizel and Sandslash, Kecleon wouldn't
* have found out about the monster mind experiment to tell Smeargle. Pretty
* much all of Abra's friends are through Grovyle.
*
* After college, Grovyle could sense Abra was spending more and more time
* isolated in her room and didn't seem very happy. She tried to reach out to
* Abra but couldn't get her to open up or even to admit anything was wrong.
*
* Grovyle's polyamorous, meaning she doesn't believe romantic relationships
* need to be exclusively between two people.
*
* Beyond polyamory, Grovyle in general doesn't like feeling tied down by
* definitions, labels and commitments. She's technically bisexual but she
* dislikes that label.
*
* Grovyle loves and excels at puzzles, including Kakuro, Nurikabe, and
* Heyawake. She also has a good head for games, but tends to crumble under
* pressure.
*
* Abra used to be responsible for Monster Mind tutorials, but Grovyle does
* them now because she's more patient with people.
*
* As far as minigames go, Grovyle is abysmal at all of them except for the
* stair game, at which she's surprisingly confident. Although she adopts a
* rather naive strategy, going for the most obvious move and often ignoring
* what a smart opponent would do to counter her.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Grovyle's
* inner voice was Stephen Fry.
*
* Vocal tics: Hah! Heheheh. Errr... Errrm...
*
* Exceptional at puzzles (rank 36)
*/
class GrovyleDialog
{
public static var AWFUL_NAMES:Array<String> = ["beenf", "bilm", "blalp", "blangh", "blemp", "blulg", "blumbo", "brelb", "calk",
"cank", "chulg", "clempo", "clug", "dildy", "dilfo", "dronky", "drumbo", "dulfy", "dunt", "flant", "flulk",
"flunto", "frabbo", "fraldy", "frampo", "frent", "frilp", "fruk", "frunk", "glap", "glulg", "goompy",
"grack", "grambo", "grilb", "grulm", "grunghy", "gruspy", "grust", "gusp", "kralp", "krulf", "krunty",
"kump", "lung", "mald", "malm", "molky", "mulk", "musp", "peempo", "pheb", "phimpy", "pilb", "plumb",
"poot", "pugho", "pund", "rilbo", "skindo", "sklong", "sklunt", "skod", "skrem", "skrod", "skrugh",
"skrust", "skulby", "skusp", "slalpo", "slek", "sloolf", "slutch", "smalf", "smelb", "smotch", "smundo",
"snendo", "snolp", "snoomp", "snulb", "snulgy", "snungo", "snuspy", "splap", "splob", "splobby", "spluch",
"spomp", "spruck", "spulg", "spump", "thlag", "thlamp", "thrung", "thrunt", "thub", "tuspo", "wunfy",
"zitt"];
public static var prefix:String = "grov";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadStealDick, sexyBadStealBalls, sexyBadStealAss, sexyBadLeftFoot, sexyBadRightFoot, sexyBadHurryDick, sexyBadHurryBalls, sexyBadHurryAss, sexyBadHurryFeet, sexyBadMissedYou];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [bisexual, ramen, aboutAbra];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, random04],
[random10, random11, random12, random13],
[random20, random21, random22, random23]];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["grov.fixedChats.2"] = !PlayerData.isAbraNice(); // "aboutAbra" chat only works if abra's grumpy
unlockedChats["grov.randomChats.0.3"] = hasMet("buiz");
unlockedChats["grov.randomChats.0.4"] = hasMet("smea");
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#grov04#Ah yes, that <first clue> makes things tricky. Do you see where you went wrong?",
"#grov04#Ah I see what you did, this one's tricky. Do you see what's wrong with that <first clue>?",
"#grov04#Oh dear, yes. I didn't notice that <first clue>! Do you see how to fix your answer?",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#grov06#So yes, that <first clue> has <e hearts>, which means when we compare it to your answer, there should be <e bugs in the correct position>, yes?");
clueDialog.fixExplanation("clue has zero", "clue doesn't have any");
clueDialog.fixExplanation("should be zero", "shouldn't be any");
clueDialog.pushExplanation("#grov08#But if we count the number of <bugs in the correct position>, we can see there's actually <a>.");
clueDialog.pushExplanation("#grov04#In other words you appear to be on the right track, but the correct answer has fewer <bugs in the correct position> when comparing it to the <first clue>.");
clueDialog.pushExplanation("#grov02#Go ahead, try and fix your answer and if you need more help-- that's what that question mark button in the corner is for. Don't be shy!");
}
else
{
clueDialog.pushExplanation("#grov06#So yes, that <first clue> has <e hearts>, which means when we compare it to your answer, there should be <e bugs in the correct position>, yes?");
clueDialog.pushExplanation("#grov08#But if we count the number of <bugs in the correct position>, we can see there's actually <a>.");
clueDialog.fixExplanation("there's actually zero", "well... there actually aren't any! Goodness.");
clueDialog.pushExplanation("#grov04#In other words you appear to be on the right track, but the correct answer has more <bugs in the correct position> when comparing it to the <first clue>.");
clueDialog.pushExplanation("#grov02#Go ahead, try and fix your answer and if you need more help-- that's what that question mark button in the corner is for. Don't be shy!");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#grov04#Ah yes, hello! Did you need me for something?",
"#grov04#Oh, hello! Did you need my help for anything?",
"#grov04#Hmm yes, were you looking for me? Did you need assistance?"];
helpDialog.goodbyes = [
"#grov02#Well then, hope to see you again soon!",
"#grov02#Come back soon! I do so enjoy a good puzzle.",
"#grov02#Very well! Until our paths cross again~"
];
helpDialog.neverminds = [
"#grov06#Now about this puzzle... Hmmm...",
"#grov06#Yes yes, we mustn't get distracted... Hmmm, hmm....",
"#grov06#Yes, back to the puzzle... Perhaps that third clue...? ...Hmmm...",
];
helpDialog.hints = [
"#grov03#Ah, I'll run and see if Abra feels like dispensing any hints today. One moment...",
"#grov03#Abra likes dealing with hints personally. I suppose he wants to make sure we're not simply giving out the answers! I'll run and fetch him...",
"#grov03#I'll just go double-check that Abra's alright with me giving you a small hint. Just a moment..."
];
if (!PlayerData.abraMale)
{
helpDialog.hints[1] = StringTools.replace(helpDialog.hints[1], "suppose he", "suppose she");
helpDialog.hints[1] = StringTools.replace(helpDialog.hints[1], "fetch him", "fetch her");
}
if (minigame)
{
helpDialog.neverminds = [
"#grov06#Yes yes, we mustn't get distracted... Hmmm, hmm....",
"#grov06#Yes, back to the minigame... Now where were we? ...Hmmm...",
];
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var helpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function tutorialHelp(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
puzzleState._tutorial(tree);
DialogTree.shift(tree, 0, 5000, 1000);
var helpDialog:HelpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
if (PlayerData.name == null)
{
helpDialog.addCustomOption("Grovyle,\nit's me!\nRemember?", "%jumpto-rememberme%");
}
helpDialog.addCustomOption("Can you\nexplain\nthat again?", "%jumpto-startover%");
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#grov05#Ah! Not feeling it today, are you?", "#grov02#Very well, let's try something else instead~"]);
g.addSkipMinigame(["#grov04#Ah, very well! These minigames are meant to be a fun little treat... Not a mandatory chore.", "#grov02#Let's find some sort of activity that's more, hmm... <name>-worthy, eh?"]);
g.addRemoteExplanationHandoff("#grov06#So to play this game, first you... Hmmm... You know what, let me see if I can find <leader>.");
g.addLocalExplanationHandoff("#grov06#Why don't you explain this one, <leader>?");
g.addPostTutorialGameStart("#grov03#Does that clear things up? Shall we begin?");
g.addIllSitOut("#grov06#Can you perhaps play this game in my absence? I, hmm... I just think you'd have more fun playing against opponents of your own skill level.");
g.addIllSitOut("#grov02#Perhaps I'll just watch this time. We can square off once you get some practice in, <name>.");
g.addFineIllPlay("#grov10#...Ah! Well... If you insist, but... Well I'll do what I can to keep things fun for you.");
g.addFineIllPlay("#grov10#Well! Far be it from me to turn down a challenge, but... Well... Good luck! Hmm...");
g.addGameAnnouncement("#grov04#Mmmm, yes. It's <minigame>.");
g.addGameAnnouncement("#grov04#Which one is it this time? Ah! <Minigame>.");
g.addGameAnnouncement("#grov04#So, do you have any strong feelings about <minigame>? It looks like that's what we'll be playing today.");
g.addGameStartQuery("#grov05#Very well, shall we begin?");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#grov05#That's alright, isn't it? Shall we begin?");
g.addGameStartQuery("#grov05#How do you feel about this one? Should we start?");
}
else
{
g.addGameStartQuery("#grov02#This should go differently now that I've had some practice! Are you ready to begin, <name>?");
g.addGameStartQuery("#grov05#Here we go! I'm going to seriously focus this time. ...Are you ready?");
g.addGameStartQuery("#grov04#Ah! It's so nice getting some practice sessions against someone other than, well, Abra. ...I'm rather enjoying this! Should we continue?");
}
g.addRoundStart("#grov04#Ah, time for the next round. Whenever you're ready!", ["I'm ready\nnow!", "Let's go,\nGrovyle!", "This is\nso fun~"]);
g.addRoundStart("#grov04#So unless I lost count... I believe this is round <round>?", ["Ehh,\nwhatever", "That doesn't\nsound right...", "Let's start!"]);
g.addRoundStart("#grov04#Whenever you're ready for round <round>!", ["Hold on just\na moment", "Don't wait up\non my account", "I was born ready"]);
g.addRoundStart("#grov04#I suppose we should start round <round>?", ["Ugh...", "Yep, let's\ngo", "Just a\nsecond..."]);
g.addRoundWin("#grov02#Easy peasy! ...You're doing well too, <name>. You'll get the hang of it.", ["This is\ntricky", "You're really\nfast!", "Gwuph..."]);
g.addRoundWin("#grov02#Hooray! Everything's coming up Grovyle~", ["I'll get\nyou!", "Ugh,\npainful", "Indeed"]);
g.addRoundWin("#grov03#Why, would you look at that! Grovyle got one~", ["Good job\nbuddy", "That was\ntough", "My goodness..."]);
if (PlayerData.grovMale) g.addRoundWin("#grov03#Ahh see, I'm good at pointless logic puzzles AND pointless minigames! A modern day renaissance man~", ["Get a\nlife", "Ha ha ha ha", "Oh, these\naren't pointless"]);
if (!PlayerData.grovMale) g.addRoundWin("#grov03#Ahh see, I'm good at pointless logic puzzles AND pointless minigames! A modern day renaissance woman~", ["Get a\nlife", "Ha ha ha ha", "Oh, these\naren't pointless"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#grov06#Good heavens I'm rubbish at this. How did I overlook that answer...", ["Nobody's\nperfect", "That one was\ntricky", "Aww, cheer\nup buddy"]);
if (gameStateClass == TugGameState) g.addRoundLose("#grov06#Good heavens I'm rubbish at this. How did I miscount that...", ["Nobody's\nperfect", "It's a lot\nto keep\ntrack of", "Aww, cheer\nup buddy"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#grov07#How is everybody else SO quick at this!?! ...Especially you, <leader>...", ["These puzzles are\npretty intuitive", "Wow, you\nreally suck...", "Practice makes\nperfect"]);
if (gameStateClass == TugGameState) g.addRoundLose("#grov07#How are SO quick at this, <leader>!?! I don't even have time to formulate a strategy...", ["It seems\npretty intuitive", "Wow, you\nreally suck...", "Practice makes\nperfect"]);
g.addRoundLose("#grov08#<leader>, perhaps you can give me some pointers after this? ...I want to be able to play, too...", ["Yeah,\nme too...|Let's have a private\ntutoring session", "Aw, you're\ndoing great", "You're a\nlost cause"]);
g.addRoundLose("#grov10#Err wait, is the round over already!? ...Did I win that one?", ["No, you did\nnot win...", "How are you so\nbad at this...", "Ummm..."]);
g.addRoundLose("#grov07#I'm... I'm so lost... Can we play something different next time?", ["It's tough,\nisn't it", "My\ngoodness...", "Sure, we'll try\nsomething else"]);
g.addWinning("#grov02#I've got a riddle for you! What's green, has two thumbs, and is in first place?", ["\"This\nguy?\"", "Idiot, you don't\nhave thumbs", "You forgot\n\"horny\""]);
g.addWinning("#grov02#I'm finally beginning to get a knack for this! Heheheh~", ["Too\ngood!", "How did this\nhappen?", "You just got lucky,\nthat's all"]);
g.addWinning("#grov02#Is this... Is this a dream? Am I finally going to win a minigame?", ["You deserve\nto win!", "I'm letting\nyou win", "Ughh...."]);
g.addWinning("#grov06#Oof, this is a bit of a trial by fire for you, isn't it <name>? ...Why, perhaps we're both weak to fire!", ["I'll go get\nsome matches...", "Go easy\non me!", "Ack..."]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addWinning("#grov02#Can I stay in first place for just one more round? ...Please? Just let me have this!", ["You gotta earn\nfirst place!", "That's not how\nthis works", "One more\nround..."]);
if (gameStateClass == StairGameState) g.addWinning("#grov02#Hmm, well I have my chest... But where are your chests? Did you leave them somewhere?", ["Tsk, you\npesky weed...", "You're so\ngood at this!", "I was letting\nyou get a\nhead start"]);
g.addLosing("#grov07#Can we... Go back to logic puzzles next? This is too much for me...", ["This seems\neasier", "We ALWAYS do\nlogic puzzles", "Sure, we'll go back\nto logic puzzles"]);
g.addLosing("#grov06#-sigh- Well, I'm starting to understand this game, but... I think it's too late for me to catch up.", ["You're pretty\nfar back there", "You could still\ncatch up", "Maybe next\ngame"]);
g.addLosing("#grov04#Well, win or lose... I'm still having fun playing with you, <name>!", ["It's kind of\none-sided though...", "Yeah! You're fun\nto play with", "Heh, you'll win\nsome day"]);
if (gameStateClass == ScaleGameState || gameStateClass == StairGameState) g.addLosing("#grov05#Don't mind me, I'm just having fun in the rear...", ["Wish you'd have\nfun in my rear~", "Oh I'm going to have\nfun in your rear later", "Nope, too\neasy"]);
g.addLosing("#grov03#So <leader>... What's it like up there in first place?", ["Looks\nlonely|Kind of\nlonely", "We can still\ncatch up|What's that? I can't hear you\nall the way back there", "I'm having more fun\nback here with you|It's nice,\nthank you~"]);
g.addPlayerBeatMe(["#grov03#Some day... Some day I promise you I'll learn to play this game properly. Until that day comes though, well...", "#grov02#...It's still a joy to play it with you, err... improperly. Hah! Heheheheh~", "#grov06#On a more serious note though, we should endeavor to find you a more suitable opponent..."]);
if (gameStateClass == ScaleGameState) g.addPlayerBeatMe(["#grov01#Goodness! Chalk up another humiliating loss for Grovyle... Hah! Heheheheh~", "#grov03#These fast-paced games are always a bit overwhelming for me, I'm more of a... Tea and chess kind of lizard, if you catch my drift.", "#grov04#Ah well! Good game~"]);
if (gameStateClass == StairGameState) g.addPlayerBeatMe(["#grov01#Goodness! Chalk up another humiliating loss for Grovyle... Hah! Heheheheh~", "#grov03#I'm usually good at these sorts of slower-paced cerebral games, but you... Well, you're on a bit of another level, <name>.", "#grov04#Ah well! Good game~"]);
g.addBeatPlayer(["#grov02#Hah! I just knew I'd win some day if I was patient enough...", "#grov00#You played well! We'll have a rematch, alright? See if lightning strikes twice... Hah! Heheheh~"]);
g.addBeatPlayer(["#grov02#Oh my! I wasn't sure I'd ever actually win something like this...", "#grov03#I hope you're still satisfied with your <money>, that's a bit of a consolation prize, isn't it? I mean, you can't be too disappointed.", "#grov05#Let's play again soon! I'm sure you'll win next time."]);
g.addBeatPlayer(["#grov02#<nomoney>Oh my! I wasn't sure I'd ever actually win something like this...", "#grov08#I'm sorry you had to walk away without any winnings, too! I hope that wasn't entirely my fault...", "#grov06#Anyways, let's play again soon! I'm sure you'll win next time."]);
g.addShortWeWereBeaten("#grov06#My goodness, <leader> was out for blood this time! ...<leaderHe> doesn't usually take this game quite so seriously...");
g.addShortWeWereBeaten("#grov05#Well, it was a pleasure playing with you! We'll get <leaderhim> next time~");
g.addShortPlayerBeatMe("#grov05#Ahh, well played, well played! We'll have another rematch once I get some practice...");
g.addShortPlayerBeatMe("#grov04#You've got a real knack for this, <name>! I'll have to practice more...");
g.addShortPlayerBeatMe("#grov05#Congratulations <name>! I knew you could do it~");
g.addStairOddsEvens("#grov06#Let's throw odds and evens to see who goes first. You'll go first if it's odd, and I'll go first if it's even. Alright?", ["Yep", "Let's\ndo it", "Okay, so\nI'm odds..."]);
g.addStairOddsEvens("#grov06#Let's determine the start player with odds and evens. If it's odd you go first, if it's even I go first. Ready?", ["I get it", "Alright", "If it's\nodd, I go\nfirst..."]);
g.addStairPlayerStarts("#grov02#Ah! So that means you get to start. Ready to throw for your first turn?", ["Hmm,\nsure...", "Ha, I knew\nyou'd pick\nthat!", "I'm ready!"]);
g.addStairPlayerStarts("#grov02#Oh dear, it's odd! That means you go first. Shall we begin?", ["I guess?", "Okay!", "You're going\ndown, Grovyle"]);
g.addStairComputerStarts("#grov02#Hah! So I get to go first, do I? Very well, let's see what I can do on my first turn... Are you ready?", ["Yep,\nready!", "Hmph!\nDid you\ncheat?", "I think\nso..."]);
g.addStairComputerStarts("#grov02#Hah, it's even! That means I get to start. ...Are you ready to throw for my first turn?", ["Yeah!", "I should\nget to\ngo first...", "Sure,\nI'm ready"]);
g.addStairCheat("#grov03#Well... Let's try that again, but this time throw your dice when I do. Alright?", ["I didn't\nmean to\ndo that...", "Ehh,\nwhatever", "Oops!\nOkay"]);
g.addStairCheat("#grov06#Let's err, try that again shall we? You need to throw your dice a little earlier...", ["One more\ntime!", "Did I do\nsomething\nwrong?", "Oh,\nI see"]);
g.addStairReady("#grov04#On three, ready?", ["Hmm,\nsure", "Yep!", "Ready"]);
g.addStairReady("#grov05#...Ready?", ["Mmm,\nokay", "Yeah!", "I'm\nready"]);
g.addStairReady("#grov04#Alright, ready?", ["Ready\nwhenever", "Sure", "Let's\ndo it"]);
g.addStairReady("#grov05#Ready?", ["Sure\nthing", "Let's go!", "Hmm..."]);
g.addStairReady("#grov04#Ready to throw?", ["Okay!", "Oof, I\nguess...", "I'm ready"]);
g.addCloseGame("#grov02#Ah, a bit of a close match, isn't it? ...Enjoy it while it lasts! Heheheh~", ["I like\nbeing close~", "Don't under-\n-estimate me", "Good\nmatch!"]);
g.addCloseGame("#grov06#Hmmm... You're quite good at this! But I believe I might actually win this one...", ["Ooh,\nmaybe...", "Keep dreaming,\nstring bean", "Do you have\nsomething planned?"]);
g.addCloseGame("#grov06#I see, I see, yes... And the game is underfoot...", ["You're about to\nbe under my foot!", "...What is it\nwith you\nand feet?", "I'd like to be\nunder your foot~"]);
g.addCloseGame("#grov10#Oh dear! You're really keeping the pressure on, aren't you?", ["It's what\nI do", "Take no\nprisoners!", "Yeah,\nit's a\nclose one"]);
g.addStairCapturedHuman("#grov03#Err, well come now, you should have known I'd see THAT coming! You need to stay one step ahead...", ["How'd you\nread that!?", "You must\nhave peeked!", "Ugh,\nwow..."]);
g.addStairCapturedHuman("#grov02#Tsk, of course I could predict you'd throw out a <playerthrow>. That's such a <name> thing to do...", ["I'm coming\nfor you, just\nyou wait...", "Pfft,\nlucky guess", "Whoa!\nYou're good~"]);
g.addStairCapturedHuman("#grov02#Hah! Heheheh. Grovyle gets another one!", ["I'll get\nyou another...\nboot to\nthe head", "How did\nyou...!?", "Oh\nman..."]);
g.addStairCapturedComputer("#grov10#Gwahhh! I keep getting caught... I need to keep my moves more secret!", ["I know all\nyour secrets!", "Hey, this\nis fun~", "-evil laugh-"]);
g.addStairCapturedComputer("#grov11#Wahhhh not again! ...How did you know I'd do that!? I thought I was being so clever throwing out a <computerthrow>!", ["I had a\nfeeling...", "Aww, you're\nstill clever~", "Too obvious,\ntoo obvious"]);
g.addStairCapturedComputer("#grov09#Ahh back to the start!? I don't want to go all the way back to the start...", ["Get back\nthere, loser!", "Ohhh, I'm\nsorry...", "Better luck\nnext time"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov02#Ah, is that perchance... a bonus coin? Why, that's remarkably lucky!"];
tree[1] = ["#grov05#Let's see what sort of bonus game we'll be playing today..."];
}
public static function sexyBadHurryFeet(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov02#Is it the end already? Goodness, and now I suppose you're ready to see my cute little Grovyle toes again."];
tree[1] = ["#grov05#...And, I know I've got some first-rate feet! But there's no particular need to rush things, is there?"];
tree[2] = ["#grov03#That is to say, there's plenty of fun stuff to explore above the equator... Before we get to my feet! Such as, err-- well..."];
appendRubSuggestions(tree, 3, "feet", "rub my feet");
}
public static function sexyBadHurryAss(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#grov02#Well! Now that that little game's over, the fun bit can begin hmm??"];
tree[1] = ["#grov05#...And I suppose you're eager to prod those wee fingers up inside my rectal cavity again, aren't you? Hah! Heheheh."];
}
else
{
tree[0] = ["#grov02#That was quite an impressive feat of puzzle.... puzzlemanship! Yes, and mmm..."];
tree[1] = ["#grov05#...I know you're eager to prod those wee fingers up inside my rectal cavity again."];
}
tree[2] = ["#grov03#But perhaps you could warm me up a bit first! ...That is to say, your hands were a bit chilly when we started last time."];
tree[3] = ["#grov06#And besides that, there's plenty of fun stuff to explore above the equator. Such as, err-- you know!"];
appendRubSuggestions(tree, 4, "ass", "finger my ass");
}
public static function sexyBadHurryBalls(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (!PlayerData.grovMale)
{
return sexyBefore0(tree, sexyState);
}
tree[0] = ["#grov00#Ah, and there we have it. I'm fully naked, and you, well... I can see you're eager to squeeze my beautiful pink balls again."];
tree[1] = ["#grov05#But it's not entirely proper to skip STRAIGHT to the balls you know! I don't want to sound too much like a parent, but,"];
tree[2] = ["#grov04#It's like how you can't enjoy your dessert until you finish your green beans."];
tree[3] = ["#grov06#Err rather, you can't enjoy my green beans until you, mmmm..."];
tree[4] = ["#grov02#Well, do your best to keep things above the equator for a moment at least! Resist the call of my magic beans. Hah! Heheheheh."];
}
public static function sexyBadHurryDick(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
var badOriginal:String;
var badOriginalVerb:String;
if (PlayerData.grovMale)
{
badOriginal = "dick";
badOriginalVerb = "play with my dick";
}
else
{
badOriginal = "cunt";
badOriginalVerb = "finger my cunt";
}
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#grov04#Ah! I think that's enough fun for now."];
}
else
{
tree[0] = ["#grov04#Ah! I think that's enough puzzles for now."];
}
tree[1] = ["#grov05#Now, I know you're eager to get to my genitals! I'm quite a fan of genitals myself."];
tree[2] = ["#grov06#But perhaps hmm, build a little suspense first eh?? There's plenty of fun stuff to explore above the equator. Such as, err-- you know!"];
appendRubSuggestions(tree, 3, badOriginal, badOriginalVerb);
}
public static function sexyBadRightFoot(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov06#Do you have some kind of... right-foot fetish? Don't get me wrong, I love when my feet get some attention but..."];
tree[1] = ["#grov10#My left foot has feelings too!"];
tree[2] = ["#grov08#Why, he kept bothering me with his jealous ravings after our last time together! It was terribly awkward."];
tree[3] = ["#grov05#Anyways you're doing great! A true master of of the right foot. And of course you're a perfect master of the genitals as well."];
tree[4] = ["#grov02#You're a... a perfect master of a modern major genital."];
tree[5] = ["#grov07#Err, nevermind."];
}
public static function sexyBadLeftFoot(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov06#Do you have some kind of... left-foot fetish? Don't get me wrong, I love when my feet get some attention but..."];
tree[1] = ["#grov10#Don't forget my right foot this time!"];
tree[2] = ["#grov08#Why, I kept pacing in circles after our last time together! It was terribly awkward."];
tree[3] = ["#grov05#Anyways you're doing great! A true master of of the left foot. And of course you're a perfect master of the genitals as well."];
tree[4] = ["#grov02#You're a... a perfect master of a modern major genital."];
tree[5] = ["#grov07#Err, nevermind."];
}
public static function sexyBadStealAss(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov06#So contrary to what you may have seen on the internet, my ass has a maximum occupancy limit of, errr, one."];
tree[1] = ["#grov03#I know, I know, I'm no fun am I?"];
tree[2] = ["#grov05#But maybe next time I start fingering myself you can find something else to do, hmm..."];
tree[3] = ["#grov02#Perhaps rub my dick or something eh?? Come now, you love dicks. Let's do this one together!"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 2, "fingering myself", "fingering my ass");
DialogTree.replace(tree, 3, "rub my dick", "play with my pussy");
DialogTree.replace(tree, 3, "you love dicks", "you love pussies");
}
}
public static function sexyBadStealDick(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (PlayerData.grovMale)
{
tree[0] = ["#grov05#So just to clear something up, if I start jerking myself off, don't feel offended! ...It's just something I do sometimes."];
tree[1] = ["#grov03#We don't have to have say, a tug-of-war over my dangly bits."];
tree[2] = ["#grov00#Maybe while I'm jerking myself off, you can hmm... rub my balls or something eh??"];
tree[3] = ["#grov02#Teamwork!!! Why, I love it."];
}
else
{
tree[0] = ["#grov05#So just to clear something up, if I start fingering myself, don't feel offended! ...It's just something I do sometimes."];
tree[1] = ["#grov03#You don't need to try and cram your hand in at the same time as mine, why that's just silly."];
tree[2] = ["#grov00#Maybe while I'm knuckle deep in my girl bits, you can hmm... finger my ass or something eh??"];
tree[3] = ["#grov02#Teamwork!!! Why, I love it."];
}
}
public static function sexyBadStealBalls(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (!PlayerData.grovMale)
{
return sexyBefore1(tree, sexyState);
}
tree[0] = ["#grov05#Ah before we start... If I start playing with my balls or something, don't take offense! It doesn't mean you're doing a bad job."];
tree[1] = ["#grov03#You certainly don't have to, errrr, swat my hand away to keep my balls for yourself."];
tree[2] = ["#grov00#Maybe while my hands are full of balls you can, hmm... give my ass some attention eh??"];
tree[3] = ["#grov02#Mmm-yes!! Cooperation and all that. Go, team!!"];
}
public static function sexyBadMissedYou(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov03#Ahh, my long lost friend, <name>. ...I wonder what accounted for your absence, hmmm?"];
tree[1] = ["#grov06#Perhaps you got a new computer? Or changed web browsers, or deleted your cookies by mistake? ...No, no, I'm certain it was nothing that mundane."];
tree[2] = ["#grov02#I'll bet you suffered an untimely death, only to return to life as a zombie in a post-apocalyptic nightmare universe! ...Mmmm, wouldn't be the first time THAT'S happened."];
tree[3] = ["#grov05#... ..."];
tree[4] = ["#grov00#Say, you know... When a naked person and a zombie glove from a post-apocalyptic nightmare universe like each other very much... Do you know what happens next?"];
tree[5] = [10, 20, 40, 30, 50];
tree[10] = ["Oh, you want\nme to nibble\nyour brains?"];
tree[11] = ["#grov06#Errrm.... Maybe? ...Is... Is that code for something?"];
tree[12] = ["#grov10#If I hear anything resembling a circular saw, there's going to be a Grovyle-shaped hole in that wall over there..."];
tree[20] = ["Oh, you want\nto lock\nyourself in an\nabandoned\nshopping mall?"];
tree[21] = ["#grov02#Hah! Heheheheh! What, and miss out on all the sexy zombie action?"];
tree[22] = ["#grov00#I want to be where the action is. Go on, show me your sexy zombie moves~"];
tree[30] = ["Oh, you want\nto experiment\nwith\nnecrophilia?"];
tree[31] = ["#grov02#Hah! Heheheheh. Why, it would hardly be my first time~"];
tree[32] = ["#grov05#... ..."];
tree[33] = ["#grov06#...No, on second thought, sorry. Think that one went a bit too far."];
tree[34] = ["#grov10#Just to be clear I, errrmm. ...HAVEN'T... done anything like that with a corpse before. -cough-"];
tree[40] = ["Oh, you want\nto make a\nhalf-zombie\nhalf-reptile\nhybrid?"];
tree[41] = ["#grov01#Ooooh! Heheheheh. ...Your place or mine?"];
tree[42] = ["#grov03#On second thought, let's just stay over here. ...Zombies aren't particularly renowned for their interior decorating skills."];
tree[50] = ["...No.\nNo, none\nof this.\nJust no."];
tree[51] = ["#grov02#Hah! Heheheheh. Sorry, sorry. Think I let that one get away from me a bit."];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov07#Good... good HEAVENS yes... ... ahhh... You're always good, but that was..."];
tree[1] = ["#grov01#That was really, REALLY... oohh... Wow.... I, you... ... ahhh... Really..."];
tree[2] = ["#grov07#I'm just really... err, relax... ... Have to relax... unscramble my brain... my... my goodness...! Hahh!"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov07#Dear... dear GOODNESS that was something! Hahh... ... phew! I... I didn't even know I had that much stored up!"];
tree[1] = ["#grov01#I mean... phew... there's not even enough space inside me for all that. It's like you've uncovered some sort of err, Tardis Box of jizz."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 1, "jizz", "lady juices");
}
tree[2] = ["#grov00#Ahhh! Wow... Alright, I-- I'm going to stop talking before I say something else horridly unsexy."];
tree[3] = ["#grov01#But can... Can you do that next time? Hahhh.... ... ahh, goodness..."];
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov00#Oh my, yes.... It's always a pleasure spending time with you. You really know your, err...."];
tree[1] = ["#grov01#You're quite good at what you do. Hahh... thank you~"];
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov00#Hah... How are you so good at that? Is it... is it those dangly bits on the sides of your hands?"];
tree[1] = ["#grov06#Thumbs is it? Well that hardly seems fair. Of course you're better at this than I am, you have extra equipment!"];
tree[2] = ["#grov05#Phew... anyway, come back soon if you could?"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov01#Phew... th-thank you for that... It's always a time spending pleasure with you. Errr..."];
tree[1] = ["#grov00#I'm just going to rest over here for a moment... Hah..."];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov01#Goodness, that was... hah... that was something! You've been working on some new moves, have you?"];
tree[1] = ["#grov04#You know, despite how good you are at solving puzzles... you're better yet at solving Grovyles. Mmmm."];
tree[2] = ["#grov00#I mean the puzzles are good! But... Hah... Ah... We'll see each other again soon, yes?"];
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov06#Is it the end already? Goodness, it only feels like minutes ago that we were solving that first puzzle,"];
tree[1] = ["#grov08#And now our time together is nearly at a close."];
tree[2] = ["#grov04#Why don't we form one last memory together before you go?"];
tree[3] = ["#grov02#Well you know, something I can remember you by until we meet again."];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#grov02#Well! Now that that little game's over, the fun bit can begin hmm??"];
}
else
{
tree[0] = ["#grov02#That was quite an impressive feat of puzzle.... puzzlemanship! Yes, yes."];
}
tree[1] = ["#grov06#I'd say you've earned some sort of reward! Although let's see, hmm. It seems I've run out of clothing to remove..."];
tree[2] = ["#grov03#Can you think of anything else you'd like for your reward? Why it only seems fair to give you something..."];
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#grov04#Ah! I think that's enough fun for now. I'm just going to relax here for a moment."];
}
else
{
tree[0] = ["#grov04#Ah! I think that's enough puzzles for now. I'm just going to relax here for a moment."];
}
tree[1] = ["#grov00#You can join me if you like! I could use the company~"];
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
tree[0] = ["#grov02#Ah, and there we have it. I'm fully naked, and you, well... You're still a glove."];
tree[1] = ["#grov00#Say, you know... When a naked person and a glove like each other very much... Do you know what happens next?"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Oh, you want\nme to give\nyou a\nhand job?"];
if (!PlayerData.grovMale)
{
tree[10] = ["Oh, you want\nme to finger\nyour pussy?"];
tree[2] = [10, 30, 40];
}
tree[11] = ["#grov01#Hah! Heheheheh. Oh, you see right through me."];
tree[20] = ["Oh, you want\nme to check\nyour prostate?"];
tree[21] = ["#grov01#Hah! Heheheheh. I see you have some experience with naked people and gloves! Yes, very good."];
tree[30] = ["Oh, you want\nto wear me\non your head\nlike a rooster?"];
tree[31] = ["#grov06#Wait... what? No, that's wrong."];
tree[32] = ["#grov15#Wearing you on my head like a rooster is wrong."];
tree[33] = ["#grov07#What sort of naked-person-and-glove web sites have you been visiting!?!"];
tree[40] = ["Oh, I don't\nknow..."];
tree[41] = ["#grov02#Well!! Perhaps you can find the answer in some manner of Grovyle textbook."];
tree[42] = ["#grov01#I wonder if it's hidden somewhere in the back... Yessss..."];
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grov.randomChats.0.0");
tree[0] = ["#grov05#Ready for another grueling puzzle session eh?"];
if (PlayerData.difficulty == PlayerData.Difficulty.Easy)
{
if (count == 0)
{
tree[1] = ["#grov04#Don't forget you can summon Abra's help if you get stuck. Best of luck to you!"];
}
else
{
tree[1] = ["#grov02#Oh come now, these should be no problem for you! You've had plenty of practice."];
}
}
else if (PlayerData.difficulty == PlayerData.Difficulty._3Peg)
{
tree[1] = ["#grov04#Hmm this one seems to be a little tricky!"];
tree[2] = ["#grov02#Let's do our best, shall we."];
}
else if (PlayerData.difficulty == PlayerData.Difficulty._4Peg)
{
tree[1] = ["#grov06#Phew, this is where the fun really starts isn't it! Let's see here."];
}
else if (PlayerData.difficulty == PlayerData.Difficulty._5Peg)
{
tree[1] = ["#grov07#Gahh just staring at these five peg puzzles melts my brain a little!"];
tree[2] = ["#grov02#Okay okay, deep breaths. One clue at a time, we can handle this."];
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov04#Say! What's your favorite part of these puzzles anyways?"];
tree[1] = [10, 20, 30, 40];
tree[10] = ["Our\nconversations"];
tree[11] = ["#grov00#Ah! Our conversations? Ours specifically? Why that's so flattering, thank you so much... And yet..."];
tree[12] = ["#grov10#It also places a tremendous burden on me to say something interesting! Ummm..."];
tree[13] = ["#grov03#Life is about the destination... not about the journey."];
tree[14] = [60, 70, 80];
tree[20] = ["Solving the\npuzzles"];
tree[21] = ["#grov02#Ah yes! There's nothing quite like working through a nice puzzle."];
tree[22] = ["#grov05#Of course, hitting the little button at the end doesn't mean much of anything! It's about figuring it out, those little leaps of logic along the way."];
tree[23] = ["#grov03#Just like how life is about the destination... not about the journey."];
tree[24] = [60, 70, 80];
tree[30] = ["Seeing you\nnaked"];
tree[31] = ["#grov01#Seeing me... naked? Ah goodness..."];
tree[32] = ["#grov00#Well, thank you, your um... your hand is very pretty as well."];
tree[33] = ["#grov03#Of course there's already plenty of naked Pokemon on the internet to look at, I think there's something more to it."];
tree[34] = ["#grov05#I think you like looking at me naked because you have to work at it a little!!"];
tree[35] = ["#grov04#Just like how life is about the destination... not about the journey."];
tree[36] = [60, 70, 80];
tree[40] = ["The sexy bit\nat the end"];
tree[41] = ["#grov01#Ah yes... I enjoy that bit too..."];
tree[42] = ["#grov05#Although you know, I think I enjoy it more because I have to wait for it a little! Watching you solve puzzles, building up to that moment."];
tree[43] = ["#grov04#Sort of like how life is about the destination... not about the journey."];
tree[44] = [60, 70, 80];
tree[60] = ["Let's skip\nto the\ndestination"];
tree[61] = ["#grov01#(Should I? ...Should I let him skip?)"];
tree[62] = ["#grov00#Very well I'll let you skip ahead a bit just this once! But please don't let Abra see."];
tree[63] = ["%skip%"];
tree[64] = ["%fun-nude1%"];
tree[65] = ["#grov01#Ah! You won't judge me for this will you? For letting you cheat in my moment of weakness?"];
tree[70] = ["But I\nenjoy the\njourney"];
tree[71] = ["#grov02#Ah yes don't get me wrong, the journey is good too."];
tree[72] = ["#grov01#But I'm still looking forward to some good destination action at the end of these puzzles!"];
tree[80] = ["I think\nthat's\nbackwards"];
tree[81] = ["#grov06#...Backwards?"];
tree[82] = ["#grov03#...Ah well aren't you a clever carrot! Yes, yes, very well, of course I meant it's about the journey and not the destination."];
tree[83] = ["#grov02#Anyways let's put this newfound cleverness of yours to work on some puzzles."];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grov.randomChats.0.2");
if (count % 6 == 0 || count % 6 == 1)
{
tree[0] = ["#grov02#You're getting the hang of these puzzles by now, yes? Why, it's just like riding a bicycle!"];
tree[1] = ["#grov04#Only well, the bicycle has " + englishNumber(puzzleState._puzzle._clueCount) + " pedals which are " + englishNumber(puzzleState._puzzle._colorCount) + " different colors..."];
tree[2] = ["#grov07#And they constantly rearrange so you have to learn the bicycle from scratch each time..."];
tree[3] = ["#grov05#Ah, but the bicycle has a nice girthy cock built into the seat! So that's nice."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 3, "nice girthy cock", "warm wet cunt");
}
tree[4] = ["#grov06#Hmm, I should build myself a bicycle."];
}
else if (count % 6 == 2)
{
tree[0] = ["#grov05#Ah, <name>! ...It's a pleasure to see you here again. Life's treating you well, I hope?"];
tree[1] = ["#grov02#You might be interested to hear that I've made a small amount of progress towards my little bicycle project! Hah! Heheheh~"];
tree[2] = ["#grov00#That is to say, I've spent several hours this week refining the ergonomics of the errr... \"anatomically enhanced\" bicycle seat."];
tree[3] = ["#grov01#I suppose the next step is to connect it to the rest of the bicycle but I keep getting distracted for some reason. Ah, well..."];
}
else if (count % 6 == 3)
{
tree[0] = ["#grov05#Oh hello again, <name>! ...I hope you're well today."];
tree[1] = ["#grov08#I'm ashamed to report that I still haven't made very much progress on my bicycle project."];
tree[2] = ["#grov06#...Perhaps if I could find some way to quell my more carnal urges, I wouldn't lose focus as frequently. But as it stands, alas... ..."];
tree[3] = ["#grov02#Say, quelling carnal urges is sort of your specialty isn't it <name>? ...Perhaps we can have a go of it after this next series of puzzles~"];
}
else
{
tree[0] = ["#grov05#Ah it's my old friend <name>! ...I feel like we've seen quite a lot of each other recently, haven't we? Not that I'm one to complain, of course."];
tree[1] = ["#grov02#...One shouldn't overlook the health benefits of a daily dose of vitamin <name>~"];
}
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grov.randomChats.0.3");
tree[0] = ["#grov05#So what would you say is-"];
tree[1] = ["%enterbuiz%"];
tree[2] = ["#buiz02#Hey what's up Grovyle!"];
tree[3] = ["#grov02#Ah! Hello Buizel, we were just getting started on our first puzzle."];
tree[4] = ["#buiz03#So I was wondering- when you're talking about how you're into all sorts of other puzzles... what kind of puzzles do you mean? Is it something I'd like?"];
tree[5] = ["#grov03#Oh sure, you well might! I have several books of Japanese pen and paper puzzles. And I have apps for some of them as well."];
tree[6] = ["#grov04#They're sort of like crosswords but... different!"];
tree[7] = ["#buiz05#Oh right like Sudoku or something? Sudoku's Japanese right?"];
tree[30] = ["%exitbuiz%"];
tree[31] = ["#grov04#You know <name>, if you enjoy puzzles as much as I do you should certainly look up those puzzles I mentioned..."];
tree[32] = ["#grov03#You may have heard of Kakuro, but Nurikabe and Heyawake are also quite enjoyable."];
tree[33] = ["#grov05#These peg-placement puzzles are a nice distraction, but they lack the ingenuity of a hand-crafted pencil puzzle."];
if (count > 0)
{
tree[3] = ["#grov02#Ah yes. Hello again, Buizel."];
tree[4] = ["#buiz06#So uhh, what were names of those Japanese puzzles again?"];
tree[5] = ["#buiz08#I think you were talkin' about Sudoku or something but I couldn't remember the other ones..."];
tree[6] = [8];
tree[7] = null;
}
if (count % 3 == 0)
{
tree[8] = ["#grov06#Sure, yes, there's nothing wrong with Sudoku... Although there are several puzzles I enjoy more than Sudoku, such as Nurikabe, Kakuro, and Heyawake."];
tree[9] = ["#grov03#They're all similar in that they involve a grid of-"];
tree[10] = ["#buiz00#\"Heyawake\"?"];
tree[11] = ["#grov04#Mmmyes, \"Heyawake\". That one's especially interesting because whereas Sudoku typically has more of-"];
tree[12] = ["#buiz01#More like \"Hey-asleep\"!! Bweh-heheheheheh."];
tree[13] = ["#grov04#..."];
tree[14] = ["#grov03#Mmmm, really? I suppose you're proud of your little... nonsensical ejaculation?"];
tree[15] = ["#buiz03#... ... ...Wait, WHAT!?"];
tree[16] = ["#grov10#Your errr... That absurd little quip you made! ...I suppose you're proud of it?"];
tree[17] = ["#buiz02#Bweheheheheheh!"];
tree[18] = ["%exitbuiz%"];
tree[19] = ["#buiz00#Alright alright I'm sorry about my... ejaculation. I'll leave you two alone~"];
tree[20] = ["#grov03#-sigh-"];
tree[21] = [31];
}
else if (count % 3 == 1)
{
tree[8] = ["#grov06#Sure, yes, there's nothing wrong with Sudoku... Although there are several puzzles I enjoy more than Sudoku, such as Nurikabe, Kakuro, and Kurodoko."];
tree[9] = ["#grov03#They're all similar in that they involve a grid of-"];
tree[10] = ["#buiz00#\"Kurodoko\"?"];
tree[11] = ["#grov04#Mmmyes, \"Kurodoko\". You see, in a Kurodoko puzzle, rather than placing numbers-"];
tree[12] = ["#buiz01#More like \"Kuro-dorko\"!! Bweh-heheheheheh."];
tree[13] = ["#grov03#..."];
tree[14] = ["#buiz00#Sorry, sorry. The names are hard to remember and I'll forget them unless I make a funny quip."];
tree[15] = ["#grov02#Ahh. Very well, if you must."];
tree[16] = [30];
DialogTree.replace(tree, 32, "Heyawake", "Kurodoko");
}
else if (count % 3 == 2)
{
tree[8] = ["#grov06#Sure, yes, there's nothing wrong with Sudoku... Although there are several puzzles I enjoy more than Sudoku, such as Nurikabe, Kakuro, and Hashiwokakero."];
tree[9] = ["#grov03#They're all similar in that they involve a grid of-"];
tree[10] = ["#buiz00#\"Hashiwokakero\"?"];
tree[11] = ["#grov03#*sigh*"];
tree[12] = ["#buiz01#More like uhhh \"Hashiwooka\"-- wait... \"Hashiwaka-don't-care-oh!\"!! Bweh-heheheheheh."];
tree[13] = ["#grov03#..."];
tree[14] = ["#buiz03#Hey c'mon you gave me a hard one that time!"];
tree[15] = ["#buiz04#Pshhh, whatever."];
tree[16] = [30];
DialogTree.replace(tree, 32, "Heyawake", "Hashiwokakero");
}
tree[10000] = ["%exitbuiz%"];
}
public static function random04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("grov.randomChats.0.4");
if (count % 3 == 0)
{
tree[0] = ["#grov05#Ah! Fancy seeing-"];
tree[1] = ["%entersmea%"];
tree[2] = ["#smea02#Oh hey Grovyle! Ummm just wondering..."];
tree[3] = ["#smea06#Do you have any advice for these harder puzzles? ...Sometimes I have trouble just getting started..."];
tree[4] = ["#grov03#Ah sure, I could offer you some tips! ...Perhaps I can give you one of my tutorials later."];
tree[5] = ["%exitsmea%"];
tree[6] = ["#smea05#Oh! I forgot you had tutorials for this harder stuff too. Okay! ...I think I saw a button for tutorials on the main menu."];
tree[7] = ["#grov02#Anyways <name>, let's see what you can do with this first puzzle!"];
if (PlayerData.difficulty == PlayerData.Difficulty.Easy)
{
DialogTree.replace(tree, 3, "harder puzzles", "puzzles");
DialogTree.replace(tree, 6, "harder stuff too", "stuff");
}
}
else if (count % 3 == 1)
{
tree[0] = ["#grov05#Ah! Fancy seeing you again."];
tree[1] = ["#grov04#Let's see what you can do with this first puzzle!"];
}
else if (count % 3 == 2)
{
tree[0] = ["#grov05#Ah! Fancy seeing-"];
tree[1] = ["%entersmea%"];
tree[2] = ["#smea06#Oh hey Grovyle! Do you have any advice for these harder puzzles? ...Sometimes I have trouble just getting started..."];
tree[3] = ["#grov06#Ah sure, I... Hmmm, didn't I give you a tutorial on this stuff the other day?"];
tree[4] = ["#smea09#Yeah, but I kind of forgot most of it..."];
tree[5] = ["#grov03#Ah, well we can always go through the tutorial a second time! It's the same puzzles, but it never hurts to brush up."];
tree[6] = ["%exitsmea%"];
tree[7] = ["#smea05#Oh! I forgot I could repeat the tutorials. Okay! ...I think I remember seeing the button for tutorials on the main menu."];
tree[8] = ["#grov02#Anyways <name>, let's see what you can do with this first puzzle!"];
if (PlayerData.difficulty == PlayerData.Difficulty.Easy)
{
DialogTree.replace(tree, 2, "harder puzzles", "puzzles");
}
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#grov03#Now I've lost track, is this the part where I take off my clothes or the part where you solve a puzzle?"];
tree[2] = [10, 30, 50, 70];
tree[10] = ["Take off\nyour clothes"];
tree[11] = ["#grov04#Ah that's right, I need to take off my clothes and then you can solve another puzzle."];
tree[12] = ["%fun-nude1%"];
tree[13] = ["#grov03#Sorry I kind of dozed off during that last one!! Are we sorted now?"];
tree[14] = [15, 20];
tree[15] = ["Yes, we're\ngood"];
tree[16] = ["#grov02#Excellent well then, err, on with it!"];
tree[20] = ["No,\ntake off\nmore clothes"];
tree[21] = ["#grov00#Hah! Heheheheh. Why, I believe it's customary to buy me a drink first."];
tree[30] = ["I solve\na puzzle"];
tree[31] = ["#grov06#Ah yes. And I remove the rest of my clothes afterward, is it?"];
tree[32] = ["#grov05#I'll trust your judgment. If there was anyone who'd want to see me with less clothes, certainly it would be you."];
tree[50] = ["We need to\ndo both"];
tree[51] = [11];
tree[70] = ["It's the end\npart where we\nscrew around"];
tree[71] = ["#grov02#Hah! Heheheh. Alright I'll meet you halfway,"];
tree[72] = ["#grov04#I'll remove half my clothes now-- and later on,"];
tree[73] = ["#grov03#Later you can give me half a handjob or whatever suits half your fancy. Does that sound half satisfactory?"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 73, "give me half a handjob", "fingerbang me halfway");
}
tree[74] = [80, 85, 90, 95];
tree[80] = ["Hmph"];
tree[81] = ["%fun-nude1%"];
tree[82] = ["#grov02#Heheheh!"];
tree[85] = ["Whatever"];
tree[86] = [81];
tree[90] = ["Fine"];
tree[91] = [81];
tree[95] = ["I guess"];
tree[96] = [81];
tree[10000] = ["%fun-nude1%"];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov00#You know, I have this round's reward chest right here if you want me to take a peek for you..."];
tree[1] = [20, 30, 40];
tree[20] = ["Just a\nlittle peek!"];
tree[21] = ["#grov02#Ooh! Let's see..."];
tree[22] = ["#grov06#..."];
if (puzzleState._puzzle._easy)
{
tree[23] = ["#grov03#..." + moneyString(puzzleState._puzzle._reward) + ". Ah. How am I not surprised..."];
}
else if (puzzleState._lockedPuzzle != null && puzzleState._lockedPuzzle != puzzleState._puzzle)
{
tree[23] = ["#grov03#..." + moneyString(puzzleState._puzzle._reward) + " or... "
+ moneyString(puzzleState._lockedPuzzle._reward) + "? Oooh! Let's try for the "
+ moneyString(puzzleState._lockedPuzzle._reward) + " today. Can we?"];
}
else
{
tree[23] = ["#grov03#..." + moneyString(puzzleState._puzzle._reward) + "? Ah, well that's a little something to look forward to hmm?"];
}
tree[30] = ["No, don't\npeek"];
tree[40] = ["Whatever you\nfeel like"];
tree[41] = ["#grov03#Oh you're letting ME decide? Hmmm... Hmmmmmmmm..."];
if (FlxG.random.bool())
{
tree[42] = ["#grov02#I'm feeling naughty today! I want to peek."];
tree[43] = ["#grov06#..."];
tree[44] = [23];
}
else
{
tree[42] = ["#grov02#Oh, we probably shouldn't peek. Let's just be good today."];
tree[43] = ["#grov00#...We can reward each other for our good behavior later~"];
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov06#Hmm yes I see, so the leftmost peg has to be that color... Hmm, no wait, that's not it..."];
if (PlayerData.difficulty == PlayerData.Difficulty.Easy)
{
DialogTree.replace(tree, 0, "the leftmost", "one");
}
tree[1] = ["#grov10#Well come now I can't solve it with you staring at me like that!"];
tree[2] = ["#grov14#...Let's see how you like it if I stare at you for the entire puzzle! Harumph!"];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov05#If you're ever feeling flummoxed by these puzzles, perhaps your penis can have a crack at one."];
tree[1] = ["#grov06#Your brain could handle the first puzzle, and your penis can handle the second puzzle-- you can alternate brain, penis, brain, penis and so forth."];
tree[2] = ["#grov10#Ah wait but what if your brain gets stuck handling the sexy part at the end!! ...Is that allowed?"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 0, "penis", "vagina");
DialogTree.replace(tree, 1, "penis", "vagina");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 0, "penis", "genitals");
DialogTree.replace(tree, 1, "penis", "genitals");
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var timeInMinutes:Float = puzzleState._puzzle._difficulty * RankTracker.RANKS[36] / 60;
tree[0] = ["#grov06#Ah yes, I remember this next puzzle. This one took me less than a minute."];
tree[1] = ["#grov05#But of course that's after quite a bit of practice. Let's see how long it takes you."];
if (timeInMinutes > 12)
{
DialogTree.replace(tree, 0, "less than a minute.", "a really long time! Goodness.");
DialogTree.replace(tree, 1, "But of course", "And");
}
else if (timeInMinutes > 4)
{
DialogTree.replace(tree, 0, "less than a minute.", "five or ten minutes!");
DialogTree.replace(tree, 1, "But of course", "And");
}
else if (timeInMinutes > 1)
{
DialogTree.replace(tree, 0, "less than a minute.", "a few minutes.");
}
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov05#Ah yes, the final puzzle! And of course we saved the best for last."];
tree[1] = ["#grov06#Or is it the worst for last? Let's see, this puzzle is..."];
if (puzzleState._puzzle._puzzlePercentile > 0.5)
{
if (PlayerData.difficulty == PlayerData.Difficulty.Easy || PlayerData.difficulty == PlayerData.Difficulty._3Peg)
{
tree[2] = ["#grov07#Goodness! This one's actually incredibly difficult, well, for a three peg puzzle!"];
tree[3] = ["#grov04#I suppose we really did save the worst for last. Sorry about that!"];
}
else
{
tree[2] = ["#grov07#Goodness! This one's actually incredibly difficult. We really did save the worst for last."];
tree[3] = ["#grov04#Sorry about that! Knuckle down and do your best."];
}
}
else if (puzzleState._puzzle._puzzlePercentile > 0.30)
{
if (PlayerData.difficulty == PlayerData.Difficulty.Easy || PlayerData.difficulty == PlayerData.Difficulty._3Peg)
{
tree[2] = ["#grov10#Hmm yes this one's actually a bit tricky, well for a three peg puzzle!"];
tree[3] = ["#grov04#I suppose we really did save the worst for last. Sorry about that!"];
}
else
{
tree[2] = ["#grov10#Ah, a rather tricky one! Perhaps we did save the worst for last."];
tree[3] = ["#grov04#Sorry about that! Knuckle down and do your best."];
}
}
else if (puzzleState._puzzle._puzzlePercentile > 0.15)
{
tree[2] = ["#grov03#Ah, well this one's not so bad. I suppose we saved the middle for last?"];
tree[3] = ["#grov02#Oh, how anticlimactic! Saving the middle for last."];
tree[4] = ["#grov00#And I was so looking forward to a nice climax. Hah! Heheheh."];
}
else
{
tree[2] = ["#grov02#Goodness! This one shouldn't take you much time at all. It looks like we did save the best for last."];
tree[3] = ["#grov05#Well at least try to have fun with it!"];
tree[4] = ["#grov00#Don't let my floppy grovyle weiner distract you or anything. Hah! Heheheh."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 4, "floppy grovyle weiner", "freshly exposed grovyle genitals");
}
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#grov04#Say, how are you holding up? You know, solving three puzzles in a row like this can really drain a lot out of someone!!"];
tree[1] = ["#grov00#You know what else can drain a lot out of someone..."];
tree[2] = [10, 20, 30, 50];
FlxG.random.shuffle(tree[2]);
tree[2] = tree[2].splice(0, 3);
tree[2].push(40);
FlxG.random.shuffle(tree[2]);
tree[10] = ["30 meters\nof rubber\ntubing"];
tree[11] = ["#grov10#Rubber tubing!?"];
tree[12] = ["#grov06#I was thinking something more sexual, but I suppose 30 meters of rubber tubing suits the question in a nonsexual way..."];
tree[13] = ["#grov08#You weren't thinking for sex right?"];
tree[14] = ["#grov06#..."];
tree[15] = ["#grov07#...Please don't use any rubber tubing in the next part of the game!"];
tree[20] = ["The bilge\nof a\nwaterborne\nvessel"];
tree[21] = ["#grov14#The bilge!? The bilge of a waterborne vessel!?!"];
tree[22] = ["#grov13#Not only is that a competely unsexy answer, it also references the absolute unsexiest part of a ship!!"];
tree[23] = ["#grov12#All that... foul smelling water and collected aquatic waste..."];
tree[24] = ["#grov06#..."];
tree[25] = ["#grov07#...Please don't mention bilges during the sexy phase of the game! It will just ruin the mood."];
tree[26] = ["#grov14#Augh! The bilge..."];
tree[30] = ["Puncturing\nthe carotid\nartery"];
tree[31] = ["#grov10#The carotid artery??"];
tree[32] = ["#grov06#I suppose if it comes to draining the most fluid you can't really beat the carotid artery..."];
tree[33] = ["#grov11#But those aren't the sexy kinds of fluids to drain!"];
tree[34] = ["#grov10#I'm counting on you to drain the right fluids in the next part of the game... You do know the difference don't you?"];
tree[35] = ["#grov08#Only drain the sexy ones!"];
tree[36] = ["#grov06#..."];
tree[37] = ["#grov07#...Please don't puncture my carotid artery in the next phase of the game!"];
tree[40] = ["That sensitive\narea beneath\nthe tip of\nthe penis"];
if (!PlayerData.grovMale)
{
tree[40] = ["Vigorous\nclitoral\nstimulation"];
}
tree[41] = ["#grov01#...Ah,"];
tree[42] = ["#grov00#...I wasn't expecting you to be that specific, but yes, something in that area..."];
tree[43] = ["#grov01#Oh my..."];
tree[44] = ["#grov02#Try to knock out this puzzle extra quick, okay! For the both of us, heheheh."];
tree[50] = ["A hefty\nsack of\nleeches"];
tree[51] = ["#grov07#Leeches? An entire sack of them!?!"];
tree[52] = ["#grov06#That's a bit much don't you think? I could likely make do with one leech at a time, that is you know, if they did the job properly."];
tree[53] = ["#grov05#Why would you bring that up randomly? Is there a leech you're trying to set me up with?"];
tree[54] = ["#grov06#..."];
tree[55] = ["#grov00#Does he have a hefty sack?"];
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var rank:Int = RankTracker.computeAggregateRank();
var maxRank:Int = RankTracker.computeMaxRank(puzzleState._puzzle._difficulty);
tree[0] = ["#grov06#So have you fiddled with the ranking system yet? Let see, you're rank... rank " + englishNumber(rank) + "? Ah yes, yes..."];
if (rank == 0)
{
tree[1] = ["#grov02#Why you haven't even dipped your toe in the pool yet! Come now, you should at least TRY the ranking system some time. I rather enjoy it!"];
tree[2] = ["#grov04#Or I suppose, different strokes for different folks, is it? Heheh. Well, one final puzzle~"];
}
else if (rank >= maxRank && rank != 65)
{
tree[1] = ["#grov10#Err, I suppose you might be unaware, but you can't progress past rank " + englishNumber(maxRank) + " on this difficulty!"];
tree[2] = ["#grov04#I enjoy relaxing with these easier puzzles myself, but I know full well I won't be given any rank chances for doing so."];
tree[3] = ["#grov02#Just thought you might appreciate a heads up. Enjoy your puzzle~"];
}
else if (rank <= 36)
{
tree[1] = ["#grov02#Ah! That's rather impressive! It takes some practice to make it all the way to rank " + englishNumber(rank) + "."];
tree[2] = ["#grov04#I think my rank last I checked was... rank 36?? Somewhere around there. I'm sure you'll surpass that some day if you keep plugging away these Grovyles."];
tree[3] = ["#grov07#Err I mean, if you keep plugging away at these Grovyles! ...I mean puzzles! PUZZLES!! Eh-heheheheh~"];
tree[4] = ["#grov01#What were we doing? Another puzzle? Errm yes..."];
}
else
{
tree[1] = ["#grov04#Ah! That's rather impressive. Say, I consider myself to be a bit of a puzzle connoisseur, as it were, and I'm only rank 36!"];
tree[2] = ["#grov06#Perhaps I should practice a bit more. I bet I can catch up to rank " + englishNumber(rank) + " if I sharpen my skills a bit."];
tree[3] = ["#grov02#I'll have to study some of your puzzle solving tricks! Go on, show me how a rank " + englishNumber(rank) + " solves a puzzle~"];
}
}
public static function bisexual(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
// so you're a boy... who fancies other boys?
tree[0] = ["#grov06#So you're "];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[0][0] += "a boy";
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[0][0] += "a girl";
}
else
{
tree[0][0] += "someone";
}
tree[0][0] += "... ";
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
tree[0][0] += "who fancies boys?";
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Girls)
{
tree[0][0] += "who fancies girls?";
}
else
{
tree[0][0] += "who's aroused by all sorts of things?";
}
DialogTree.replace(tree, 0, "boy... who fancies boys", "boy... who fancies other boys");
DialogTree.replace(tree, 0, "girl... who fancies girls", "girl... who fancies other girls");
// ...would that mean you consider yourself gay?
var guess:String = "bisexual";
if (PlayerData.gender == PlayerData.Gender.Boy)
{
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
guess = "gay";
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Girls)
{
guess = "straight";
}
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
guess = "straight";
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Girls)
{
guess = "a lesbian";
}
}
tree[1] = ["#grov05#...Would that mean you consider yourself " + guess + "?"];
tree[2] = [20, 40, 60, 80, 100];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[2].remove(40);
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[2].remove(20);
}
if (guess == "gay")
{
if (tree[2].remove(20))
{
tree[2].insert(0, 10);
}
}
else if (guess == "a lesbian")
{
if (tree[2].remove(40))
{
tree[2].insert(0, 30);
}
}
else if (guess == "straight")
{
if (tree[2].remove(60))
{
tree[2].insert(0, 50);
}
}
else if (guess == "bisexual")
{
if (tree[2].remove(80))
{
tree[2].insert(0, 70);
}
}
tree[10] = ["Yes, I'm\ngay"];
tree[11] = [21];
tree[20] = ["Actually,\nI'm gay"];
tree[21] = ["%labelgay%"];
tree[22] = ["#grov02#Ah!! So you're gay, are you. Can't blame you there, dicks are pretty great aren't they!"];
if (PlayerData.grovMale)
{
tree[23] = ["#grov04#I'm not actually gay. Well I wouldn't consider myself much of anything really,"];
tree[24] = [125];
}
else
{
tree[23] = ["#grov04#Rather splendid of you to experiment with girls, too!"];
tree[24] = ["#grov03#Of course I know this only half-counts, but still. Cheers for keeping an open mind there."];
tree[25] = [120];
}
tree[30] = ["Yes, I'm\na lesbian"];
tree[31] = [41];
tree[40] = ["Actually,\nI'm a\nlesbian"];
tree[41] = ["%labelles%"];
tree[42] = ["#grov02#Ah!! So you're a lesbian, are you. Can't blame you there, boobs are pretty fantastic aren't they!"];
if (PlayerData.grovMale)
{
tree[43] = ["#grov04#Rather splendid of you to experiment with boys, too!"];
tree[44] = ["#grov03#Of course I know this only half-counts, but still. Cheers for keeping an open mind there."];
tree[45] = [120];
}
else
{
tree[43] = ["#grov04#I'm not actually a lesbian. Well I wouldn't consider myself much of anything really,"];
tree[44] = [125];
}
tree[50] = ["Yes, I'm\nstraight"];
tree[51] = [61];
tree[60] = ["Actually,\nI'm\nstraight"];
tree[61] = ["%labelstr%"];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[62] = ["#grov02#Ah!! So you're straight, are you. Can't blame you there, boobs are pretty fantastic aren't they!"];
tree[63] = [64];
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[62] = ["#grov02#Ah!! So you're straight, are you. Can't blame you there, dicks are pretty great aren't they!"];
tree[63] = [64];
}
else
{
tree[62] = ["#grov02#Ah!! So you're straight, are you. Can't blame you there, the-- well umm.... the opposite gender is pretty great isn't it!"];
tree[63] = ["#grov03#Yes, that's right, those opposite gender folks what with their... opposing genitals and all? Whichever those are. Yes, that's it. A-hem."];
}
tree[64] = ["#grov04#I'm not actually straight. Well I wouldn't consider myself much of anything really,"];
tree[65] = [120];
tree[70] = ["Yes, I'm\nbisexual"];
tree[71] = [81];
tree[80] = ["Actually,\nI'm\nbisexual"];
tree[81] = ["%labelbis%"];
tree[82] = ["#grov02#Ah!! So you're bisexual, are you."];
tree[83] = ["#grov04#Makes sense to me, sexuality is an interwoven tapestry of complex thoughts and feelings. Why reject someone simply based on their gender?"];
tree[84] = ["#grov03#I suppose if labels were absolutely necessary, one might call me 'bisexual' as well."];
tree[85] = [125];
tree[100] = ["Actually,\nit's\ncomplicated"];
tree[101] = ["#grov02#Ah!! So it's complicated, is it."];
tree[102] = ["%labelcom%"];
tree[103] = ["#grov04#Makes sense to me, sexuality is a complicated tapestry of thoughts and feelings. Why reject someone simply based on their gender?"];
tree[104] = ["#grov03#I suppose when labels are absolutely necessary, people resort to labelling you as 'bisexual'. Some might call me 'bisexual' as well."];
tree[105] = [120];
// Most recent reference was to the player's gender
tree[120] = ["#grov06#Personally I'm not much for defining anybody as '" + guess + "'."];
tree[121] = ["#grov04#I sort of resent how language has eroded something as beautiful as sexuality into this sort of binary \"does he\" \"doesn't he\" nonsense."];
tree[122] = ["#grov02#Anyways enough of my droning on, let's move onto a puzzle!"];
// Most recent reference was to Grovyle's gender
tree[125] = ["#grov06#Personally I'm not much for defining anybody as '" + guess + "'."];
tree[126] = ["#grov04#I sort of resent how language has eroded something as beautiful as sexuality into this sort of binary \"does he\" \"doesn't he\" nonsense."];
tree[127] = [122];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 121, "\"does he\" \"doesn't he\"", "\"does she\" \"doesn't she\"");
}
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 126, "\"does he\" \"doesn't he\"", "\"does she\" \"doesn't she\"");
}
}
else if (PlayerData.level == 1)
{
var ohDidYouHear:String = "\"Oh did you hear? He thought he was bisexual for so long, that poor confused boy.\"";
if (PlayerData.gender == PlayerData.Gender.Girl)
{
ohDidYouHear = StringTools.replace(ohDidYouHear, "He thought he", "She thought she");
ohDidYouHear = StringTools.replace(ohDidYouHear, "confused boy", "confused girl");
}
if (PlayerData.gender == PlayerData.Gender.Complicated)
{
ohDidYouHear = StringTools.replace(ohDidYouHear, "He thought he was", "They thought they were");
ohDidYouHear = StringTools.replace(ohDidYouHear, "confused boy", "confused fellow");
}
if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Gay)
{
ohDidYouHear = StringTools.replace(ohDidYouHear, "bisexual", "gay");
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Lesbian)
{
ohDidYouHear = StringTools.replace(ohDidYouHear, "bisexual", "a lesbian");
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Straight)
{
ohDidYouHear = StringTools.replace(ohDidYouHear, "bisexual", "straight");
}
if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Gay)
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you did fall in love with a girl?"];
tree[1] = ["#grov04#Someone who just pushes all your buttons, despite everything you thought you knew about yourself?"];
tree[2] = ["#grov05#Would you then call yourself bisexual?"];
tree[10] = ["Yes, I'd\ncall myself\nbisexual"];
tree[17] = ["No, I'd\nstill call\nmyself\ngay"];
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Lesbian)
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you did fall in love with a boy?"];
tree[1] = ["#grov04#Someone who just pushes all your buttons, despite everything you thought you knew about yourself?"];
tree[2] = ["#grov05#Would you then call yourself bisexual?"];
tree[10] = ["Yes, I'd\ncall myself\nbisexual"];
tree[17] = ["No, I'd\nstill call\nmyself\na lesbian"];
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Straight)
{
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you did fall in love with a boy?"];
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you did fall in love with a girl?"];
}
else
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you did fall in love with someone of your own gender?"];
}
tree[1] = ["#grov04#Someone who just pushes all your buttons, despite everything you thought you knew about yourself?"];
tree[2] = ["#grov05#Would you then call yourself bisexual?"];
tree[10] = ["Yes, I'd\ncall myself\nbisexual"];
tree[17] = ["No, I'd\nstill call\nmyself\nstraight"];
}
else
{
// bisexual or complicated
if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[0] = ["#grov04#So hypothetical situation, what might you do if one day you stopped feeling sexually attracted to girls, and only felt attracted to boys?"];
}
else if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[0] = ["#grov04#So hypothetical situation, what might you do if one day you stopped feeling sexually attracted to boys, and only felt attracted to girls?"];
}
else
{
tree[0] = ["#grov05#So hypothetical situation, what might you do if one day you stopped feeling sexually attracted to your own gender?"];
}
tree[1] = [2];
tree[2] = ["#grov05#Would you then call yourself straight?"];
tree[10] = ["Yes, I'd\ncall myself\nstraight"];
if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Bisexual)
{
tree[17] = ["No, I'd\nstill call\nmyself\nbisexual"];
}
else
{
tree[17] = ["No, I'd\nstill say it's\ncomplicated"];
}
}
tree[3] = [10, 30, 20, 17, 40];
// Yes, I'd then call myself gay
tree[11] = ["#grov02#Well, that's very open-minded of you."];
tree[12] = ["#grov15#Of course, we don't necessarily live in an open-minded society."];
tree[13] = ["#grov04#Your family and friends would probably talk about it like you made a mistake. " + ohDidYouHear];
tree[14] = [50];
tree[18] = [21];
tree[20] = ["No, it\ncould\nnever\nhappen"];
if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Gay)
{
tree[21] = ["#grov04#Right, well I understand. You're gay and nothing will ever change that."];
tree[22] = ["#grov05#You could never meet a girl who would make you think differently."];
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Lesbian)
{
tree[21] = ["#grov04#Right, well I understand. You're a lesbian and nothing will ever change that."];
tree[22] = ["#grov05#You could never meet a boy who would make you think differently."];
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Straight)
{
tree[21] = ["#grov04#Right, well I understand. You're straight and nothing will ever change that."];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[22] = ["#grov05#You could never meet a boy who would make you think differently."];
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[22] = ["#grov05#You could never meet a girl who would make you think differently."];
}
else
{
tree[21] = ["#grov04#Right, well I understand. You're straight and nothing will ever make you think differently."];
tree[22] = [23];
}
}
else if (PlayerData.sexualPreferenceLabel == PlayerData.SexualPreferenceLabel.Bisexual)
{
tree[21] = ["#grov04#Right, well I understand. You're bisexual and nothing will ever make you think differently."];
tree[22] = [23];
}
else
{
tree[21] = ["#grov04#Right, well I understand. You're who you are and nothing will ever make you think differently."];
tree[22] = [23];
}
tree[23] = ["#grov15#But well, so what if something ever did make you think differently? Why would that be such a bad thing?"];
tree[24] = [50];
tree[30] = ["No, I'd\nkeep it\na secret"];
tree[31] = ["#grov08#Ah, well that's unfortunate, but I can completely understand feeling a need to keep such things secret."];
tree[32] = ["#grov14#If you told the truth, your family and friends would probably talk about it like you made a mistake."];
tree[33] = ["#grov04#" + ohDidYouHear];
tree[34] = [50];
tree[40] = ["Let's\nchange the\nsubject"];
tree[41] = ["#grov10#Ah! I'm sorry, I didn't mean to offend you."];
tree[42] = ["#grov06#I appreciate how this can be a sensitive topic. Let's just solve another puzzle."];
tree[50] = ["#grov06#That's the problem I have with labels really."];
tree[51] = ["#grov15#By pigeonholing ourselves into convenient little compartments, we end up robbing ourselves of life experiences for fear of being judged."];
tree[52] = ["#grov05#Hmm wait, this is a puzzle game right? Okay, okay let's solve another puzzle."];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#grov05#So I'm curious-- how do you personally feel about words like 'gay' and 'bisexual'?"];
tree[1] = ["#grov03#I understand it may be difficult to answer honestly given how passionate I seem about the subject but... Well, I'll try not to take it personally."];
tree[2] = [10, 20, 30];
tree[10] = ["They're\nhelpful"];
tree[11] = ["#grov02#Well, I suppose I do have to concede that they're occasionally helpful."];
tree[12] = ["#grov06#I just wish words like that didn't wield so much power over people's behavior. <sigh>"];
tree[13] = ["#grov08#It pains me to imagine all the people out there who are less happy than they could be. ...Simply because they're nervous about using one word instead of another word."];
tree[14] = ["#grov04#Ahh well, anyways. ...One last puzzle."];
tree[20] = ["They're\npointless"];
tree[21] = ["#grov02#Precisely, they're completely and utterly pointless."];
tree[22] = ["#grov00#Say! I hope you're not just saying that to get into my pants."];
tree[23] = ["#grov10#Well, into my underwear I mean. Errr, into my-- Say!! Where did all my clothes go?"];
tree[30] = ["I don't\ncare"];
tree[31] = ["#grov02#Hah! Heheheheheh. Well fair enough-"];
tree[32] = ["#grov05#I appreciate you listening to my little rant even if this sort of thing doesn't mean as much to you as it does to me."];
tree[33] = ["#grov04#Alright, one last puzzle."];
}
}
public static function ramen(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#grov04#You know, 200 years ago we didn't call people \"gay\" or \"lesbian\". Because back then \"gay\" wasn't something you were-- it was something you did."];
tree[1] = ["#grov06#Sort of how, well, we have words for ramen, for eating ramen. If someone eats a lot of ramen, we might say, \"why that fellow eats a lot of ramen.\""];
tree[2] = ["#grov03#But we wouldn't label him as a ramenite. We'd never seek to categorize our friends by whether they're ramenites or nonramenites."];
tree[3] = ["#grov02#Heh! Perhaps I'm being confusing. Let me think about how to best explain myself while you work on this puzzle."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#grov05#So out of curiosity, how much ramen do you eat?"];
tree[1] = [10, 20, 30, 40];
tree[10] = ["I eat tons\nof ramen"];
tree[11] = ["#grov02#Ah! So you're a ramenite are you? Hah! Heheh- well no, okay, I'm just teasing."];
tree[12] = ["#grov03#Can you imagine though? Having to come out of the ramen closet at a young age?"];
tree[13] = ["#grov15#\"Mom, dad, you may want to be seated. There's something you need to know about me and soup.\""];
tree[14] = [50];
tree[20] = ["I eat ramen\nsometimes"];
tree[21] = ["#grov02#Ah! So you're... bi-ramen. Hah! Heheh- well no, okay I'm just teasing."];
tree[22] = ["#grov03#Can you imagine though? Having to come out of the ramen closet at a young age?"];
tree[23] = ["#grov15#\"Mom, dad, you may want to be seated. There's something you need to know about me and soup.\""];
tree[24] = [50];
tree[30] = ["I never\neat ramen"];
tree[31] = ["#grov02#Ah! A non-ramenite. Hah! Heheh- well, no, okay I'm just teasing."];
tree[32] = ["#grov03#Can you imagine though? If you tried ramen one time and your friends all made a big deal out of it?"];
tree[33] = ["#grov10#\"Oh!! I thought he was non-ramenite! He tried ramen? This changes everything!\""];
tree[34] = [50];
tree[40] = ["It's\ncomplicated"];
tree[41] = ["#grov10#Ah! I'm sorry, I didn't mean to offend you. I was merely trying to make-"];
tree[42] = ["#grov07#Wait a minute... Ramen? Complicated!?!"];
tree[43] = ["#grov03#Alright, alright, very funny."];
tree[44] = ["#grov04#It seems you're one step ahead of my silly ramen analogy so I won't belabor the point. Let's just try this next puzzle."];
tree[50] = ["#grov05#Anyways I think it's the same with having sex with boys, girls, both or whichever your preference."];
tree[51] = ["#grov04#It's just something you do, and maybe something you do all the time or decide to stop doing..."];
tree[52] = ["#grov05#...and things would be simpler if we stopped trying to label people for it."];
tree[53] = ["#grov02#Anyways thanks for letting me go on about this. It's just something I had to get off my chest. Let's try this next puzzle."];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#grov06#I have to admit though, for all my frustration with labels, \"gay\" is a rather convenient word."];
tree[1] = ["#grov04#For example, the sentence \"he's gay\". Six letters! Straight and to the point. Well, figuratively speaking."];
tree[2] = ["#grov05#I don't know how that sentence translates if \"gay\" ceases to be an adjective, and starts being a verb."];
tree[3] = ["#grov06#What would you say then, instead of \"he's gay\"?"];
tree[4] = [10, 20, 30, 40];
tree[10] = ["He\ngays"];
tree[11] = ["#grov02#\"He gays?\" Hah! Heheheh. Why I love it, it's even simpler."];
tree[12] = ["#grov03#\"Do you gay?\" \"Why yes, I've been known to gay.\""];
tree[13] = ["#grov02#\"I'm so sore, I was up all night gaying.\" \"Good heavens, you gayed all over my face.\""];
tree[14] = ["#grov00#Very well, let's finish this last puzzle so you can gay me."];
tree[20] = ["He gets\ngay"];
tree[21] = ["#grov03#\"He gets gay?\" Why that's a little syntactically clunky."];
tree[22] = ["#grov04#\"Do you get gay?\" \"Why yes, I've been know to get gay.\""];
tree[23] = ["#grov02#\"I'm so sore, I was up all night... getting gay.\" \"Good heavens, you got gay all over my face.\""];
tree[24] = ["#grov00#Very well, let's finish this last puzzle so you can... get gay me."];
tree[30] = ["He does\ngay"];
tree[31] = ["#grov03#\"He does gay?\" Why that sounds like how a neanderthal might say it."];
tree[32] = ["#grov14#\"You do gay?\" \"Yes, me do gay.\" \"Me sore, me up all night doing gay.\""];
tree[33] = ["#grov00#Very well, let's finish this last puzzle so you can... do gay me."];
tree[40] = ["He fucks\nmen"];
tree[41] = ["#grov02#Hah! Heheheh. Well, I understand your point. Why do we need a special word for it?"];
tree[42] = ["#grov03#But you can at least appreciate that it makes communication more efficient, if you need your gay in a hurry. Perhaps in a drive-through or something."];
tree[43] = ["#grov04#Anyways, one last puzzle. Let's do this!"];
for (chatIndex in [14, 24, 33])
{
if (PlayerData.gender == PlayerData.Gender.Boy)
{
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, chatIndex, "gay me", "straight me");
}
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
if (PlayerData.grovMale)
{
DialogTree.replace(tree, chatIndex, "gay me", "straight me");
}
else
{
DialogTree.replace(tree, chatIndex, "gay me", "lesbian me");
}
}
else
{
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, chatIndex, "gay me", "lesbian me");
}
}
}
}
}
public static function aboutAbra(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.isAbraNice())
{
if (PlayerData.level == 0)
{
random00(tree, puzzleState);
}
else if (PlayerData.level == 1)
{
random10(tree, puzzleState);
}
else if (PlayerData.level == 2)
{
random20(tree, puzzleState);
}
return;
}
if (PlayerData.level == 0)
{
tree[0] = ["#grov04#Just curious <name>, what do you think about Abra? You know, first impressions and all that..."];
tree[1] = [30, 10, 20, 40];
tree[10] = ["Oh! He\nseems\nnice"];
tree[11] = ["#grov10#Ah, wow. Nice? You think he's nice? I'm not sure whether that says more about you or him. But, hmm..."];
tree[12] = ["#grov06#...I've found Abra's been a bit more... snippy with people as of late. Sort of pushing them away. It's a bit of a recent thing, and I'm not sure what to make of it."];
tree[13] = [50];
tree[20] = ["Eh, he\nseems\nfine"];
tree[21] = ["#grov03#Ah, fair enough. ...To me, he seems to be losing his patience with people more, as of late. Perhaps you haven't borne the brunt of it."];
tree[22] = ["#grov06#...It's a bit of a recent thing, and... I'm not sure exactly what's changed with him? But, Abra wasn't always like this."];
tree[23] = [50];
tree[30] = ["Hmm, he\nseems\nannoyed\nwith me"];
tree[31] = ["#grov06#Ah, sure. He seems to be going through a... bit of a rough patch recently. I'm not sure what it is, but he wasn't always like this."];
tree[32] = [50];
tree[40] = ["Ugh, he\nseems\nlike a\ndick"];
tree[41] = ["#grov06#Ah... a fair assessment. But I assure you, that's not who he is. Or... it's not who he was, anyways..."];
tree[42] = [50];
tree[50] = ["#grov05#The two of us go as far back as college, you know. He was my randomly assigned roommate for freshman year and... Well, he didn't have many friends there."];
tree[51] = ["#grov04#But I welcomed him into my \"circle\" if you will, and he got on just great with everyone. He was a bit of a different Pokemon back then. More socially active, more personable."];
tree[52] = ["#grov03#I remember he used to constantly wear headphones in the room for listening to music. But... headphones aren't exactly the best social lubricant, hmm?"];
tree[53] = ["#grov04#So after a bit of coaxing I got him to play his music on speakers instead."];
tree[54] = ["#grov06#It was this rather... repetitive electronic music which to be honest, I found to be mind-numbingly boring at first listen."];
tree[55] = ["#grov05#Over time however, it did grow on me. ...It's nice to have something in the background that's not so distracting, particularly for reading or studying."];
tree[56] = ["#grov02#As for myself, I helped Abra appreciate pop music non-ironically. Hah! Heheheheh. I'm not sure if he's any better for it, but..."];
tree[57] = ["#grov03#...Well, I can't say I at least didn't leave my mark on him."];
tree[58] = ["#grov04#Well alright, that's enough of that. Let's try this first puzzle, shall we?"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 10, "Oh! He", "Oh! She");
DialogTree.replace(tree, 11, "think he's", "think she's");
DialogTree.replace(tree, 11, "or him", "or her");
DialogTree.replace(tree, 20, "Eh, he", "Eh, she");
DialogTree.replace(tree, 21, "me, he", "me, she");
DialogTree.replace(tree, 21, "losing his", "losing her");
DialogTree.replace(tree, 22, "with him", "with her");
DialogTree.replace(tree, 30, "Hmm, he", "Hmm, she");
DialogTree.replace(tree, 31, "sure. He", "sure. She");
DialogTree.replace(tree, 31, "but he", "but she");
DialogTree.replace(tree, 40, "Ugh, he", "Ugh, she");
DialogTree.replace(tree, 41, "yes. He", "yes. She");
DialogTree.replace(tree, 41, "who he", "who she");
DialogTree.replace(tree, 50, "know. He", "know. She");
DialogTree.replace(tree, 50, "Well, he", "Well, she");
DialogTree.replace(tree, 51, "welcomed him", "welcomed her");
DialogTree.replace(tree, 51, "and he", "and she");
DialogTree.replace(tree, 51, "everyone. He", "everyone. She");
DialogTree.replace(tree, 52, "remember he", "remember she");
DialogTree.replace(tree, 53, "got him", "got her");
DialogTree.replace(tree, 53, "play his", "play her");
DialogTree.replace(tree, 56, "if he's", "if she's");
DialogTree.replace(tree, 57, "on him", "on her");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#grov08#So yes, Abra can be a bit insufferable at times but... I'm thinking it's some sort of passing phase."];
tree[1] = ["#grov06#He didn't used to lash out or diminish people's intelligence the way he does now. The way he acts now is almost like, hmm..."];
tree[2] = ["#grov08#I'm not sure if you've ever known someone overly clingy, of whom you're not particularly fond... And perhaps you realize well,"];
tree[3] = ["#grov06#...While you could confront the person directly, that might be awkward. But perhaps if you're just a bit rude to them, or make them feel ignored..."];
tree[4] = ["#grov08#Perhaps they'll just think you're unpleasant, or perhaps get the hint and leave you alone? ...Does that sound at all familiar?"];
tree[5] = [40, 20, 30, 50];
tree[20] = ["Heh, I do\nthat all\nthe time"];
tree[21] = ["#grov02#Ah yes, it's all too easy isn't it? ...Not that I'd actually condone that sort of abhorrent behavior, but, well. We all do it."];
tree[22] = [100];
tree[30] = ["Oh,\nI do that\noccasionally"];
tree[31] = ["#grov02#Ah yes, it's all too easy isn't it? ...Not that I'd actually condone that sort of abhorrent behavior, but, well. We all do it."];
tree[32] = [100];
tree[40] = ["I haven't\ndone that\nin forever"];
tree[41] = ["#grov05#Mmm, yes. It's a miserable way to be treated, isn't it? So it sounds like you're familiar with the type of behavior to which I'm referring."];
tree[42] = [100];
tree[50] = ["I could\nnever do\nthat to\nsomeone"];
tree[51] = ["#grov05#Mmm, yes. It's a miserable way to be treated, isn't it? ...It at least sounds like you've perhaps been exposed to that type of behavior before."];
tree[52] = [100];
tree[100] = ["#grov06#So yes to me, that sort of casual rudeness somewhat reminds me of Abra's abrasive behavior, where--"];
tree[101] = ["#grov02#...Hah! \"Abra's... abrasive.\" Well, that's cute."];
tree[102] = ["#grov04#But as I was saying, it reminds me of Abra's err... contemptuous attitude, where... Well, contemptuous is too strong a word..."];
tree[103] = ["#grov06#Abra's... Hmm..."];
tree[104] = ["#grov10#... ...Well now I've gone and lost my train of thought."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "He didn't", "She didn't");
DialogTree.replace(tree, 1, "way he", "way she");
DialogTree.replace(tree, 1, "way he", "way she");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#grov04#So anyways if Abra seems hostile or impatient towards you... try not to take it personally."];
tree[1] = ["#grov05#I think Abra actually really, really likes you, <name>. But... at some point he started treating everyone this way."];
tree[2] = ["#grov08#Like... any time we tried to spend time with him, it felt like we were imposing."];
tree[3] = ["#grov09#Or any time we made an effort to engage him socially, or have a real conversation it was like..."];
tree[4] = ["#grov06#It was like he didn't care, as though he's given up on us or something."];
tree[5] = [30, 10, 20, 40];
tree[10] = ["As though\nhe's given\nup on me?"];
tree[11] = [50];
tree[20] = ["As though\nhe's given\nup on his\nfriends?"];
tree[21] = [50];
tree[30] = ["As though\nhe's given\nup on\neveryone in\nthe world?"];
tree[31] = ["#grov05#Precisely. You, me, everyone. I've tried reaching out to him, but... I don't know. I don't know what to tell him."];
tree[32] = [51];
tree[40] = ["As though\nhe's given\nup on life?"];
tree[41] = ["#grov10#Oh, I wouldn't go that far. He seems, hmm, happy enough as long as we're not disturbing him."];
tree[42] = ["#grov06#It's just, I've tried reaching out to him and the more of an effort I put forward, the more it feels like he's pushing me away."];
tree[43] = ["#grov08#But he doesn't seem suicidal, no. Just... constantly frustrated by everyone. Everyone in the entire universe."];
tree[44] = [52];
tree[50] = ["#grov09#I mean he's given up on US us. You, me, everyone. I've tried reaching out to him, but... I don't know. I don't know what to tell him."];
tree[51] = ["#grov08#The more of an effort I put forward, the more it feels like he's pushing me away."];
tree[52] = ["#grov06#I don't know what he needs. ...Maybe a new career or... new friends? Maybe just spending more time outside his room. I don't know."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "point he", "point she");
DialogTree.replace(tree, 2, "with him", "with her");
DialogTree.replace(tree, 3, "engage him", "engage her");
DialogTree.replace(tree, 4, "like he", "like she");
DialogTree.replace(tree, 4, "though he's", "though she's");
DialogTree.replace(tree, 10, "though\nhe's", "though\nshe's");
DialogTree.replace(tree, 20, "though\nhe's", "though\nshe's");
DialogTree.replace(tree, 20, "his\nfriends", "her\nfriends");
DialogTree.replace(tree, 30, "though\nhe's", "though\nshe's");
DialogTree.replace(tree, 31, "to him", "to her");
DialogTree.replace(tree, 31, "tell him", "tell her");
DialogTree.replace(tree, 40, "though\nhe's", "though\nshe's");
DialogTree.replace(tree, 41, "far. He", "far. She");
DialogTree.replace(tree, 41, "disturbing him", "disturbing her");
DialogTree.replace(tree, 42, "to him", "to her");
DialogTree.replace(tree, 42, "like he's", "like she's");
DialogTree.replace(tree, 43, "But he", "But she");
DialogTree.replace(tree, 50, "mean he's", "mean she's");
DialogTree.replace(tree, 50, "to him", "to her");
DialogTree.replace(tree, 50, "tell him", "tell her");
DialogTree.replace(tree, 51, "like he's", "like she's");
DialogTree.replace(tree, 52, "what he", "what she");
DialogTree.replace(tree, 52, "outside his", "outside her");
}
}
}
static private function appendRubSuggestions(tree:Array<Array<Object>>, branchIndex:Int, badOriginal:String, badOriginalVerb):Void
{
tree[branchIndex] = [50, 100, 150, 200];
tree[branchIndex][0] = FlxG.random.getObject([50, 60, 70]);
tree[branchIndex][1] = FlxG.random.getObject([100, 110, 120]);
tree[branchIndex][2] = FlxG.random.getObject([150, 160, 170, 180]);
tree[branchIndex][3] = FlxG.random.getObject([200, 210, 220]);
var good0:String = "neck";
var good1:String = "belly";
if (tree[branchIndex][0] == 50)
{
good0 = "neck";
}
if (tree[branchIndex][0] == 60)
{
good0 = "shoulders";
}
if (tree[branchIndex][0] == 70)
{
good0 = "chest";
}
if (tree[branchIndex][1] == 100)
{
good1 = "belly";
}
if (tree[branchIndex][1] == 110)
{
good1 = "legs";
}
if (tree[branchIndex][1] == 120)
{
good1 = "head";
}
FlxG.random.shuffle(tree[branchIndex]);
tree[50] = ["Like your\nneck?"];
tree[51] = ["#grov00#Mmmm yes, precisely, I love having my neck rubbed! Let's give Grovyle some extra neck rubs today."];
tree[52] = ["#grov04#My " + badOriginal + " will still be ready for you afterwards~"];
tree[60] = ["Like your\nshoulders?"];
tree[61] = ["#grov00#Ooohh <name>, I love a good shoulder massage! Let's spend some extra time relaxing Grovyle's sore shoulders today."];
tree[62] = ["#grov04#My " + badOriginal + " will still be ready for you afterwards~"];
tree[70] = ["Like your\nchest?"];
tree[71] = ["#grov00#Ooohhh yes, I love when people rub my chest. And mmmm.... you can gradually work your hands down..."];
tree[72] = ["#grov01#Sliding them down my chest, past my belly and hips, to my " + badOriginal + "..."];
tree[73] = ["#grov00#Oh look at me, I'm like a teacher giving away all the answers before the test starts. I'll let you do your thing~"];
tree[100] = ["Like your\nbelly?"];
tree[101] = ["#grov05#Oohh yes! Nothing beats a good belly rub. Now you're thinking."];
tree[102] = ["#grov00#Let's give Grovyle's belly some extra attention today, hmmm?"];
tree[103] = ["#grov04#My " + badOriginal + " will still be ready for you afterwards~"];
tree[110] = ["Like your\nlegs?"];
tree[111] = ["#grov03#Err, well... Technically below the equator but, why not! Go ahead and rub my legs if you like."];
tree[112] = ["#grov00#That or my " + good0 + ", whatever suits your fancy. The important thing is to take your time,"];
tree[113] = ["#grov04#My " + badOriginal + " will still be ready for you afterwards~"];
tree[120] = ["Like your\nhead?"];
tree[121] = ["#grov03#My... head? Well sure, you can caress my cheek lovingly, graze your hand against my beak... Rub my little scalp leaf..."];
tree[122] = ["#grov00#That could be quite romantic if you use the right kind of touch. That sounds quite nice, why don't we try something that today, hmm?"];
tree[123] = ["#grov04#My " + badOriginal + " will still be ready for you afterwards~"];
tree[150] = ["Like your\nfeet?"];
tree[151] = ["#grov15#Feet are... errr... Feet are well within the southern hemisphere."];
tree[152] = ["#grov04#I know many people would consider a nice footrub to fall within the realm of foreplay but, well,"];
tree[153] = ["#grov01#Well, my feet are really sensitive."];
tree[154] = ["#grov05#Maybe start by rubbing my " + good0 + ", or my " + good1 + "... My feet will still be ready for you afterwards~"];
tree[160] = ["Like your\nballs?"];
tree[161] = ["#grov15#Balls are... errr... well below the equator I'm afraid,"];
tree[162] = ["#grov04#I'm not asking you to ignore my balls entirely, just perhaps make yourself acquainted first!"];
tree[163] = ["#grov05#Start by rubbing my " + good0 + ", or my " + good1 + "... My balls will still be ready for you afterwards~"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 160, "balls", "clitoris");
DialogTree.replace(tree, 161, "Balls are", "The clitoris falls");
DialogTree.replace(tree, 162, "balls", "clitoris");
DialogTree.replace(tree, 163, "balls", "clitoris");
}
tree[170] = ["Like your\ndick?"];
tree[171] = ["#grov14#<name>, my dick is, errr... What exactly did you think I meant by 'below the equator'?"];
tree[172] = ["#grov04#Now I'm not asking you to ignore my dick entirely, just perhaps make yourself acquainted first!"];
tree[173] = ["#grov05#Start by rubbing my " + good0 + ", or my " + good1 + "... My dick's not going anywhere~"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 170, "dick", "pussy");
DialogTree.replace(tree, 171, "dick", "pussy");
DialogTree.replace(tree, 172, "dick", "pussy");
DialogTree.replace(tree, 173, "dick", "pussy");
}
tree[180] = ["Like your\nass?"];
tree[181] = ["#grov14#My ass is, errr... What exactly did you think I meant by 'below the equator'?"];
tree[182] = ["#grov04#Now I'm not asking you to ignore my buttocks entirely, just perhaps make yourself acquainted first!"];
tree[183] = ["#grov05#Start by rubbing my " + good0 + ", or my " + good1 + "... My butt will still be there later~"];
tree[200] = ["Like the\nSvalbard\narchipelago?"];
tree[201] = ["#grov10#..."];
tree[202] = ["#grov14#Yes, that's EXACTLY what I meant. Go explore the Svalbard archipelago, then come back and " + badOriginalVerb + " afterwards."];
tree[203] = ["#grov13#...Because when I'm thinking foreplay, that's exactly what I'm envisioning-- a multi-night excursion around the arctic."];
tree[204] = ["#grov07#Goodness, you're impossible sometimes."];
tree[205] = ["#grov05#I was thinking more, errr-- start by rubbing my " + good0 + " or my " + good1 + "... Then you can " + badOriginalVerb + "... and afterwards,"];
tree[206] = ["#grov02#Afterwards perhaps you can explore the Svalbard Archipelago if it intrigues you so much, eh?"];
tree[210] = ["Like the\nMarianas\nTrench?"];
tree[211] = ["#grov10#..."];
tree[212] = ["#grov13#Ah of course, OF COURSE that's what I meant. Go explore the Marianas Trench, then come back and " + badOriginalVerb + " afterwards."];
tree[213] = ["#grov06#Unless, wait, is that a euphamism for the buttocks? Did you mean you wanted to, explore inside my--"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 213, "buttocks", "pussy");
}
tree[214] = ["#grov13#WELL THAT'S ALSO A NONSTARTER, my Marianas Trench is very sensitive! The LEAST you can do is warm me up first!!"];
tree[215] = ["#grov15#You know, rub my " + good0 + " or my " + good1 + "..."];
tree[216] = ["#grov04#My, err, my Marianas Trench will still be ready for you afterwards~"];
tree[217] = ["#grov07#(...Goodness, do we really have to call it that?!)"];
tree[220] = ["Like the\nGreat Barrier\nReef?"];
tree[221] = ["#grov10#..."];
tree[222] = ["#grov13#I said ABOVE the equator! ABOVE!!"];
tree[223] = ["#grov12#The Great Barrier Reef lies somewhere off the coast of Australia. I mean look at me, I'm from Hoenn and even I know that much! ...I shouldn't even know what Australia is!"];
tree[224] = ["#grov06#A-hem anyway, I was thinking more, errr-- start by rubbing my " + good0 + " or my " + good1 + "... Then you can " + badOriginalVerb + "... and afterwards,"];
tree[225] = ["#grov03#Afterwards perhaps you can explore the Great Barrier Reef if it intrigues you so much, eh?"];
tree[226] = ["#grov02#...In the SOUTHERN hemisphere."];
}
public static function firstRankChanceOther(tree:Array<Array<Object>>)
{
tree[0] = ["%entergrov%"];
tree[1] = ["#grov04#Ah, <name>! Sorry to interrupt-- but this is your first \"Rank Chance\" isn't it?"];
var englishRank:String = englishNumber(RankTracker.computeAggregateRank());
tree[2] = ["#grov05#If you accept this rank chance, your rank will increase or decrease depending on how quickly you solve this puzzle! If you decline, you'll just stay at rank " + englishRank + "."];
tree[3] = ["#grov02#Rank is just a number! It doesn't actually affect anything. It's simply up to you whether or not you feel like being evaluated right now."];
tree[4] = ["#grov04#Anyways I'll leave you to it!"];
tree[5] = ["%exitgrov%"];
tree[10000] = ["%exitgrov%"];
}
public static function firstRankChanceGrovyle(tree:Array<Array<Object>>)
{
tree[0] = ["#grov04#Ah! This is your first \"Rank Chance\" isn't it?"];
var englishRank:String = englishNumber(RankTracker.computeAggregateRank());
tree[1] = ["#grov05#If you accept this rank chance, your rank will increase or decrease depending on how quickly you solve this puzzle! If you decline, you'll just stay at rank " + englishRank + "."];
tree[2] = ["#grov02#Rank is just a number! It doesn't actually affect anything. It's simply up to you whether or not you feel like being evaluated right now."];
tree[3] = ["#grov03#Err, so anyways..."];
}
public static function firstRankDefendOther(tree:Array<Array<Object>>)
{
tree[0] = ["%entergrov%"];
tree[1] = ["#grov04#Oh, pardon me <name>! Sorry again to interrupt-- but this is your first time defending your rank, isn't it?"];
var englishRank:String = englishNumber(RankTracker.computeAggregateRank());
tree[2] = ["#grov10#So, your rank can't increase, no matter how quickly you solve this puzzle. And your rank might even drop if you're too slow!"];
tree[3] = ["#grov06#However if you decline, you'll be asked to defend your rank again later. You need to successfully defend your rank or you'll be stuck at rank " + englishRank + " indefinitely..."];
tree[4] = ["#grov03#Anyways I'll leave you to it!"];
tree[5] = ["%exitgrov%"];
tree[10000] = ["%exitgrov%"];
}
public static function firstRankDefendGrovyle(tree:Array<Array<Object>>)
{
tree[0] = ["#grov04#Oh! This is your first time defending your rank, isn't it?"];
tree[1] = ["#grov10#So, your rank can't increase, no matter how quickly you solve this puzzle. And your rank might even drop if you're too slow!"];
var englishRank:String = englishNumber(RankTracker.computeAggregateRank());
tree[2] = ["#grov06#However if you decline, you'll be asked to defend your rank again later. You need to successfully defend your rank or you'll be stuck at rank " + englishRank + " indefinitely..."];
tree[3] = ["#grov03#Err, so anyways,"];
}
public static function checkPassword(dialogTree:DialogTree, dialogger:Dialogger, text:String):Void
{
var password:Password = new Password(dialogger.getReplacedText("<good-name>"), text);
var mark:String = null;
if (text == null || text.length == 0)
{
// empty password
mark = mark != null ? mark : "%mark-664xvle5%";
}
if (text.length < 18)
{
// short password
mark = mark != null ? mark : "%mark-k9hftkyn%";
}
if (!password.isValid())
{
// invalid password
if (FlxG.random.bool(20))
{
// playful... wrong name
mark = mark != null ? mark : "%mark-wab1rky5%";
var randomNames:Array<String> = [
"Gabriel", "Joe", "Ethan", "Madison", "Alice",
"Nicholas", "Martha", "Frank", "Dylan", "Ann",
"Shirley", "Henry", "Joan", "Vincent", "Mary",
"Susan", "Brian", "Kathleen", "Sharon", "Noah",
"Johnny", "Laura", "Jordan", "Lori", "Christina",
"Gerald", "Jane", "Katherine", "Keith", "Justin",
"Kelly", "Margaret", "James", "Eugene", "Abigail",
"Helen", "Michelle", "Timothy", "Samuel", "Robert",
"Ruth", "Ryan", "Marie", "Joshua", "Louis",
"Diana", "Adam", "Andrew", "Deborah", "Carolyn"
];
randomNames.remove(dialogger.getReplacedText("<good-name>"));
dialogger.setReplacedText("<random-name>", FlxG.random.getObject(randomNames));
}
else
{
mark = mark != null ? mark : "%mark-wab1rky6%";
}
}
// valid password
mark = mark != null ? mark : "%mark-10xom4oy%";
dialogger.setReplacedText("<password>", text);
dialogTree.jumpTo(mark);
dialogTree.go();
}
public static function boyOrGirlIntro(tree:Array<Array<Object>>)
{
tree[0] = ["%disable-skip%"];
tree[1] = ["%intro-lights-off%"];
tree[2] = ["#grov04#Hello! Before we get started, I should ask... Are you a boy or a girl?"];
tree[3] = [10, 20, 30, 40];
tree[10] = ["I'm a\nboy"];
tree[11] = ["%gender-boy%"];
tree[12] = [100];
tree[20] = ["I'm a\ngirl"];
tree[21] = ["%gender-girl%"];
tree[22] = [100];
tree[30] = ["I'm not\nsure"];
tree[31] = ["%gender-complicated%"];
tree[32] = ["#grov10#Ah, you're not... you're not sure whether you're a boy or a girl?"];
tree[33] = ["#grov02#...Err, well, I suppose I'll give you a moment to check. Go on, take a good look down there."];
tree[34] = [50, 60, 70, 80];
tree[40] = ["It's\ncomplicated"];
tree[41] = ["%gender-complicated%"];
tree[42] = ["#grov06#Ah, I understand. Gender can be a complicated issue sometimes. Come to think of it, I'm struggling to remember... Am I a boy or a girl!?!"];
tree[43] = [110, 120, 130, 140];
tree[50] = ["Okay I'm a\nboy"];
tree[51] = ["%gender-boy%"];
tree[52] = [100];
tree[60] = ["Okay I'm a\ngirl"];
tree[61] = ["%gender-girl%"];
tree[62] = [100];
tree[70] = ["Okay I'm still\nnot sure"];
tree[71] = ["%gender-complicated%"];
tree[72] = ["#grov10#Ah, so you didn't find any, um... that is to say... err... well then. Did you look in the right place!?"];
tree[73] = ["#grov06#Although come to think of it, I'm struggling to remember... Am I a boy or a girl!?!"];
tree[74] = [110, 120, 130, 140];
tree[80] = ["Okay it's\ncomplicated"];
tree[81] = ["%gender-complicated%"];
tree[82] = ["#grov11#Com... Complicated!?! Dear goodness, what on earth did you FIND???"];
tree[83] = ["#grov10#Nevermind, nevermind, I'd rather not know. Gender can be a complicated issue sometimes."];
tree[84] = ["#grov06#Come to think of it, I'm struggling to remember... Am I a boy or a girl!?!"];
tree[85] = [110, 120, 130, 140];
tree[100] = ["#grov06#Ah, splendid! Although come to think of it, I'm struggling to remember.... Am I a boy or a girl!?!"];
tree[101] = [110, 120, 130, 140];
tree[110] = ["I hope you're\na boy"];
tree[111] = ["%sexualpref-boys%"];
tree[112] = [200];
tree[120] = ["I hope you're\na girl"];
tree[121] = ["%sexualpref-girls%"];
tree[122] = [200];
tree[130] = ["I don't mind\neither way"];
tree[131] = ["%sexualpref-both%"];
tree[132] = [200];
tree[140] = ["I hope you're\ncomplicated"];
tree[141] = ["%sexualpref-idiot%"];
tree[142] = ["#grov02#Well... I assure you I'm not complicated in that regard! My genitals are most definitely that of a girl... or maybe a boy!!"];
tree[143] = ["#grov03#That is, it's slipped my mind at the moment but I'm quite certain I have ONE of those two, err, pieces of equipment... down there..."];
tree[144] = [150, 160, 170, 180];
var randomStuff:Array<String> = ["a\ntrampoline", "a\ndishwasher", "a\ncalculator", "a\nsaxophone", "a\nplunger", "a\nchainsaw", "a\nrabid wombat", "an\nextra kidney"];
FlxG.random.shuffle(randomStuff);
tree[150] = ["You have a\npenis\ndown there"];
tree[151] = [111];
tree[160] = ["You have a\nvagina\ndown there"];
tree[161] = [121];
tree[170] = ["I don't mind\neither way"];
tree[171] = [131];
tree[180] = ["You have " + randomStuff[0] + "\ndown there"];
tree[181] = ["%sexualpref-idiot%"];
tree[182] = [200];
tree[200] = ["%sexualsummary0%"];
tree[201] = ["%sexualsummary1%"];
tree[202] = [210, 220, 230, 240];
tree[210] = ["Yes, that's\nright"];
tree[211] = ["#grov02#Excellent! Now let's see if I can get these lights on..."];
tree[212] = ["%intro-lights-on%"];
tree[213] = ["%enable-skip%"];
tree[220] = ["Hmm... that's\nnot right"];
tree[221] = ["#grov04#Oops very well, let's go through this again! ...So first off, are you a boy or a girl?"];
tree[222] = [10, 20, 30, 40];
tree[230] = ["Do you\nremember\nwho I am?"];
tree[231] = [300];
tree[240] = ["We've\nactually\nmet before..."];
tree[241] = [300];
tree[300] = ["#grov10#Ah well, err... Of course I remember! ...I have a remarkable knack for names, you know-- I've literally never forgotten a name."];
tree[301] = ["#grov06#Yours is right on the top of my tongue... Hmm, hmm... You must be, err..."];
tree[302] = [310, 315, 330];
tree[310] = ["My name\nis..."];
tree[311] = ["%prompt-name%"];
tree[315] = ["Do you\nwant me to\ntell you?"];
tree[316] = ["#grov10#No, no, I remember! I really do. It's just difficult without your face. But your name is definitely mmmm... Let me think... ..."];
tree[317] = [310, 320, 330];
tree[320] = ["I can't\nbelieve you\nforgot my\nname, Grovyle"];
tree[321] = ["#grov11#Ack! ...No, why, how rude would that be if you remembered my name... but I forgot yours? Of course I remember!"];
tree[322] = ["#grov06#It definitely starts with... a letter N... or perhaps an A, was it? Am I getting warmer or colder?"];
tree[323] = [310, 325, 330];
tree[325] = ["You really\nforgot"];
tree[326] = ["#grov03#Ahh I had you going! Of course I remembered YOUR name. You're umm... that guy! That guy with the really memorable name."];
tree[327] = ["#grov06#That name with all the letters in it... Some pointy letters, and some round ones... All those letters! ... ...Ack, I'll be so embarrassed when I finally remember..."];
tree[328] = [310, 315, 330];
tree[330] = ["Nevermind,\nwe actually\nhaven't met"];
tree[331] = ["#grov03#Ah, of course we haven't! ...Was that some sort of a test? ... ...Did I pass?"];
tree[332] = ["#grov02#Anyways, let's see about getting these lights on..."];
tree[333] = ["%intro-lights-on%"];
tree[334] = ["%enable-skip%"];
// no name
tree[400] = ["%mark-cdjv0kpk%"];
tree[401] = ["#grov05#Err? Why it sounded like you were about to say something... Not that I need any help! Your name is definitely, err..."];
tree[402] = [310, 315, 330];
// invalid name
tree[410] = ["%mark-5w2p2vmw%"];
tree[411] = ["%mark-zs7y5218%"];
tree[412] = ["%mark-agdjhera%"];
tree[413] = ["%mark-7hoh545f%"];
tree[414] = ["#grov04#No, no... THAT definitely wasn't it, I would have never remembered a name like that. Your name was something much more memorable."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[415] = ["#grov06#I think I remember that it rhymed with a part of the male anatomy... Nicole? ...Doloreskin? Hmmm, hmmm. It's coming to me..."];
}
else
{
tree[415] = ["#grov06#I think I remember that it rhymed with a part of the male anatomy... Jacques? ...Ernesticle? Hmmm, hmmm. It's coming to me..."];
}
tree[416] = [310, 315, 330];
// someone else's name
tree[420] = ["%mark-ijrtkh6l%"];
tree[421] = ["#grov13#You are NOT... That is NOT your name!! No! ...Bad! That's such a... You are the sneakiest little... Grrrggghhh!!!"];
tree[422] = ["#grov12#I'm not sure if if I even want to play with you anymore, you sneaky little rascal. ...Pretending you're <random-name>... Hmph!"];
tree[423] = ["#grov06#... ...I'm just going to proceed with the tutorial, and we can pretend this never happened-"];
tree[424] = ["#grov12#-and perhaps YOU can stop trying to break this cute little game with your unwelcome shenanigans! Hmph! Hmph!!"];
tree[425] = ["#grov03#Aaaanyways, let's see if we can get these lights on and put this whole incident behind us..."];
tree[426] = ["%intro-lights-on%"];
tree[427] = ["%enable-skip%"];
// good name
tree[450] = ["%mark-79gi267d%"];
tree[451] = ["#grov06#<good-name>? <good-name>... Err... ... ...Hmmmmm..."];
tree[452] = ["#grov08#Very well, you've caught me. ...I've COMPLETELY forgotten your name. Dreadfully sorry about this, this almost never happens!"];
tree[453] = ["#grov05#But errm, I have a remarkable knack for sequences of eighteen alphanumeric characters! ...I never forget a sequence of eighteen alphanumeric characters."];
tree[454] = ["#grov04#I don't suppose you have something like that? ...Something reminiscent of a password perhaps? I'm quite certain that will serve to jog my memory."];
tree[455] = [460, 470, 480];
tree[460] = ["My password\nis..."];
tree[461] = ["%prompt-password%"];
tree[465] = ["Oh, I think\nI typed my\npassword\nwrong"];
tree[466] = ["%prompt-password%"];
tree[470] = ["Actually,\nI think I\ntyped my\nname wrong"];
tree[471] = ["%prompt-name%"];
tree[480] = ["I don't have\nanything\nlike that"];
tree[481] = ["#grov02#Ah, well that's fine. We can do this the old-fashioned way! Let me see about getting these lights on..."];
tree[482] = ["%intro-lights-on%"];
tree[483] = ["%enable-skip%"];
tree[485] = ["Nevermind,\nlet's just do\nthe tutorial"];
tree[486] = [481];
tree[500] = ["%mark-664xvle5%"]; // empty password
tree[501] = ["#grov08#Coming up empty, hmm? ...Well that's a bit of a disappointment."];
tree[502] = ["#grov04#If you could just remember that eighteen character sequence, I'm certain it would jog my memory. ...I never forget a sequence of eighteen alphanumeric characters!"];
tree[503] = [460, 470, 480];
tree[510] = ["%mark-k9hftkyn%"]; // short password
tree[511] = ["#grov06#Errm, perhaps my kindergarten counting skills have grown rusty from disuse, but I don't think that was eighteen characters."];
tree[512] = ["#grov04#I'm going to need all eighteen characters in your password to help distinguish you from all the other <good-name>s! ...Do you have that written down somewhere?"];
tree[513] = [460, 470, 480];
tree[520] = ["%mark-wab1rky5%"]; // someone else's password
tree[521] = ["#grov02#Ah yes, <random-name>! Of course! ...I believe Abra unceremoniously stuffed your belongings in a closet somewhere back here..."];
tree[522] = ["#grov06#But... Why did you change your name from <random-name> to <good-name>? Unless.... Hmmm..."];
tree[523] = ["#grov12#Say! You're not actually <random-name> at all, are you? Hmph!!"];
tree[524] = ["#grov13#Where did you find their eighteen character sequence, hmmmm? Did you randomly guess it, or were you snooping through their things? Hmph! Hmph I say."];
tree[525] = ["#grov14#...I need YOUR personal eighteen character sequence, <good-name>. Not <random-name>'s."];
tree[526] = [460, 470, 480];
tree[530] = ["%mark-wab1rky6%"]; // invalid password
tree[531] = ["#grov06#Hmm. <password>.... <password>... No, that's not ringing any bells."];
tree[532] = ["#grov04#You're <good-name>, and your password is <password>? ...Are you certain you typed all of that correctly?"];
tree[533] = ["#grov05#Or hmmm, sometimes if a 5 has too much to drink, it can start looking like an S... Perhaps something like that?"];
tree[534] = [465, 470, 485];
tree[550] = ["%mark-10xom4oy%"]; // valid password
tree[551] = ["%set-name%"];
tree[552] = ["%set-password%"];
tree[553] = ["#grov02#Ah yes, <good-name>! Of course! ...I believe Abra unceremoniously stuffed your belongings in a closet somewhere back here..."];
tree[554] = ["%intro-lights-on%"];
tree[555] = ["%enterabra%"];
tree[556] = ["#grov05#Abra! ...Wouldn't you believe it? <good-name>'s returned to play with us!"];
tree[557] = ["#abra02#Hmm? ...Oh, <good-name>! I hadn't seen you in awhile."];
tree[558] = ["%exitabra%"];
tree[559] = ["#abra05#...Give me a moment and I'll get your things back the way you had them, alright?"];
tree[560] = ["%enable-skip%"];
tree[561] = ["%jumpto-skipwithpassword%"];
tree[10000] = ["%intro-lights-on%"];
tree[10001] = ["%enable-skip%"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 326, "that guy! That guy", "that girl! That girl");
}
}
public static function sexualSummary(Msg:String):String
{
var prefix0:String = "#grov04#";
var str0:String = "Yes, yes, very good-- so you're a boy... and you're hoping that I'm a boy.";
var prefix1:String = "#grov05#";
var str1:String = "You're... You're a boy who prefers the company of boys! Is that correct?";
if (PlayerData.gender == PlayerData.Gender.Boy)
{
// default is fine
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
str0 = StringTools.replace(str0, "you're a boy", "you're a girl");
str1 = StringTools.replace(str1, "You're a boy", "You're a girl");
}
else {
str0 = StringTools.replace(str0, "you're a boy", "you're maybe a boy or a girl");
str1 = StringTools.replace(str1, "You're a boy", "You're a boy or girl");
}
if (PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
// default is fine
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Girls)
{
str0 = StringTools.replace(str0, "I'm a boy", "I'm a girl");
str1 = StringTools.replace(str1, "of boys", "of girls");
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Both)
{
str0 = StringTools.replace(str0, "you're hoping that I'm a boy", "you don't care whether I'm a boy or a girl");
str1 = StringTools.replace(str1, "of boys", "of boys and girls");
}
else if (PlayerData.sexualPreference == PlayerData.SexualPreference.Idiot)
{
str0 = StringTools.replace(str0, "you're hoping that I'm a boy", "you're an asshat");
str1 = StringTools.replace(str1, "who prefers the company of boys", "who prefers to act like a total asshat");
prefix0 = "#grov12#";
prefix1 = "#grov13#";
}
if (PlayerData.gender == PlayerData.Gender.Boy && PlayerData.sexualPreference == PlayerData.SexualPreference.Boys)
{
str1 = StringTools.replace(str1, "of boys", "of other boys");
}
else if (PlayerData.gender == PlayerData.Gender.Girl && PlayerData.sexualPreference == PlayerData.SexualPreference.Girls)
{
str1 = StringTools.replace(str1, "of girls", "of other girls");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated && PlayerData.sexualPreference == PlayerData.SexualPreference.Both)
{
str1 = StringTools.replace(str1, "You're... You're", "Goodness, you're...");
str1 = StringTools.replace(str1, "correct?", "correct!?");
prefix0 = "#grov03#";
prefix1 = "#grov06#";
}
if (str0.length + str1.length > 180)
{
// too big for one message
if (Msg == "%sexualsummary0%")
{
return prefix0 + str0;
}
else
{
return prefix1 + str1;
}
}
else {
if (Msg == "%sexualsummary0%")
{
return null;
}
else {
return prefix1 + str0 + " " + str1;
}
}
}
public static function abraIntro(tree:Array<Array<Object>>)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#grov04#So for each puzzle you solve, I'll-"];
tree[2] = ["%enterabra%"];
tree[3] = ["#abra04#Ah, who are you talking to? A new subject?"];
tree[4] = ["#grov08#Err, well... he's a new friend Abra! ...Please don't call my friends subjects!"];
tree[5] = ["#abra05#Let's see, I'm reading his neural activity as... average? Average-ish. Hm. Can I have a crack at him? How'd he do on the first puzzle?"];
tree[6] = ["#grov05#Oh he caught on quite quickly! Though it's only been one puzzle, he seems sharp and--"];
tree[7] = ["#grov10#--well actually, can't you leave us for a moment? I sort of like this person, and I don't want you scaring him away with your... incessant probing and snarky comments."];
tree[8] = ["#abra12#..."];
tree[9] = ["%exitabra%"];
tree[10] = ["#abra04#Hmph. Well, whenever he's ready."];
tree[11] = [40, 50, 70, 60, 30];
tree[30] = ["I wouldn't\nmind some\n\"incessant\nprobing\""];
tree[31] = ["#grov10#Ah! No, that's not--"];
tree[32] = ["#grov06#I didn't mean the fun kind of probing. Rather, he's always... evaluating people, scanning their thoughts."];
tree[33] = ["#grov01#..."];
tree[34] = ["#grov00#...So you're into... \"probing\", are you?"];
tree[35] = ["#grov04#Err, well, I suppose that brings me to my next topic... For each puzzle you solve, I'll remove an article of clothing..."];
tree[36] = [101];
tree[40] = ["...I'm only\naverage\n-ish?"];
tree[41] = ["#grov06#Ah don't, don't mind him. Abra's incredibly bright, but also a little bit hmm... How can I put this..."];
tree[42] = ["#grov02#...Well he's also a little bit of a total cock. There's a reason I was keeping the two of you separated for the moment!"];
tree[43] = [100];
tree[50] = ["...I seem\nsharp?"];
tree[51] = ["#grov01#Ah well, I um..."];
tree[52] = ["#grov00#It's just, usually when I go through these introductory puzzles I have to do a lot of explaining, a lot of backtracking..."];
tree[53] = ["#grov01#But you just sort of seem to \"get it\"! ...It's nice for a change..."];
tree[54] = [100];
tree[60] = ["But I'm\nready\nnow!"];
tree[61] = ["#grov10#Ah don't... Just give me two more puzzles with you first! I'm worried Abra might scare you away."];
tree[62] = ["#grov06#He's incredibly bright, but also a little bit, hmm... How can I put this..."];
tree[63] = [42];
tree[70] = ["...You\nkind of\nlike me?"];
tree[71] = [51];
tree[100] = ["#grov04#Err, so anyways... Yes, for each puzzle you solve, I'll remove an article of clothing..."];
tree[101] = ["%fun-nude1%"];
tree[102] = ["#grov02#There we are! ...I'm not wearing much, so hopefully we can stretch out these next few puzzles a bit, yes? Hah! Heheheh."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 4, "he's a new", "she's a new");
DialogTree.replace(tree, 5, "his neural", "her neural");
DialogTree.replace(tree, 5, "crack at him", "crack at her");
DialogTree.replace(tree, 5, "How'd he do", "How'd she do");
DialogTree.replace(tree, 6, "he caught on", "she caught on");
DialogTree.replace(tree, 6, "he seems sharp", "she seems sharp");
DialogTree.replace(tree, 7, "scaring him", "scaring her");
DialogTree.replace(tree, 10, "whenever he's", "whenever she's");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 4, "he's a new", "they're a new");
DialogTree.replace(tree, 5, "his neural", "their neural");
DialogTree.replace(tree, 5, "crack at him", "crack at them");
DialogTree.replace(tree, 5, "How'd he do", "how'd they do");
DialogTree.replace(tree, 6, "he caught on", "they caught on");
DialogTree.replace(tree, 6, "he seems sharp", "they seem sharp");
DialogTree.replace(tree, 7, "scaring him", "scaring them");
DialogTree.replace(tree, 10, "whenever he's", "whenever they're");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 32, "he's always", "she's always");
DialogTree.replace(tree, 41, "don't mind him", "don't mind her");
DialogTree.replace(tree, 42, "he's also", "she's also");
DialogTree.replace(tree, 42, "total cock", "complete clamdangle");
DialogTree.replace(tree, 42, "from him", "from her");
DialogTree.replace(tree, 62, "He's incredibly", "She's incredibly");
}
tree[10000] = ["%fun-nude1%"];
}
public static function nameIntro(puzzleState:PuzzleState, tree:Array<Array<Object>>)
{
var awfulName:String = capitalizeWords(FlxG.random.getObject(AWFUL_NAMES));
tree[0] = ["%fun-nude1%"];
tree[1] = ["%set-name-" + awfulName + "%"];
tree[2] = ["%disable-skip%"];
if (PlayerData.preliminaryName == null)
{
tree[3] = ["#grov02#Goodness! You're on a roll now."];
tree[4] = ["#grov03#Although err... Perhaps before I get FULLY naked I could... get your first name? It's sort of a rule I have..."];
tree[5] = [20, 25, 10];
}
else
{
puzzleState._dialogger.setReplacedText("<good-name>", PlayerData.preliminaryName);
tree[3] = ["#grov02#Goodness! You're on a roll now."];
tree[4] = [201];
}
tree[10] = ["My name\nis..."];
tree[11] = ["%prompt-name%"];
tree[20] = ["Don't worry\nabout my name"];
tree[21] = ["#grov04#Why, it's no trouble! I've actually got a remarkable talent for intuiting names. Let me guess.... Your name is... " + awfulName+ "! " + awfulName + " is it?"];
tree[22] = [40, 30, 60, 50];
tree[25] = ["No, I don't\nwant to\ntell"];
tree[26] = ["#grov04#Ah, well you don't have to TELL me, per se! I've actually got a remarkable talent for intuiting names."];
tree[27] = ["#grov06#Let me guess.... Your name is... " + awfulName+ "! " + awfulName + " is it?"];
tree[28] = [40, 30, 60, 50];
tree[30] = ["No, my\nname is..."];
tree[31] = ["%prompt-name%"];
tree[40] = ["Yes, my\nname is\n" + awfulName];
tree[41] = ["%mark-sovcssrd%"];
tree[42] = ["#grov02#Ah-ha, I KNEW you struck me as a " + awfulName + "! See, Abra's not the only one capable of reading people's minds. Hah! Heheheh."];
tree[43] = ["#grov03#So that's one question dealt with, but it raises one further question..."];
tree[44] = [501];
tree[50] = ["Isn't " + awfulName + "\na girl's\nname?"];
tree[51] = ["#grov10#Ahh, well, " + awfulName + " can be a boy's name or a girl's name! It sort of depends."];
tree[52] = ["#grov08#...Are you telling me your name isn't " + awfulName + "? ...I was so sure! You have some very " + awfulName + "-like qualities about you, you know."];
tree[53] = [60, 70, 80];
tree[60] = ["No, " + awfulName + "\nis wrong"];
tree[61] = ["#grov14#Hmph! Well then, why don't you tell me what's right!"];
tree[62] = ["%prompt-name%"];
tree[70] = ["Actually,\nmy name\nIS " + awfulName];
tree[71] = [41];
tree[80] = ["No, my\nname is..."];
tree[81] = ["%prompt-name%"];
// good name
tree[200] = ["%mark-79gi267d%"];
tree[201] = ["#grov05#So your name is \"<good-name>\"? Did I get that right?"];
tree[202] = [220, 210];
tree[210] = ["Yes, that's\nright"];
tree[211] = ["%set-name%"];
tree[212] = [500];
tree[220] = ["No, my\nname is..."];
tree[221] = ["%prompt-name%"];
// two or more periods
tree[240] = ["%mark-zs7y5218%"];
tree[241] = ["#grov08#Really? \"<bad-name>\" is your FIRST name? What sort of mother would name her child \"<bad-name>\"!?"];
tree[242] = ["#grov10#...Why, I hesitate to even ask about your last name, it's probably got six emojis and a Batman symbol..."];
tree[243] = ["#grov03#I think I'll just call you <good-name> for short. How do you feel about <good-name>?"];
tree[244] = [250, 260, 275];
tree[250] = ["Yes, <good-name>\nis fine"];
tree[251] = ["%set-name%"];
tree[252] = [500];
tree[260] = ["No, but you\ncan call me..."];
tree[261] = ["%prompt-name%"];
tree[270] = ["I insist\nyou call me\n<bad-name>!"];
tree[271] = ["#grov13#I'm not calling you <bad-name>! ...That's NOT a name! I mean, the least you could do is shorten it up a little."];
tree[272] = ["%prompt-name%"];
tree[275] = ["I insist\nyou call me\n<bad-name>!"];
tree[276] = ["#grov13#I'm not calling you <bad-name>! ...That's NOT a name! I mean, the least you could do is trim out some of the punctuation."];
tree[277] = ["%prompt-name%"];
tree[280] = ["I insist\nyou call me\n<bad-name>!"];
tree[281] = ["#grov13#I'm not calling you <bad-name>! ...That's NOT a name! I mean, you could at least give me a few extra letters to work with."];
tree[282] = ["%prompt-name%"];
// no name entered
tree[300] = ["%mark-cdjv0kpk%"];
tree[301] = ["#grov02#I think I'll just call you " + awfulName + ". " + awfulName + " is a fine name!"];
tree[302] = [40, 30, 60, 50];
// too short
tree[330] = ["%mark-5w2p2vmw%"];
tree[331] = ["#grov04#Oh sorry, I didn't mean to interrupt! ...I'll wait for you to finish."];
tree[332] = ["#grov10#...Wait, is that it? <bad-name> is your entire first name!?!"];
tree[333] = ["#grov03#That's awfully short. How about if I call you... <good-name>! At least I can pronounce <good-name>."];
tree[334] = [250, 260, 280];
// too long; multiple words
tree[360] = ["%mark-agdjhera%"];
tree[361] = ["%max-name-length-12%"];
tree[362] = ["#grov10#Err, I only asked for your first name! Is <bad-name> really your first name? It seems awfully formal..."];
tree[363] = ["#grov06#\"How are you feeling, <bad-name>?\" \"Let's get back to puzzle-solving, <bad-name>\"... Come now, I can't be expected to say that WHOLE thing every time!"];
tree[364] = ["#grov05#How about if I just call you <good-name> for short?"];
tree[365] = [250, 260, 270];
// too long; one word
tree[390] = ["%mark-7hoh545f%"];
tree[391] = ["%name-max-length-12%"];
tree[392] = ["#grov02#Ah, Gesundheit!"];
tree[393] = ["#grov10#Hold on a moment, <bad-name> is your first name? Your REAL first name? ...I just assumed it was a silly noise you were making."];
tree[394] = ["#grov05#...How about if I just call you <good-name> for short?"];
tree[395] = [250, 260, 270];
// good name
tree[500] = ["#grov02#Well met, <name>! So that's one question dealt with, but it raises one further question..."];
tree[501] = ["%enable-skip%"];
tree[502] = ["%fun-nude2%"];
tree[503] = ["#grov00#...Where did Grovyle's boxer shorts go!?! Dear goodness he was wearing them just a moment ago and... why they've suddenly vanished!"];
tree[504] = ["#grov03#Tsk, how is it that undergarments just seem to spontaneously disappear around here??"];
tree[505] = ["#grov07#Are we in proximity of some sort of boxer shorts Bermuda Triangle? ...Could our house be possessed by a perverted boxer shorts ghost!?"];
tree[506] = ["#grov03#Errm, but anyways..."];
tree[10000] = ["%enable-skip%"];
tree[10001] = ["%fun-nude2%"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 50, "a girl's", "a boy's");
}
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 503, "goodness he", "goodness she");
DialogTree.replace(tree, 503, "boxer shorts", "panties");
DialogTree.replace(tree, 505, "boxer shorts", "panty");
DialogTree.replace(tree, 505, "panty Bermuda Triangle", "Bermuda Triangle of panties");
}
}
private static function getPeriodCount(s:String)
{
var periodCount:Int = 0;
for (i in 0...s.length)
{
if (s.charAt(i) == ".")
{
periodCount++;
}
}
return periodCount;
}
private static function getLetterCount(s:String)
{
var letterCount:Int = 0;
for (i in 0...s.length)
{
if (MmStringTools.isLetter(s.charAt(i)))
{
letterCount++;
}
}
return letterCount;
}
public static function fixName(dialogTree:DialogTree, dialogger:Dialogger, text:String):Void
{
var badName = capitalizeWords(text);
var goodName = capitalizeWords(text);
var mark:String = null;
if (PlayerData.name == null)
{
/*
* PlayerData.name is only null if the player is entering their
* name for a password. ...In this scenario, we're not given a
* substitute name
*/
if (goodName == null || goodName == "")
{
// no name entered
mark = mark != null ? mark : "%mark-cdjv0kpk%";
// set goodName just to avoid NPEs
goodName = "GRACK";
}
}
else {
if (goodName == PlayerData.name)
{
// player entered 'GRACK' as their real name
mark = mark != null ? mark : "%mark-sovcssrd%";
}
if (getLetterCount(goodName) == 0)
{
// no name entered
mark = mark != null ? mark : "%mark-cdjv0kpk%";
goodName = PlayerData.name;
}
}
if (getPeriodCount(goodName) >= 2)
{
// two or more periods
mark = mark != null ? mark : "%mark-zs7y5218%";
goodName = StringTools.replace(goodName, ".", "");
goodName = StringTools.replace(goodName, " ", " ");
goodName = StringTools.trim(goodName);
goodName = capitalizeWords(goodName);
}
if (goodName.length > 12 && goodName.indexOf(" ") >= 0)
{
// too long; multiple words
mark = mark != null ? mark : "%mark-agdjhera%";
var words:Array<String> = goodName.split(" ");
words.sort(function(a, b) return b.length - a.length);
goodName = words[0];
}
if (goodName.length > 12)
{
// too long; one giant word
mark = mark != null ? mark : "%mark-7hoh545f%";
goodName = shortenName(goodName);
}
if (goodName.length <= 1)
{
// too short
mark = mark != null ? mark : "%mark-5w2p2vmw%";
if (goodName == "" || goodName == "." || goodName == " ")
{
goodName = capitalizeWords(FlxG.random.getObject(GrovyleDialog.AWFUL_NAMES));
}
else if (goodName == "A" || goodName == "E" || goodName == "I" || goodName == "O" || goodName == "U")
{
var badSuffixes:Array<String> = ["lfy", "mpy", "lbo", "spy", "bbo", "bby", "nfy", "tch", "ndo", "lky"];
goodName = capitalizeWords(goodName + FlxG.random.getObject(badSuffixes));
}
else
{
var badSuffixes:Array<String> = ["obby", "utch", "ulm", "unt", "endo", "ulb", "undo", "amp", "usp", "ulfy",
"angh", "alk", "unghy", "ilbo", "alm", "unty", "ap", "umb", "elb", "ulg"];
goodName = capitalizeWords(goodName + FlxG.random.getObject(badSuffixes));
}
}
if (dialogger.getReplacedText("<random-name>") != null && dialogger.getReplacedText("<random-name>") == goodName)
{
// someone else's password
mark = mark != null ? mark : "%mark-ijrtkh6l%";
}
if (mark == null)
{
mark = "%mark-79gi267d%";
PlayerData.preliminaryName = goodName;
}
dialogger.setReplacedText("<bad-name>", badName);
dialogger.setReplacedText("<good-name>", goodName);
dialogTree.jumpTo(mark);
dialogTree.go();
}
public static function shortenName(text:String):String
{
text = text.toUpperCase();
var defaultName:String = StringTools.trim(capitalizeWords(text.substring(0, 5)));
if (text.indexOf(" ") != -1 || text.indexOf(".") != -1)
{
return defaultName;
}
var firstConsonantIndex:Int = 1;
while (firstConsonantIndex < text.length)
{
if (isConsonant(text.charAt(firstConsonantIndex)))
{
break;
}
firstConsonantIndex++;
}
if (firstConsonantIndex > 7)
{
return defaultName;
}
var firstVowelIndex:Int = firstConsonantIndex;
while (firstVowelIndex < text.length)
{
if (isVowel(text.charAt(firstVowelIndex)))
{
break;
}
firstVowelIndex++;
}
if (firstVowelIndex > 8)
{
return defaultName;
}
text = text.substring(0, firstVowelIndex + 2);
var endChar:String = text.charAt(text.length - 1);
if ("BDFGLMNPRSTVZ".indexOf(endChar) != -1)
{
// bby, ddy, ffy, ggy, lly, mmy, nny, ppy, rry, ssy, tty, vvy, zzy
text = text + endChar + "Y";
}
else if ("CJKQWX".indexOf(endChar) != -1)
{
text = text + endChar;
}
else if ("AEIOUY".indexOf(endChar) != -1)
{
var suffixes:String = "BDGKLMNPRTX";
text = text + suffixes.charAt(FlxG.random.int(0, suffixes.length - 1));
}
return capitalizeWords(text);
}
public static function snarkyBeads(tree:Array<Array<Object>>)
{
if (PlayerData.recentChatCount("grovSnarkyBeads") == 0)
{
tree[0] = ["#grov10#Err, could we perhaps take a rain check on the anal beads?"];
tree[1] = ["#grov06#...After a few bad experiences with toys like that, I've decided I don't care for anything that can potentially..."];
tree[2] = ["#grov07#pinch..."];
tree[3] = ["#grov06#down there. A-hem."];
tree[4] = ["#grov05#... ...I don't need to go into... further detail, do I? Hah! Heheheheh. But yes, sorry, they're not for me."];
}
else
{
tree[0] = ["#grov10#Errrrr, sorry! ...I'm just, well, still not particularly enthused about that particular toy."];
tree[1] = ["#grov06#Not after the... err..."];
tree[2] = ["#grov07#pinching..."];
tree[3] = ["#grov06#incident. A-hem."];
tree[4] = ["#grov05#But you know! I'm open to just about anything else. Verrry open... Hah! Heheheh~"];
}
PlayerData.quickAppendChatHistory("grovSnarkyBeads");
}
public static function denDialog(sexyState:GrovyleSexyState = null, playerVictory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#grov02#Ah, <name>! Came back here to pay your old friend Grovyle a visit, did you? ...I take it you're not bored with me yet?",
"#grov03#To be honest I was hoping Sandslash or Buizel would find their way back here, so I could perhaps win a few minigames... but well... Heh! Heheheh.",
"#grov00#No no! It's fine, we can play too- I don't mind losing. I'll be a good sport. ...And maybe we can have some fun after."
]);
denDialog.setSexGreeting([
"#grov00#Well then! I suppose it's time to move onto an activity where I can sort of handle myself.",
"#grov02#Or technically speaking... an activity where you can sort of handle myself? Heh! Heheheheh~",
"#grov03#Anyway regardless... A-hem...",
]);
if (PlayerData.denSexCount >= 3)
{
denDialog.addRepeatSexGreeting([
"#grov01#Well I'd say we're off to a rather... pleasant start, wouldn't you say?",
"#grov00#We, errrr... We may have already broken my usual record for most times in one day. But well, no reason we can't break it a little further, hmmmm?",
]);
}
else {
denDialog.addRepeatSexGreeting([
"#grov01#Well I'd say we're off to a rather... pleasant start, wouldn't you say?",
"#grov00#How many more do you think you have in you? I think my record is... Somewhere around three or four. ...In a row, that is.",
"#grov03#But you know, let's not force it. We'll see how this one goes and if we both have a bit more steam, perhaps we can go once more. ...Does that sound amicable?",
]);
}
denDialog.addRepeatSexGreeting([
"#grov01#Hah... You have... NO idea... how good that felt just now. Goodness...",
"#grov00#...If you can just do that same thing again... Perhaps spend a little bit longer on the toes... Mmmmmyesss..."
]);
denDialog.addRepeatSexGreeting([
"#grov01#Goodness! Someone's rather disciplined about eating their vegetables~",
"#grov00#Perhaps we could throw on... a little vegetable oil? And well,",
"#grov06#I suppose after that sets in... A dash of thousand island dressing could be nice? If you're in the mood for, errr...",
"#grov07#...Gahh alright, the metaphor stopped being sexy. That one was my fault.",
]);
denDialog.addRepeatSexGreeting([
"#grov01#Ahh, developing a bit of a green thumb, aren't we?",
"#grov00#Well don't stop now, I think you're truly getting the hang of this. Mmmm, yes....",
]);
if (playerVictory)
{
denDialog.setTooManyGames([
"#grov01#Well, I believe that's enough humiliation for one day. Heh! Heheheheh~",
"#grov03#Perhaps I should practice a little more on my own before we continue. I'm not sure I'm ready to embarrass myself in front of other people.",
"#grov02#But well, check in on me again in a few days. Good playing with you, <name>.",
]);
}
else {
denDialog.setTooManyGames([
"#grov02#Ah, you know... Why don't we stop now. It would feel good to go out on a win for a change. Heh! Heheheheh~",
"#grov03#Anyway it was good playing with you, <name>. Thanks for the practice~",
]);
}
denDialog.setTooMuchSex([
"#grov07#Good... good HEAVENS yes... ... ahhh... You're always good, but that was...",
"#grov01#That was really, REALLY... oohh... Wow.... I, you... ... ahhh... Really...",
"#grov00#<name>, I think I have to... take a break for a bit. This was quite a... quite a day. Thanks for making it special.",
"#grov01#I err... ... You mean quite a lot to me. Thanks for everything.",
]);
denDialog.addReplayMinigame([
"#grov06#Mmm, yes, I think I'm starting to understand where I usually go wrong...",
"#grov02#...You're supposed to end up with a HIGHER score is it? Heh! Heheheheheh~",
"#grov05#Well, did you want to give this another shot? Or, there are other activities we could partake in...",
],[
"Let's go\nagain",
"#grov02#Very well! I won't go so easy on you this time. I've figured out your secret~",
],[
"Mmm! Let's try\nsome other\nactivities",
"#grov00#Ah, other activites is it? ...Other activities. Other ac-tiv-i-ties. Hm. Hmm!",
"#grov03#Why <name>, I don't know what activities you could possibly be hinting at. It appears my common sense is being overpowered by my complete and utter lack of clothing...",
],[
"Actually\nI think I\nshould go",
"#grov10#Ahh is that... Yes very well, I understand. Busy day for you! I'll leave you to it.",
"#grov04#Thanks for the game~",
]);
denDialog.addReplayMinigame([
"#grov06#Say, were you trying to copy my moves? Your strategy seems to be markedly similar to mine... Perhaps just a smidge " + (playerVictory ? "better" : "worse") + "...",
"#grov00#Well regardless, I'd be willing to go one more round if you're up for it. Unless there's something else back here that's caught your attention...",
],[
"One more\nround!",
"#grov02#Ah! Very well. ...This time I'll hide my pieces so you can't see what I'm doing! Unless that counts as cheating...",
],[
"Now that you\nmention it...",
"#grov03#Ah, something's caught your eye has it? Well what is it? Go on, say it! ...I want you to say it out loud, <name>... ...",
"#grov00#...Heh! Heheheheh. Oh, I'm sorry, I'm only teasing. Come over here, come to Grovyle~",
],[
"I think I'll\ncall it a day",
"#grov10#Ahh is that... Yes very well, I understand. Busy day for you! I'll leave you to it.",
"#grov04#Thanks for the game~",
]);
denDialog.addReplayMinigame([
"#grov03#Ah, very well. Once again, the better player has won. And the worse player... is left to ruminate on their embarrassing defeat. -sigh-",
"#grov00#I'd say this calls for a rematch! Unless there was something else you wanted to do? Or... someone else...",
],[
"I want a\nrematch!",
"#grov02#Yes, yes! Everyone deserves to win at least one game, don't they? Well, we'll see...",
],[
"I don't want\nsomeone else!\nI want to do\na Grovyle!",
"#grov01#Heh! Heheheheh. Come now <name>.... ... You're absolutely shameless!",
"#grov00#But, very well. How could I rebuff your affection when you've laid out your intentions in such a... poetic manner?",
],[
"Hmm, I\nshould go",
"#grov10#Ahh is that... Yes very well, I understand. Busy day for you! I'll leave you to it.",
"#grov04#Thanks for the game~",
]);
denDialog.addReplaySex([
"#grov00#Hah... Well that was a remarkable display of... " + (PlayerData.grovMale ? "jackoffsmanship" : "penetrationmanship") + "...",
"#grov03#Don't give me that look! That's a word. That's totally a word! I'm getting a dictionary.",
"#grov02#And if you're not here when I get back, I'm chalking that up to your... coitaldepaturitude.",
],[
"I'll be\nhere!",
"#grov03#Ahhh splendid. ...And I'll return in a few minutes to tell you how wrong you were.",
],[
"Yeah, my\ncoitaldeparturitude\nis pretty high\nright now, sorry",
"#grov10#Well that's hardly fair, I invented that word just a moment ago and already you're using it against me! Hardly sporting...",
"#grov05#Anyways, I suppose I'll see you around, <name>. Say hello to Heracross for me~",
]);
if (PlayerData.denSexCount <= 2)
{
denDialog.addReplaySex([
"#grov01#Phew... th-thank you for that... Although I'm feeling inexplicably dehydrated all of a sudden...",
"#grov03#Now I wonder why that might be? Where could my bodily fluids have vanished to? And what's that wet spot over there? Mysteries for the ages... Did you want anything while I'm up?",
],[
"Get me\na water!",
"#grov02#Heh! Heheheh. Get yourself a water! You should know very well I'm incapable of getting you anything to actually eat or drink...",
"#grov03#I thought perhaps you'd take the opportunity to ask for a limerick, or a silly quip. Anyways, I'll be right back.",
],[
"Oh, I think\nI'll head out",
"#grov05#Ahh very well, I suppose I'll see you around, <name>. Say hello to Heracross for me~",
]);
}
else {
denDialog.addReplaySex([
"#grov01#Phew... th-thank you for that... Although I'm feeling inexplicably dehydrated all of a sudden...",
"#grov03#Now I wonder why that might be? Where could my bodily fluids have vanished to? And what's that wet spot over there? Mysteries for the ages... Did you want anything while I'm up?",
],[
"Get me\na limerick!\nOr a silly\nquip!",
"#grov06#Ah, very well! Err, there once was a man from nantucket! Whose errr... whose...",
"#grov10#Say, just how old are you anyways!? Perhaps this isn't the type of limerick I should tell over the internet. I wouldn't want you geting in trouble with your mommy and/or daddy.",
"#grov02#Regardless, I'll be right back. Don't take my spot~",
],[
"Oh, I think\nI'll head out",
"#grov05#Ahh very well, I suppose I'll see you around, <name>. Say hello to Heracross for me~",
]);
}
if (PlayerData.denSexCount <= 3)
{
denDialog.addReplaySex([
"#grov00#Goodness, that was... hah... that was something! You've learned some new moves have you? ...Although I'll err, I'll be right back if you don't mind.",
FlxG.random.getObject([
"#grov04#I have a sudden craving for baklava, which we inexplicably have two pounds of left over in our fridge from a few nights ago. Don't ask!",
"#grov04#I have a sudden craving for kazandibi, which we inexplicably have two pounds of left over in our fridge from a few nights ago. Don't ask!",
"#grov04#I have a sudden craving for panna cotta, which we inexplicably have a dozen helpings of left over in our fridge from a few nights ago. Don't ask!",
"#grov04#I have a sudden craving for creme brulee, which we inexplicably have a dozen helpings of left over in our fridge from a few nights ago. Don't ask!",
])
],[
"Aww, get\nme some!",
"#grov03#Oh why I'll... get you some hugs and kisses! Isn't that just as good? Heh! Heheheheh~",
"#grov05#But I'll be back in just a moment. You sit tight!"
],[
"I should\ngo...",
"#grov05#Ahhhh very well, at least I'll have my dessert to keep me company. Good seeing you, <name>. Say hello to Heracross for me~",
]);
}
else {
denDialog.addReplaySex([
"#grov00#Goodness, that was... hah... that was something! You've learned some new moves have you? ...Although I'll err, I'll be right back...",
"#grov03#Yes, yes, I'm raiding the fridge for a second time! ...Someone else will eat it if I don't...",
],[
"How do\nyou stay\nso thin!?",
"#grov06#Oh you know! Proper portion control, plus I have my methods of burning calories...",
"#grov02#You sit tight, my little calorie burner! I'll be back in a just a moment~",
],[
"I should\ngo...",
"#grov05#Ahhhh very well, at least I'll have my dessert to keep me company. Good seeing you, <name>. Say hello to Heracross for me~",
]);
}
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:GrovyleSexyState)
{
var count:Int = PlayerData.recentChatCount("grov.cursorSmell");
if (count == 0)
{
if (PlayerData.playerIsInDen)
{
tree[0] = ["#grov00#Well then! (sniff) I suppose it's time to move onto an activity where I, err... (sniff, sniff)"];
}
else
{
tree[0] = ["#grov04#Ah! I think that's enough fun for now. (sniff) I'm just going to, err... relax here for a moment. (sniff, sniff)"];
}
tree[1] = ["#grov06#Errrr you know, we don't HAVE to have sex if you don't want to, <name>... There are odor things-- err, other things we can do instead."];
tree[2] = ["#grov08#... ..."];
tree[3] = ["#grov07#...Look, I stink it's-- I think it's quite nice what you're doing for Grimer. You're um, you're a good person."];
tree[4] = ["#grov06#But well, sometimes bad smells happen to good people."];
tree[5] = ["#grov03#While it's a bit of a turnoff for me personally, I'll power through it if I musk-- err, if I must."];
}
else
{
if (PlayerData.playerIsInDen)
{
tree[0] = ["#grov00#Well then! (sniff) I suppose it's time to move onto an activity where I, err... (sniff, sniff)"];
}
else
{
tree[0] = ["#grov04#Ah! I think that's enough fun for now. (sniff) I'm just going to, err... relax here for a moment. (sniff, sniff)"];
}
tree[1] = ["#grov07#Euuughhh. My nose is begging me not to go through with this, <name> ...But... I suppose I'll leave that decision up to you."];
tree[2] = ["#grov06#...Perhaps if I just close my eyes, I can pretend we're copulating on a durian farm..."];
}
}
}
|
argonvile/monster
|
source/poke/grov/GrovyleDialog.hx
|
hx
|
unknown
| 154,320 |
package poke.grov;
import flixel.FlxSprite;
import flixel.graphics.FlxGraphic;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.FlxColor;
/**
* Various asset paths for Grovyle. These paths toggle based on Grovyle's
* gender
*/
class GrovyleResource
{
public static var BODY_PARTS:Array<FlxGraphicAsset> = [
AssetPaths.grovyle_head0__png,
AssetPaths.grovyle_arms0__png,
AssetPaths.grovyle_arms1__png,
AssetPaths.grovyle_ass__png,
AssetPaths.grovyle_balls__png,
AssetPaths.grovyle_boxers__png,
AssetPaths.grovyle_dick__png,
AssetPaths.grovyle_dick_f__png,
AssetPaths.grovyle_feet__png,
AssetPaths.grovyle_head1__png,
AssetPaths.grovyle_head1_f__png,
AssetPaths.grovyle_legs__png,
AssetPaths.grovyle_panties__png,
AssetPaths.grovyle_panties_waistband0__png,
AssetPaths.grovyle_panties_waistband1__png,
AssetPaths.grovyle_pants__png,
AssetPaths.grovyle_pants_f__png,
AssetPaths.grovyle_tail__png,
AssetPaths.grovyle_torso__png
];
/*
* Certain parts of Grovyle's sprites (the foreground parts) should turn to
* shadow when the lights are out. Other parts (the background) should stay
* their original color
*/
public static var SHADOW_MAPPING:Map<FlxColor, FlxColor> = [
0xFF1F1D1D => LightsOut.SHADOW_COLOR,
0xFF2A4A0F => LightsOut.SHADOW_COLOR,
0xFF3F3C3B => LightsOut.SHADOW_COLOR,
0xFF49821B => LightsOut.SHADOW_COLOR,
0xFF506737 => LightsOut.SHADOW_COLOR,
0xFF864C4E => LightsOut.SHADOW_COLOR,
0xFF8BB461 => LightsOut.SHADOW_COLOR,
0xFF91D5E3 => LightsOut.SHADOW_COLOR,
0xFFA2DBE7 => LightsOut.SHADOW_COLOR,
0xFFC0B4B1 => LightsOut.SHADOW_COLOR,
0xFFC77857 => LightsOut.SHADOW_COLOR,
0xFFCF4417 => LightsOut.SHADOW_COLOR,
0xFFF0E010 => LightsOut.SHADOW_COLOR,
0xFFF38A8E => LightsOut.SHADOW_COLOR,
0xFFFABEC3 => LightsOut.SHADOW_COLOR,
0xFFFFFFFF => LightsOut.SHADOW_COLOR
];
public static var dick:FlxGraphicAsset;
public static var head1:FlxGraphicAsset;
public static var pants:FlxGraphicAsset;
public static var underwear:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static var chat:FlxGraphicAsset;
public static var wordsSmall:FlxGraphicAsset;
public static var tutorialOnButton:FlxGraphicAsset;
public static var tutorialButton:FlxGraphicAsset;
public static var dickVibe:FlxGraphicAsset;
public static function initialize():Void
{
dick = PlayerData.grovMale ? AssetPaths.grovyle_dick__png : AssetPaths.grovyle_dick_f__png;
dickVibe = PlayerData.grovMale ? AssetPaths.grovyle_dick_vibe__png : AssetPaths.grovyle_dick_vibe_f__png;
head1 = PlayerData.grovMale ? AssetPaths.grovyle_head1__png : AssetPaths.grovyle_head1_f__png;
pants = PlayerData.grovMale ? AssetPaths.grovyle_pants__png : AssetPaths.grovyle_pants_f__png;
underwear = PlayerData.grovMale ? AssetPaths.grovyle_boxers__png : AssetPaths.grovyle_panties__png;
button = PlayerData.grovMale ? AssetPaths.menu_grovyle__png : AssetPaths.menu_grovyle_f__png;
chat = PlayerData.grovMale ? AssetPaths.grovyle_chat__png : AssetPaths.grovyle_chat_f__png;
wordsSmall = PlayerData.grovMale ? AssetPaths.grovyle_words_small__png : AssetPaths.grovyle_words_small_f__png;
tutorialOnButton = PlayerData.grovMale ? AssetPaths.tutorial_on_button__png : AssetPaths.tutorial_on_button_f__png;
tutorialButton = PlayerData.grovMale ? AssetPaths.menu_grovyle_tut__png: AssetPaths.menu_grovyle_tut_f__png;
}
/**
* For the intro, we preinitialize male/female grovyle resources to reduce stutter when toggling gender
*/
public static function preinitializeResources():Void
{
var oldMale = PlayerData.grovMale;
for (grovMale in [false, true])
{
PlayerData.grovMale = grovMale;
initialize();
for (asset in [dick, head1, pants, underwear, button, chat, wordsSmall])
{
new FlxSprite().loadGraphic(asset);
}
}
PlayerData.grovMale = oldMale;
}
}
|
argonvile/monster
|
source/poke/grov/GrovyleResource.hx
|
hx
|
unknown
| 4,055 |
package poke.grov;
import flixel.FlxCamera;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.util.FlxAxes;
import flixel.util.FlxDestroyUtil;
import kludge.LateFadingFlxParticle;
import openfl.Assets;
import openfl.media.Sound;
import poke.abra.AbraSexyState;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import kludge.BetterFlxRandom;
import openfl.utils.Object;
import poke.magn.MagnWindow;
import poke.sexy.FancyAnim;
import poke.sexy.HeartBank;
import poke.sexy.RandomPolygonPoint;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.grov.VibeInterface.vibeString;
/**
* Sex sequence for Grovyle
*
* Grovyle likes to get warmed up first, so keep things above her waist until
* she's ready. You'll know she's ready because her expression changes, and she
* relaxes her eyelids.
*
* As you rub grovyle's body, she'll eventually start touching herself. Rubbing
* her thighs or feet especially gets her in the mood for this.
*
* She'll either start fingering her pussy or her ass. If you help her out by
* fingering the one she's not touching, it will make her very happy.
*
* As you continue playing with her, at some point her expression will shift
* from her usual relaxed/pleasured expression to a weird needy expression.
* When this happens, she likes if you finger her ass or pussy... Whichever one
* you didn't rub the first time.
*
* When rubbing her feet, make sure to keep things even. If you rub one foot
* too much more than the other foot, she gets a little cranky.
*
* Grovyle enjoys the venonat vibrator. But, make sure to warm her up first;
* it's susceptible to the same "below the equator" rule she uses for rubbing
* her pussy.
*
* Grovyle never likes the fastest two speed settings on the vibrator, so keep
* it to the lower 3 settings.
*
* There is a combination of mode and speed which she especially likes.
* Although it changes over time, it will always be one of the following seven:
* 1. Sustained (middle button), speed 1
* 2. Sustained, speed 2
* 3. Oscillating (left button), speed 1
* 4. Oscillating, speed 2
* 5. Oscillating, speed 3
* 6. Pulse (right button), speed 2
* 7. Pulse, speed 3
* As you try different vibrator settings, you can tell based on the amount she
* precums how much she's enjoying it. If you have the correct speed or mode,
* she'll emit a lot of hearts and precum a lot. If the speed and mode are
* incorrect, she'll only emit a few hearts and won't precum. Use this to
* logically deduce her favorite setting.
*
* If you keep the vibrator on her favorite setting briefly, she'll moan and
* her orgasms will become more powerful. If you can find her preferred setting
* in 3 or fewer guesses, she'll also have one or more additional orgasms.
* There is no luck to this, and there is a logical method which can find it
* every time. For example:
* 1. First, try Oscillating, speed 3... (Grovyle does not react; neither the
* mode or speed is correct)
* 2. Next, try Pulse, speed 2... (Grovyle precums and emits many hearts; the
* mode or speed is correct, but not both.)
* 3. Lastly, try Sustained, speed 2... (This is Grovyle's correct setting; it
* is the only of the remaining 5 settings which has the same speed or mode
* as Pulse, speed 2 -- without having anything in common with Oscillating,
* Speed 3)
*/
class GrovyleSexyState extends SexyState<GrovyleWindow>
{
private var _assTightness:Float = 5;
private var _vagTightness:Float = 5;
private var ballOpacityTween:FlxTween;
private var _selfRubTimer:Float = 0;
private var _selfRubLimit:Float = 0;
private var rubbingIt:Bool = false;
private var assPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var tailAssPolyArray:Array<Array<FlxPoint>>;
private var leftCalfPolyArray:Array<Array<FlxPoint>>;
private var rightCalfPolyArray:Array<Array<FlxPoint>>;
private var electricPolyArray:Array<Array<FlxPoint>>;
private var torsoSweatArray:Array<Array<FlxPoint>>;
private var headSweatArray:Array<Array<FlxPoint>>;
private var selfTouchCount:Int = 0;
private var selfTouchSoon:Int = 5;
private var desiredRub:String;
private var desiredRubs:Array<Array<String>> = [
["dick", "ass", "balls"],
["dick", "balls", "ass"],
["balls", "dick", "ass"],
["ass", "dick", "balls"]
];
/*
* niceThings[0] = when grovyle starts touching herself the first time, do something she likes
* niceThings[1] = when grovyle starts touching herself the second time, do something she likes
* niceThings[2] = (male only) when grovyle wants you to do something a third time, read her mind
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = rub grovyle's feet/genitals before she's ready
* meanThings[1] = grab a body part grovyle's currently touching
*/
private var meanThings:Array<Bool> = [true, true];
private var grovyleMood0:Int = FlxG.random.int(0, 3); // which parts does he want rubbed?
private var grovyleMood1:Int = FlxG.random.int(1, 5); // how quickly will he tolerate you touching his privates
private var grovyleMood2:Int = FlxG.random.int(0, 4); // how verbose are his hints?
private var heartPenalty:Float = 1.0;
private var impatientTimer:Float = 100;
private var leftFootCount:Float = 1;
private var rightFootCount:Float = 1;
private var footPenaltyTimer:Float = 0;
private var hurryUpWords:Qord;
private var niceHurryWords:Qord;
private var slowDownWords:Qord;
private var hintWords:Qord;
private var toyStopWords:Qord;
private var stolen:Array<BouncySprite> = [];
private var firstBadRub:FlxSprite;
private var _beadButton:FlxButton;
private var _vibeButton:FlxButton;
private var _elecvibeButton:FlxButton;
private var _toyInterface:VibeInterface;
private var perfectVibe:String;
private var goodVibes:Array<String> = [];
private var dickVibeAngleArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
private var unguessedVibeSettings:Map<String, Bool> = new Map<String, Bool>();
private var lastFewVibeSettings:Array<String> = [];
private var vibeRewardFrequency:Float = 1.8;
private var vibeRewardTimer:Float = 0;
private var vibeReservoir:Float = 0;
private var consecutiveVibeCount:Int = 0;
private var vibeGettingCloser:Bool = false; // just made a new guess which had something in common with the good vibe setting
private var addToyHeartsToOrgasm:Bool = false; // successfully found the target vibe setting
private var guessCount:Int = 0;
private var perfectVibeChoices:Array<Array<Dynamic>> = [
[VibeSfx.VibeMode.Sustained, 1],
[VibeSfx.VibeMode.Sustained, 2],
[VibeSfx.VibeMode.Pulse, 2],
[VibeSfx.VibeMode.Pulse, 3],
[VibeSfx.VibeMode.Sine, 1],
[VibeSfx.VibeMode.Sine, 2],
[VibeSfx.VibeMode.Sine, 3],
];
override public function create():Void
{
prepare("grov");
// Shift Grovyle down so he's framed in the window better
_pokeWindow.shiftVisualItems(40);
super.create();
_toyInterface = new VibeInterface(_pokeWindow._vibe);
toyGroup.add(_toyInterface);
if (!_male) {
for (rubs in desiredRubs) {
for (i in 0...rubs.length) {
if (rubs[i] == "balls") {
rubs[i] = "ass";
}
}
}
// doesn't touch self super soon
selfTouchSoon = 7;
// only asks two things of you; not 3
niceThings[2] = false;
}
sfxEncouragement = [AssetPaths.grov0__mp3, AssetPaths.grov1__mp3, AssetPaths.grov2__mp3, AssetPaths.grov3__mp3];
sfxPleasure = [AssetPaths.grov4__mp3, AssetPaths.grov5__mp3, AssetPaths.grov6__mp3];
sfxOrgasm = [AssetPaths.grov7__mp3, AssetPaths.grov8__mp3, AssetPaths.grov9__mp3];
popularity = 0.2;
cumTrait0 = 4;
cumTrait1 = 4;
cumTrait2 = 9;
cumTrait3 = 1;
cumTrait4 = 5;
_rubRewardFrequency = 3.4;
_cumThreshold = 0.35;
sweatAreas.push({chance:4, sprite:_head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:6, sprite:_pokeWindow._torso, sweatArrayArray:torsoSweatArray});
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_SMALL_GREY_BEADS)) {
_beadButton = newToyButton(beadButtonEvent, AssetPaths.smallbeads_grey_button__png, _dialogTree);
addToyButton(_beadButton, 0.13);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_VIBRATOR)) {
_vibeButton = newToyButton(vibeButtonEvent, AssetPaths.vibe_button__png, _dialogTree);
addToyButton(_vibeButton);
}
if (ItemDatabase.getPurchasedMysteryBoxCount() >= 8) {
_elecvibeButton = newToyButton(elecvibeButtonEvent, AssetPaths.elecvibe_button__png, _dialogTree);
addToyButton(_elecvibeButton);
}
for (perfectVibeChoice in perfectVibeChoices) {
unguessedVibeSettings[vibeString(perfectVibeChoice[0], perfectVibeChoice[1])] = true;
}
}
public function beadButtonEvent():Void {
playButtonClickSound();
removeToyButton(_beadButton);
var tree:Array<Array<Object>> = [];
GrovyleDialog.snarkyBeads(tree);
showEarlyDialog(tree);
}
public function vibeButtonEvent():Void {
stopTouchingSelf();
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 1.7, callback:eventEnableToyButtons});
}
public function elecvibeButtonEvent():Void {
_toyInterface.setElectric(true);
_pokeWindow._vibe.setElectric(true);
insert(members.indexOf(_breathGroup), _toyInterface.smallSparkEmitter);
insert(members.indexOf(_breathGroup), _toyInterface.largeSparkEmitter);
vibeButtonEvent();
}
override public function toyOffButtonEvent():Void {
super.toyOffButtonEvent();
if (!shouldEmitToyInterruptWords() && _remainingOrgasms > 0) {
emitWords(toyStopWords);
}
}
override public function shouldEmitToyInterruptWords():Bool {
return _toyBank.getForeplayPercent() == 1.0 && _toyBank.getDickPercent() == 1.0;
}
override function toyForeplayFactor():Float {
/*
* 30% of the toy hearts are available for doing random stuff. the
* other 70% are only available if you hit the right spot
*/
return 0.3;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
vibeGettingCloser = false;
if (_toyInterface.lightningButtonDuration > 0) {
_toyInterface.doLightning(this, electricPolyArray);
}
if (_gameState != 200) {
// no rewards after done orgasming
return;
}
if (isEjaculating()) {
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0) {
// no rewards after ejaculating
return;
}
if (_toyInterface.lightningButtonDuration > 0 ) {
if (grovyleMood1 > 0 && meanThings[0] == true) {
// oops, needed to warm Grovyle up first...
firstBadRub = _pokeWindow._dick;
meanThings[0] = false;
doMeanThing();
impatientTimer -= 16;
heartPenalty *= 0.8;
// grovyleMood1 will be decremented from 0 to -5, and then he will be OK again
grovyleMood1 = 0;
}
var amount:Float = 0;
var precumAmount:Int = 0;
var rewardAmount:Float = 0;
var dickAmount:Float = 0;
var penaltyAmount:Float = 0;
// lightning button released...
if (_toyInterface.lightningButtonDuration < 0.1) {
rewardAmount = 0.00;
dickAmount = 0.01;
penaltyAmount = 0.00;
} else if (_toyInterface.lightningButtonDuration < 0.3) {
rewardAmount = 0.01;
dickAmount = 0.01;
penaltyAmount = 0.00;
} else if (_toyInterface.lightningButtonDuration < 0.5) {
rewardAmount = 0.01;
dickAmount = 0.02;
penaltyAmount = 0.00;
} else if (_toyInterface.lightningButtonDuration < 0.8) {
rewardAmount = 0.02;
dickAmount = 0.02;
penaltyAmount = 0.00;
} else if (_toyInterface.lightningButtonDuration < 1.1) {
rewardAmount = 0.02;
dickAmount = 0.03;
penaltyAmount = 0.00;
precumAmount = 1;
} else if (_toyInterface.lightningButtonDuration < 1.4) {
rewardAmount = 0.03;
dickAmount = 0.03;
penaltyAmount = 0.00;
precumAmount = 1;
} else if (_toyInterface.lightningButtonDuration < 1.7) {
rewardAmount = 0.00;
dickAmount = 0.02;
penaltyAmount = 0.02;
} else {
rewardAmount = 0.00;
dickAmount = 0.01;
penaltyAmount = 0.04;
}
amount += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * rewardAmount);
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * rewardAmount);
if (pastBonerThreshold()) {
amount += SexyState.roundUpToQuarter(_heartBank._dickHeartReservoir * dickAmount);
_heartBank._dickHeartReservoir -= SexyState.roundUpToQuarter(_heartBank._dickHeartReservoir * dickAmount);
_heartBank._dickHeartReservoir -= SexyState.roundUpToQuarter(_heartBank._dickHeartReservoir * penaltyAmount);
} else {
amount += SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * dickAmount);
_heartBank._foreplayHeartReservoir -= SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * dickAmount);
_heartBank._foreplayHeartReservoir -= SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * penaltyAmount);
}
if (precumAmount > 0) {
precum(precumAmount);
}
_heartEmitCount += amount;
if (_heartEmitCount <= 0) {
// vibrator activity was eaten by penalty
} else {
_characterSfxTimer -= 2.8;
maybePlayPokeSfx();
maybeEmitWords(encouragementWords);
}
}
if (!_pokeWindow._vibe.vibeSfx.isVibratorOn()) {
lastFewVibeSettings.splice(0, lastFewVibeSettings.length);
consecutiveVibeCount = 0;
return;
}
// accumulate rewards in vibeReservoir...
vibeRewardTimer += elapsed;
_idlePunishmentTimer = 0; // pokemon doesn't get bored if the vibrator's on
if (vibeRewardTimer >= vibeRewardFrequency) {
// When the vibrator's on, we accumulate 1-3% hearts in the reservoir...
vibeRewardTimer -= vibeRewardFrequency;
var foreplayPct:Float = [0.010, 0.015, 0.020, 0.025, 0.03][_pokeWindow._vibe.vibeSfx.speed - 1];
var amount:Float = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoirCapacity * foreplayPct);
if (!pastBonerThreshold() && _heartBank._foreplayHeartReservoirCapacity < 1000) {
// bump up foreplay heart capacity, to give a boner faster
_heartBank._foreplayHeartReservoirCapacity += 3 * amount;
}
if (amount > 0 && _toyBank._foreplayHeartReservoir > 0 ) {
// first, try to get these hearts from the toy bank...
var deductionAmount:Float = Math.min(amount, _toyBank._foreplayHeartReservoir);
amount -= deductionAmount;
_toyBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
if (amount > 0 && !pastBonerThreshold() && _heartBank._foreplayHeartReservoir > 0) {
// if the toy bank's empty, get them from the foreplay heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._foreplayHeartReservoir);
amount -= deductionAmount;
_heartBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
if (amount > 0 && pastBonerThreshold() && _heartBank._dickHeartReservoir > 0) {
// if the toy bank's empty, get them from the dick heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._dickHeartReservoir);
amount -= deductionAmount;
_heartBank._dickHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
}
if (vibeReservoir > 0 && _pokeWindow._vibe.vibeSfx.isVibrating()) {
// convert vibeReservoir to hearts
if (grovyleMood1 > 0 && meanThings[0] == true) {
// oops, needed to warm Grovyle up first...
firstBadRub = _pokeWindow._dick;
meanThings[0] = false;
doMeanThing();
impatientTimer -= 16;
heartPenalty *= 0.8;
// grovyleMood1 will be decremented from 0 to -5, and then he will be OK again
grovyleMood1 = 0;
}
// emit hearts from vibe reservoir
_heartEmitCount += vibeReservoir;
if (_heartEmitCount <= 0) {
// vibrator activity was eaten by penalty
grovyleMood1--;
if (grovyleMood1 <= -5) {
_heartEmitCount = Math.max(_heartEmitCount, 0);
}
} else {
// normal vibrator activity
matchVibeHearts();
maybeAccelerateVibeReward();
checkPerfectVibeSpot();
maybeEmitPrecum();
if (_remainingOrgasms > 0) {
if (_heartBank.getDickPercent() < 0.6) {
// warn them far ahead of time...
maybeEmitWords(almostWords);
impatientTimer = 10000;
}
}
maybeEmitToyWordsAndStuff();
if (shouldOrgasm()) {
_newHeadTimer = 0; // make sure they orgasm before their reservoir is empty
consecutiveVibeCount = 0; // reset consecutiveVibeCount in case they multiple orgasm; start fresh
}
}
vibeReservoir = 0;
}
}
/**
* If 5 hearts were in the vibe reservoir, we might also "match" 2.5
* hearts from the heartbank. This makes it so Grovyle will eventually cum
* from just using the vibrator.
*/
function matchVibeHearts() {
var heartMatchPct:Float = 0;
if (_toyBank.getForeplayPercent() <= 0 ) {
heartMatchPct = 0.40;
} else if (_toyBank.getForeplayPercent() <= 0.25) {
heartMatchPct = 0.30;
} else if (_toyBank.getForeplayPercent() <= 0.50) {
heartMatchPct = 0.20;
} else if (_toyBank.getForeplayPercent() <= 0.75) {
heartMatchPct = 0.10;
}
if (heartMatchPct > 0) {
if (!pastBonerThreshold()) {
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= deductionAmount;
_heartEmitCount += deductionAmount;
} else {
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= deductionAmount;
_heartEmitCount += deductionAmount;
}
}
}
/**
* If the player's lingering on the same spot for multiple time, the
* vibrator becomes more effective...
*/
function maybeAccelerateVibeReward() {
lastFewVibeSettings.push(vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed));
lastFewVibeSettings.splice(0, lastFewVibeSettings.length - 5);
// reduce the timer lower than 1.8s, if the player is lingering on the current setting...
if (lastFewVibeSettings.length >= 2 && lastFewVibeSettings[lastFewVibeSettings.length - 1] == lastFewVibeSettings[lastFewVibeSettings.length - 2]) {
consecutiveVibeCount++;
} else {
consecutiveVibeCount = 0;
}
vibeRewardFrequency = FlxMath.bound(11 / (6 + 2 * consecutiveVibeCount), 0.3, 1.8);
}
/**
* Check whether the player is getting closer to the perfect vibe spot...
*/
function checkPerfectVibeSpot() {
if (consecutiveVibeCount == 1 && perfectVibeChoices.length > 0) {
guessCount++;
// did they find the magic spot?
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] != _pokeWindow._vibe.vibeSfx.mode || choice[1] != _pokeWindow._vibe.vibeSfx.speed; });
if (perfectVibeChoices.length == 0) {
// yes; found the magic spot
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
// dump remaining toy "reward hearts" into toy "automatic hearts"
_toyBank._foreplayHeartReservoir += _toyBank._dickHeartReservoir;
// increase capacity too, since vibrator throughput scales on capacity
_toyBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.4);
_toyBank._dickHeartReservoir = 0;
if (guessCount <= 3) {
// perfect deduction; immediate orgasm
_remainingOrgasms++;
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
} else {
maybeEmitWords(pleasureWords);
maybePlayPokeSfx();
precum(FlxMath.bound(30 / guessCount, 1, 10)); // silly amount of precum
}
addToyHeartsToOrgasm = true;
} else {
if (guessCount >= 3) {
// reduce reward bank...
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
}
// no; give them a hint
var possibleVibeChoice:Array<Dynamic> = FlxG.random.getObject(perfectVibeChoices);
// do they have the mode or speed correct?
if (possibleVibeChoice[0] == _pokeWindow._vibe.vibeSfx.mode || possibleVibeChoice[1] == _pokeWindow._vibe.vibeSfx.speed) {
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] == _pokeWindow._vibe.vibeSfx.mode || choice[1] == _pokeWindow._vibe.vibeSfx.speed; });
if (unguessedVibeSettings[vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed)] == true) {
unguessedVibeSettings[vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed)] = false;
vibeGettingCloser = true;
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.07, 0.14) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
}
} else {
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] != _pokeWindow._vibe.vibeSfx.mode && choice[1] != _pokeWindow._vibe.vibeSfx.speed; });
}
}
}
}
override function foreplayFactor():Float {
return _male ? 0.5 : 0.7;
}
override function shouldRecordMouseTiming():Bool
{
return _dick.animation.name == "jack-off" || _dick.animation.name == "rub-dick";
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && (touchedPart == _dick || !_male && touchedPart == _pokeWindow._torso && clickedPolygon(touchedPart, vagPolyArray)))
{
if (_selfRubTimer < 1 && _pokeWindow._selfTouchTarget == _dick) {
// grovyle just grabbed his dick; don't interrupt
} else {
if (_pokeWindow._selfTouchTarget == _dick) {
takeFromGrovyle();
}
if (_gameState == 200 && pastBonerThreshold() && (_male || _pokeWindow._selfTouchTarget != _pokeWindow._ass)) {
interactOn(_dick, "jack-off");
} else {
interactOn(_dick, "rub-dick");
}
return true;
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
if (_selfRubTimer < 1 && _pokeWindow._selfTouchTarget == _pokeWindow._balls) {
// grovyle just grabbed his balls; don't interrupt
} else {
if (_pokeWindow._selfTouchTarget == _pokeWindow._balls) {
takeFromGrovyle();
}
interactOn(_pokeWindow._balls, "rub-balls");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._balls) + 1);
return true;
}
}
if (FlxG.mouse.justPressed && (touchedPart == _pokeWindow._ass
|| touchedPart == _pokeWindow._torso && clickedPolygon(touchedPart, assPolyArray)
|| touchedPart == _pokeWindow._tail && clickedPolygon(touchedPart, tailAssPolyArray))) {
if (_selfRubTimer < 1 && _pokeWindow._selfTouchTarget == _pokeWindow._ass) {
// grovyle just grabbed his ass; don't interrupt
} else {
if (_pokeWindow._selfTouchTarget == _pokeWindow._ass) {
takeFromGrovyle();
}
updateAssFingeringAnimation();
interactOn(_pokeWindow._ass, "finger-ass");
if (!_male && _pokeWindow._selfTouchTarget != _pokeWindow._dick) {
// vagina stretches when fingering ass
_rubBodyAnim2 = new FancyAnim(_dick, "finger-ass");
_rubBodyAnim2.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
if (_male) {
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:0.65 }, 0.25);
}
return true;
}
}
if (touchedPart == _pokeWindow._legs && _clickedDuration > 1.5) {
if (clickedPolygon(touchedPart, leftCalfPolyArray)) {
// raise left leg
_pokeWindow._legs.animation.play("raise-left-leg");
_pokeWindow._feet.animation.play("raise-left-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
if (clickedPolygon(touchedPart, rightCalfPolyArray)) {
// raise right leg
_pokeWindow._legs.animation.play("raise-right-leg");
_pokeWindow._feet.animation.play("raise-right-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._feet) {
if (_pokeWindow._feet.animation.name == "raise-left-leg") {
interactOn(_pokeWindow._feet, "rub-left-foot", "raise-left-leg");
} else {
interactOn(_pokeWindow._feet, "rub-right-foot", "raise-right-leg");
}
return true;
}
return false;
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (pastBonerThreshold() && _gameState == 200) {
if (_male && fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame()) {
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (fancyRubbing(_pokeWindow._feet) && _armsAndLegsArranger._armsAndLegsTimer < 1.5) {
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
if (!fancyRubAnimatesSprite(_dick)) {
setInactiveDickAnimation();
}
_selfRubTimer += elapsed;
if (_selfRubTimer >= _selfRubLimit && desiredRub != null) {
desiredRub = null;
if (_pokeWindow._selfTouchTarget != null) {
stopTouchingSelf();
}
}
}
override public function determineArousal():Int {
if (grovyleMood1 > 0) {
// not warmed up yet
return 0;
}
if ((selfTouchCount == 3 || (!_male && selfTouchCount == 2)) && desiredRub != null && !rubbingIt) {
if (_selfRubTimer >= _selfRubLimit) {
desiredRub = null;
}
return 3;
}
if (_heartBank.getDickPercent() < 0.77) {
return 4;
} else if (_heartBank.getDickPercent() < 0.9) {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 4 : 2;
} else if (pastBonerThreshold()) {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 4 : 1;
} else if (_heartBank.getForeplayPercent() < 0.77) {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 2 : 2;
} else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity) {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 2 : 1;
} else {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 1 : 0;
}
}
override public function checkSpecialRub(touchedPart:FlxSprite) {
if (_fancyRub) {
if (_rubHandAnim._flxSprite.animation.name == "finger-ass") {
specialRub = "ass";
} else if (_rubHandAnim._flxSprite.animation.name == "jack-off") {
specialRub = "jack-off";
} else if (_rubHandAnim._flxSprite.animation.name == "rub-dick") {
specialRub = "rub-dick";
} else if (_rubHandAnim._flxSprite.animation.name == "rub-balls") {
specialRub = "balls";
} else if (_rubHandAnim._flxSprite.animation.name == "rub-left-foot") {
specialRub = "left-foot";
} else if (_rubHandAnim._flxSprite.animation.name == "rub-right-foot") {
specialRub = "right-foot";
}
} else {
if (touchedPart == _pokeWindow._legs) {
if (clickedPolygon(touchedPart, leftCalfPolyArray) || clickedPolygon(touchedPart, rightCalfPolyArray)) {
specialRub = "calf";
} else {
specialRub = "thigh";
}
}
}
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _pokeWindow._ass) {
if (_male) {
ballOpacityTween = FlxTweenUtil.retween(ballOpacityTween, _pokeWindow._balls, { alpha:1.0 }, 0.25);
}
} else if (touchedPart == _pokeWindow._feet) {
_pokeWindow._feet.animation.play(_pokeWindow._legs.animation.name);
} else if (touchedPart == _pokeWindow._dick) {
if (!_male && _pokeWindow._selfTouchTarget == _pokeWindow._ass) {
_dick.animation.play("self-ass");
_dick.animation.curAnim.curFrame = _pokeWindow._ass.animation.curAnim.curFrame;
}
}
}
override function initializeHitBoxes():Void
{
assPolyArray = new Array<Array<FlxPoint>>();
assPolyArray[0] = [new FlxPoint(149, 378), new FlxPoint(160, 359), new FlxPoint(198, 366), new FlxPoint(203, 391)];
assPolyArray[1] = [new FlxPoint(149, 378), new FlxPoint(160, 359), new FlxPoint(198, 366), new FlxPoint(203, 391)];
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(200, 367), new FlxPoint(163, 360), new FlxPoint(164, 321), new FlxPoint(212, 331)];
vagPolyArray[1] = [new FlxPoint(200, 367), new FlxPoint(163, 360), new FlxPoint(164, 321), new FlxPoint(212, 331)];
tailAssPolyArray = new Array<Array<FlxPoint>>();
tailAssPolyArray[0] = [new FlxPoint(152, 353), new FlxPoint(150, 405), new FlxPoint(194, 408), new FlxPoint(204, 354)];
leftCalfPolyArray = new Array<Array<FlxPoint>>();
leftCalfPolyArray[0] = [new FlxPoint(33, 254), new FlxPoint(93, 256), new FlxPoint(99, 322), new FlxPoint(97, 442), new FlxPoint(33, 444)];
leftCalfPolyArray[1] = [new FlxPoint(33, 254), new FlxPoint(93, 256), new FlxPoint(99, 322), new FlxPoint(97, 442), new FlxPoint(33, 444)];
leftCalfPolyArray[2] = [new FlxPoint(7, 359), new FlxPoint(15, 325), new FlxPoint(90, 335), new FlxPoint(125, 376), new FlxPoint(155, 373), new FlxPoint(169, 391), new FlxPoint(168, 445), new FlxPoint(13, 443)];
leftCalfPolyArray[3] = [new FlxPoint(7, 359), new FlxPoint(15, 325), new FlxPoint(90, 335), new FlxPoint(125, 376), new FlxPoint(155, 373), new FlxPoint(169, 391), new FlxPoint(168, 445), new FlxPoint(13, 443)];
leftCalfPolyArray[4] = [new FlxPoint(42, 292), new FlxPoint(81, 289), new FlxPoint(95, 329), new FlxPoint(84, 443), new FlxPoint(30, 441)];
leftCalfPolyArray[5] = [new FlxPoint(46, 308), new FlxPoint(48, 268), new FlxPoint(92, 254), new FlxPoint(113, 275), new FlxPoint(125, 314), new FlxPoint(110, 339), new FlxPoint(56, 325)];
leftCalfPolyArray[6] = [new FlxPoint(33, 254), new FlxPoint(93, 256), new FlxPoint(99, 322), new FlxPoint(97, 442), new FlxPoint(33, 444)];
rightCalfPolyArray = new Array<Array<FlxPoint>>();
rightCalfPolyArray[0] = [new FlxPoint(238, 394), new FlxPoint(270, 386), new FlxPoint(276, 324), new FlxPoint(294, 273), new FlxPoint(340, 279), new FlxPoint(350, 441), new FlxPoint(244, 441)];
rightCalfPolyArray[1] = [new FlxPoint(182, 387), new FlxPoint(205, 378), new FlxPoint(221, 383), new FlxPoint(256, 341), new FlxPoint(326, 312), new FlxPoint(325, 445), new FlxPoint(186, 441)];
rightCalfPolyArray[2] = [new FlxPoint(238, 394), new FlxPoint(270, 386), new FlxPoint(276, 324), new FlxPoint(294, 273), new FlxPoint(340, 279), new FlxPoint(350, 441), new FlxPoint(244, 441)];
rightCalfPolyArray[3] = [new FlxPoint(233, 444), new FlxPoint(230, 401), new FlxPoint(239, 381), new FlxPoint(327, 379), new FlxPoint(323, 442)];
rightCalfPolyArray[4] = [new FlxPoint(182, 387), new FlxPoint(205, 378), new FlxPoint(221, 383), new FlxPoint(256, 341), new FlxPoint(326, 312), new FlxPoint(325, 445), new FlxPoint(186, 441)];
rightCalfPolyArray[5] = [new FlxPoint(238, 394), new FlxPoint(270, 386), new FlxPoint(276, 324), new FlxPoint(294, 273), new FlxPoint(340, 279), new FlxPoint(350, 441), new FlxPoint(244, 441)];
rightCalfPolyArray[6] = [new FlxPoint(262, 356), new FlxPoint(247, 325), new FlxPoint(280, 290), new FlxPoint(323, 291), new FlxPoint(333, 357), new FlxPoint(288, 359)];
if (_male) {
dickAngleArray[0] = [new FlxPoint(222, 343), new FlxPoint(246, 85), new FlxPoint(46, 256)];
dickAngleArray[1] = [new FlxPoint(226, 299), new FlxPoint(217, -142), new FlxPoint(166, -200)];
dickAngleArray[2] = [new FlxPoint(226, 301), new FlxPoint(231, -120), new FlxPoint(171, -196)];
dickAngleArray[3] = [new FlxPoint(229, 309), new FlxPoint(252, -63), new FlxPoint(208, -156)];
dickAngleArray[4] = [new FlxPoint(232, 313), new FlxPoint(254, -56), new FlxPoint(209, -155)];
dickAngleArray[5] = [new FlxPoint(229, 272), new FlxPoint(142, -218), new FlxPoint(127, -227)];
dickAngleArray[8] = [new FlxPoint(239, 280), new FlxPoint(198, -168), new FlxPoint(179, -189)];
dickAngleArray[9] = [new FlxPoint(236, 275), new FlxPoint(174, -193), new FlxPoint(159, -206)];
dickAngleArray[10] = [new FlxPoint(233, 271), new FlxPoint(150, -212), new FlxPoint(133, -224)];
dickAngleArray[11] = [new FlxPoint(229, 268), new FlxPoint(141, -219), new FlxPoint(131, -224)];
dickAngleArray[12] = [new FlxPoint(226, 266), new FlxPoint(139, -220), new FlxPoint(123, -229)];
dickVibeAngleArray[0] = [new FlxPoint(221, 342), new FlxPoint(252, 66), new FlxPoint(20, 259)];
dickVibeAngleArray[1] = [new FlxPoint(221, 342), new FlxPoint(252, 66), new FlxPoint(20, 259)];
dickVibeAngleArray[2] = [new FlxPoint(219, 341), new FlxPoint(254, 58), new FlxPoint(16, 259)];
dickVibeAngleArray[3] = [new FlxPoint(222, 341), new FlxPoint(257, 37), new FlxPoint(26, 259)];
dickVibeAngleArray[4] = [new FlxPoint(221, 341), new FlxPoint(258, 34), new FlxPoint(25, 259)];
dickVibeAngleArray[5] = [new FlxPoint(226, 297), new FlxPoint(170, -197), new FlxPoint(211, -152)];
dickVibeAngleArray[6] = [new FlxPoint(227, 299), new FlxPoint(153, -210), new FlxPoint(242, -95)];
dickVibeAngleArray[7] = [new FlxPoint(225, 298), new FlxPoint(158, -207), new FlxPoint(241, -98)];
dickVibeAngleArray[8] = [new FlxPoint(227, 298), new FlxPoint(159, -206), new FlxPoint(245, -87)];
dickVibeAngleArray[9] = [new FlxPoint(226, 296), new FlxPoint(153, -210), new FlxPoint(239, -102)];
dickVibeAngleArray[10] = [new FlxPoint(229, 271), new FlxPoint(89, -244), new FlxPoint(148, -214)];
dickVibeAngleArray[11] = [new FlxPoint(228, 271), new FlxPoint(75, -249), new FlxPoint(146, -215)];
dickVibeAngleArray[12] = [new FlxPoint(226, 271), new FlxPoint(48, -256), new FlxPoint(131, -224)];
dickVibeAngleArray[13] = [new FlxPoint(230, 272), new FlxPoint(85, -246), new FlxPoint(150, -213)];
dickVibeAngleArray[14] = [new FlxPoint(229, 269), new FlxPoint(65, -252), new FlxPoint(141, -219)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(190, 317), new FlxPoint(190, 333), new FlxPoint(226, 339), new FlxPoint(228, 317)];
electricPolyArray[1] = [new FlxPoint(190, 317), new FlxPoint(190, 333), new FlxPoint(226, 339), new FlxPoint(228, 317)];
electricPolyArray[2] = [new FlxPoint(190, 317), new FlxPoint(190, 333), new FlxPoint(226, 339), new FlxPoint(228, 317)];
electricPolyArray[3] = [new FlxPoint(190, 317), new FlxPoint(190, 333), new FlxPoint(226, 339), new FlxPoint(228, 317)];
electricPolyArray[4] = [new FlxPoint(190, 317), new FlxPoint(190, 333), new FlxPoint(226, 339), new FlxPoint(228, 317)];
electricPolyArray[5] = [new FlxPoint(188, 307), new FlxPoint(188, 327), new FlxPoint(220, 335), new FlxPoint(224, 311)];
electricPolyArray[6] = [new FlxPoint(188, 307), new FlxPoint(188, 327), new FlxPoint(220, 335), new FlxPoint(224, 311)];
electricPolyArray[7] = [new FlxPoint(188, 307), new FlxPoint(188, 327), new FlxPoint(220, 335), new FlxPoint(224, 311)];
electricPolyArray[8] = [new FlxPoint(188, 307), new FlxPoint(188, 327), new FlxPoint(220, 335), new FlxPoint(224, 311)];
electricPolyArray[9] = [new FlxPoint(188, 307), new FlxPoint(188, 327), new FlxPoint(220, 335), new FlxPoint(224, 311)];
electricPolyArray[10] = [new FlxPoint(196, 290), new FlxPoint(192, 315), new FlxPoint(222, 319), new FlxPoint(228, 293)];
electricPolyArray[11] = [new FlxPoint(196, 290), new FlxPoint(192, 315), new FlxPoint(222, 319), new FlxPoint(228, 293)];
electricPolyArray[12] = [new FlxPoint(196, 290), new FlxPoint(192, 315), new FlxPoint(222, 319), new FlxPoint(228, 293)];
electricPolyArray[13] = [new FlxPoint(196, 290), new FlxPoint(192, 315), new FlxPoint(222, 319), new FlxPoint(228, 293)];
electricPolyArray[14] = [new FlxPoint(196, 290), new FlxPoint(192, 315), new FlxPoint(222, 319), new FlxPoint(228, 293)];
} else {
dickAngleArray[0] = [new FlxPoint(179, 353), new FlxPoint(144, 216), new FlxPoint(-174, 193)];
dickAngleArray[1] = [new FlxPoint(178, 350), new FlxPoint(156, 208), new FlxPoint(-194, 173)];
dickAngleArray[2] = [new FlxPoint(179, 348), new FlxPoint(192, 176), new FlxPoint(-219, 141)];
dickAngleArray[3] = [new FlxPoint(179, 348), new FlxPoint(202, 164), new FlxPoint(-222, 136)];
dickAngleArray[4] = [new FlxPoint(179, 348), new FlxPoint(209, 154), new FlxPoint(-218, 142)];
dickAngleArray[5] = [new FlxPoint(179, 348), new FlxPoint(231, 120), new FlxPoint(-236, 108)];
dickAngleArray[6] = [new FlxPoint(181, 348), new FlxPoint(149, 213), new FlxPoint(-173, 194)];
dickAngleArray[7] = [new FlxPoint(181, 348), new FlxPoint(149, 213), new FlxPoint(-173, 194)];
dickAngleArray[8] = [new FlxPoint(180, 354), new FlxPoint(151, 212), new FlxPoint(-184, 184)];
dickAngleArray[9] = [new FlxPoint(180, 354), new FlxPoint(190, 178), new FlxPoint(-190, 177)];
dickAngleArray[10] = [new FlxPoint(180, 354), new FlxPoint(198, 168), new FlxPoint(-216, 144)];
dickAngleArray[11] = [new FlxPoint(180, 354), new FlxPoint(225, 130), new FlxPoint(-229, 123)];
dickAngleArray[12] = [new FlxPoint(180, 354), new FlxPoint(242, 94), new FlxPoint(-240, 100)];
dickAngleArray[13] = [new FlxPoint(180, 354), new FlxPoint(248, 77), new FlxPoint( -249, 75)];
dickVibeAngleArray[0] = [new FlxPoint(179, 356), new FlxPoint(238, 106), new FlxPoint(-244, 90)];
dickVibeAngleArray[1] = [new FlxPoint(179, 356), new FlxPoint(238, 106), new FlxPoint(-244, 90)];
dickVibeAngleArray[2] = [new FlxPoint(178, 355), new FlxPoint(162, 203), new FlxPoint(-260, -12)];
dickVibeAngleArray[3] = [new FlxPoint(177, 355), new FlxPoint(191, 176), new FlxPoint(-249, 75)];
dickVibeAngleArray[4] = [new FlxPoint(180, 355), new FlxPoint(240, 101), new FlxPoint(-190, 177)];
dickVibeAngleArray[5] = [new FlxPoint(179, 355), new FlxPoint(255, -49), new FlxPoint( -125, 228)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
electricPolyArray[1] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
electricPolyArray[2] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
electricPolyArray[3] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
electricPolyArray[4] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
electricPolyArray[5] = [new FlxPoint(174, 366), new FlxPoint(176, 337), new FlxPoint(196, 338), new FlxPoint(194, 366)];
}
breathAngleArray[0] = [new FlxPoint(172, 195), new FlxPoint(-9, 80)];
breathAngleArray[1] = [new FlxPoint(172, 195), new FlxPoint(-9, 80)];
breathAngleArray[2] = [new FlxPoint(172, 195), new FlxPoint(-9, 80)];
breathAngleArray[3] = [new FlxPoint(181, 189), new FlxPoint(10, 79)];
breathAngleArray[4] = [new FlxPoint(181, 189), new FlxPoint(10, 79)];
breathAngleArray[5] = [new FlxPoint(188, 221), new FlxPoint(13, 79)];
breathAngleArray[6] = [new FlxPoint(188, 221), new FlxPoint(13, 79)];
breathAngleArray[7] = [new FlxPoint(188, 221), new FlxPoint(13, 79)];
breathAngleArray[12] = [new FlxPoint(103, 181), new FlxPoint(-72, 34)];
breathAngleArray[13] = [new FlxPoint(103, 181), new FlxPoint(-72, 34)];
breathAngleArray[14] = [new FlxPoint(103, 181), new FlxPoint(-72, 34)];
breathAngleArray[15] = [new FlxPoint(175, 178), new FlxPoint(24, 76)];
breathAngleArray[16] = [new FlxPoint(175, 178), new FlxPoint(24, 76)];
breathAngleArray[17] = [new FlxPoint(175, 178), new FlxPoint(24, 76)];
breathAngleArray[18] = [new FlxPoint(184, 221), new FlxPoint(12, 79)];
breathAngleArray[19] = [new FlxPoint(184, 221), new FlxPoint(12, 79)];
breathAngleArray[20] = [new FlxPoint(184, 221), new FlxPoint(12, 79)];
breathAngleArray[36] = [new FlxPoint(177, 183), new FlxPoint(22, 77)];
breathAngleArray[37] = [new FlxPoint(177, 183), new FlxPoint(22, 77)];
breathAngleArray[38] = [new FlxPoint(177, 183), new FlxPoint(22, 77)];
breathAngleArray[39] = [new FlxPoint(173, 190), new FlxPoint(-6, 80)];
breathAngleArray[40] = [new FlxPoint(173, 190), new FlxPoint(-6, 80)];
breathAngleArray[41] = [new FlxPoint(173, 190), new FlxPoint(-6, 80)];
breathAngleArray[42] = [new FlxPoint(113, 192), new FlxPoint(-70, 39)];
breathAngleArray[43] = [new FlxPoint(113, 192), new FlxPoint(-70, 39)];
breathAngleArray[44] = [new FlxPoint(113, 192), new FlxPoint(-70, 39)];
breathAngleArray[48] = [new FlxPoint(179, 222), new FlxPoint(9, 80)];
breathAngleArray[49] = [new FlxPoint(179, 222), new FlxPoint(9, 80)];
breathAngleArray[50] = [new FlxPoint(179, 222), new FlxPoint(9, 80)];
breathAngleArray[51] = [new FlxPoint(179, 182), new FlxPoint(23, 77)];
breathAngleArray[52] = [new FlxPoint(179, 182), new FlxPoint(23, 77)];
breathAngleArray[53] = [new FlxPoint(179, 182), new FlxPoint(23, 77)];
breathAngleArray[54] = [new FlxPoint(242, 124), new FlxPoint(76, -26)];
breathAngleArray[55] = [new FlxPoint(242, 124), new FlxPoint(76, -26)];
breathAngleArray[56] = [new FlxPoint(242, 124), new FlxPoint(76, -26)];
breathAngleArray[60] = [new FlxPoint(102, 166), new FlxPoint(-79, 13)];
breathAngleArray[61] = [new FlxPoint(102, 166), new FlxPoint(-79, 13)];
breathAngleArray[62] = [new FlxPoint(106, 186), new FlxPoint(-72, 34)];
breathAngleArray[63] = [new FlxPoint(106, 186), new FlxPoint(-72, 34)];
breathAngleArray[64] = [new FlxPoint(172, 195), new FlxPoint(-9, 80)];
breathAngleArray[65] = [new FlxPoint(172, 195), new FlxPoint(-9, 80)];
torsoSweatArray = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(189, 323), new FlxPoint(135, 293), new FlxPoint(142, 191), new FlxPoint(206, 192), new FlxPoint(227, 295)];
torsoSweatArray[1] = [new FlxPoint(189, 323), new FlxPoint(135, 293), new FlxPoint(142, 191), new FlxPoint(206, 192), new FlxPoint(227, 295)];
headSweatArray = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(185, 146), new FlxPoint(168, 132), new FlxPoint(167, 96), new FlxPoint(140, 96), new FlxPoint(174, 68), new FlxPoint(224, 84), new FlxPoint(238, 118), new FlxPoint(217, 106), new FlxPoint(203, 140)];
headSweatArray[1] = [new FlxPoint(185, 146), new FlxPoint(168, 132), new FlxPoint(167, 96), new FlxPoint(140, 96), new FlxPoint(174, 68), new FlxPoint(224, 84), new FlxPoint(238, 118), new FlxPoint(217, 106), new FlxPoint(203, 140)];
headSweatArray[2] = [new FlxPoint(185, 146), new FlxPoint(168, 132), new FlxPoint(167, 96), new FlxPoint(140, 96), new FlxPoint(174, 68), new FlxPoint(224, 84), new FlxPoint(238, 118), new FlxPoint(217, 106), new FlxPoint(203, 140)];
headSweatArray[3] = [new FlxPoint(182, 141), new FlxPoint(161, 133), new FlxPoint(155, 112), new FlxPoint(128, 110), new FlxPoint(128, 93), new FlxPoint(152, 74), new FlxPoint(195, 72), new FlxPoint(218, 88), new FlxPoint(221, 109), new FlxPoint(196, 112), new FlxPoint(194, 133)];
headSweatArray[4] = [new FlxPoint(182, 141), new FlxPoint(161, 133), new FlxPoint(155, 112), new FlxPoint(128, 110), new FlxPoint(128, 93), new FlxPoint(152, 74), new FlxPoint(195, 72), new FlxPoint(218, 88), new FlxPoint(221, 109), new FlxPoint(196, 112), new FlxPoint(194, 133)];
headSweatArray[5] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[6] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[7] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[8] = [new FlxPoint(215, 118), new FlxPoint(204, 119), new FlxPoint(198, 103), new FlxPoint(184, 101), new FlxPoint(163, 117), new FlxPoint(117, 115), new FlxPoint(121, 104), new FlxPoint(154, 72), new FlxPoint(200, 80), new FlxPoint(210, 95)];
headSweatArray[9] = [new FlxPoint(215, 118), new FlxPoint(204, 119), new FlxPoint(198, 103), new FlxPoint(184, 101), new FlxPoint(163, 117), new FlxPoint(117, 115), new FlxPoint(121, 104), new FlxPoint(154, 72), new FlxPoint(200, 80), new FlxPoint(210, 95)];
headSweatArray[10] = [new FlxPoint(215, 118), new FlxPoint(204, 119), new FlxPoint(198, 103), new FlxPoint(184, 101), new FlxPoint(163, 117), new FlxPoint(117, 115), new FlxPoint(121, 104), new FlxPoint(154, 72), new FlxPoint(200, 80), new FlxPoint(210, 95)];
headSweatArray[12] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[13] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[14] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[15] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(141, 120), new FlxPoint(119, 129), new FlxPoint(124, 90), new FlxPoint(186, 73), new FlxPoint(208, 103), new FlxPoint(182, 108)];
headSweatArray[16] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(141, 120), new FlxPoint(119, 129), new FlxPoint(124, 90), new FlxPoint(186, 73), new FlxPoint(208, 103), new FlxPoint(182, 108)];
headSweatArray[17] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(141, 120), new FlxPoint(119, 129), new FlxPoint(124, 90), new FlxPoint(186, 73), new FlxPoint(208, 103), new FlxPoint(182, 108)];
headSweatArray[18] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[19] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[20] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[24] = [new FlxPoint(222, 110), new FlxPoint(216, 97), new FlxPoint(176, 110), new FlxPoint(139, 104), new FlxPoint(172, 73), new FlxPoint(211, 81), new FlxPoint(231, 104)];
headSweatArray[25] = [new FlxPoint(222, 110), new FlxPoint(216, 97), new FlxPoint(176, 110), new FlxPoint(139, 104), new FlxPoint(172, 73), new FlxPoint(211, 81), new FlxPoint(231, 104)];
headSweatArray[26] = [new FlxPoint(202, 140), new FlxPoint(183, 144), new FlxPoint(167, 130), new FlxPoint(165, 115), new FlxPoint(137, 112), new FlxPoint(140, 94), new FlxPoint(178, 69), new FlxPoint(223, 86), new FlxPoint(239, 115), new FlxPoint(235, 131), new FlxPoint(208, 124)];
headSweatArray[27] = [new FlxPoint(202, 140), new FlxPoint(183, 144), new FlxPoint(167, 130), new FlxPoint(165, 115), new FlxPoint(137, 112), new FlxPoint(140, 94), new FlxPoint(178, 69), new FlxPoint(223, 86), new FlxPoint(239, 115), new FlxPoint(235, 131), new FlxPoint(208, 124)];
headSweatArray[28] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[29] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[36] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(140, 107), new FlxPoint(121, 116), new FlxPoint(126, 86), new FlxPoint(181, 69), new FlxPoint(203, 90), new FlxPoint(182, 96)];
headSweatArray[37] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(140, 107), new FlxPoint(121, 116), new FlxPoint(126, 86), new FlxPoint(181, 69), new FlxPoint(203, 90), new FlxPoint(182, 96)];
headSweatArray[38] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(140, 107), new FlxPoint(121, 116), new FlxPoint(126, 86), new FlxPoint(181, 69), new FlxPoint(203, 90), new FlxPoint(182, 96)];
headSweatArray[39] = [new FlxPoint(185, 148), new FlxPoint(166, 132), new FlxPoint(167, 105), new FlxPoint(141, 99), new FlxPoint(175, 68), new FlxPoint(222, 85), new FlxPoint(240, 116), new FlxPoint(215, 112), new FlxPoint(203, 140)];
headSweatArray[40] = [new FlxPoint(185, 148), new FlxPoint(166, 132), new FlxPoint(167, 105), new FlxPoint(141, 99), new FlxPoint(175, 68), new FlxPoint(222, 85), new FlxPoint(240, 116), new FlxPoint(215, 112), new FlxPoint(203, 140)];
headSweatArray[41] = [new FlxPoint(185, 148), new FlxPoint(166, 132), new FlxPoint(167, 105), new FlxPoint(141, 99), new FlxPoint(175, 68), new FlxPoint(222, 85), new FlxPoint(240, 116), new FlxPoint(215, 112), new FlxPoint(203, 140)];
headSweatArray[42] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[43] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[44] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[48] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[49] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[50] = [new FlxPoint(202, 180), new FlxPoint(181, 161), new FlxPoint(184, 128), new FlxPoint(167, 116), new FlxPoint(155, 131), new FlxPoint(144, 125), new FlxPoint(158, 95), new FlxPoint(191, 91), new FlxPoint(222, 101), new FlxPoint(238, 129), new FlxPoint(219, 135), new FlxPoint(216, 164)];
headSweatArray[51] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(122, 126), new FlxPoint(125, 89), new FlxPoint(184, 73), new FlxPoint(206, 106)];
headSweatArray[52] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(122, 126), new FlxPoint(125, 89), new FlxPoint(184, 73), new FlxPoint(206, 106)];
headSweatArray[53] = [new FlxPoint(185, 124), new FlxPoint(152, 131), new FlxPoint(122, 126), new FlxPoint(125, 89), new FlxPoint(184, 73), new FlxPoint(206, 106)];
headSweatArray[54] = [new FlxPoint(194, 109), new FlxPoint(172, 99), new FlxPoint(141, 104), new FlxPoint(171, 71), new FlxPoint(213, 78), new FlxPoint(230, 105), new FlxPoint(220, 110)];
headSweatArray[55] = [new FlxPoint(194, 109), new FlxPoint(172, 99), new FlxPoint(141, 104), new FlxPoint(171, 71), new FlxPoint(213, 78), new FlxPoint(230, 105), new FlxPoint(220, 110)];
headSweatArray[56] = [new FlxPoint(194, 109), new FlxPoint(172, 99), new FlxPoint(141, 104), new FlxPoint(171, 71), new FlxPoint(213, 78), new FlxPoint(230, 105), new FlxPoint(220, 110)];
headSweatArray[60] = [new FlxPoint(215, 118), new FlxPoint(204, 119), new FlxPoint(198, 103), new FlxPoint(184, 101), new FlxPoint(163, 117), new FlxPoint(117, 115), new FlxPoint(121, 104), new FlxPoint(154, 72), new FlxPoint(200, 80), new FlxPoint(210, 95)];
headSweatArray[61] = [new FlxPoint(215, 118), new FlxPoint(204, 119), new FlxPoint(198, 103), new FlxPoint(184, 101), new FlxPoint(163, 117), new FlxPoint(117, 115), new FlxPoint(121, 104), new FlxPoint(154, 72), new FlxPoint(200, 80), new FlxPoint(210, 95)];
headSweatArray[62] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[63] = [new FlxPoint(213, 130), new FlxPoint(196, 129), new FlxPoint(191, 112), new FlxPoint(164, 110), new FlxPoint(157, 134), new FlxPoint(119, 138), new FlxPoint(119, 126), new FlxPoint(149, 81), new FlxPoint(192, 83), new FlxPoint(215, 108)];
headSweatArray[64] = [new FlxPoint(187, 147), new FlxPoint(174, 137), new FlxPoint(160, 113), new FlxPoint(138, 110), new FlxPoint(139, 90), new FlxPoint(175, 68), new FlxPoint(222, 85), new FlxPoint(240, 120), new FlxPoint(235, 132), new FlxPoint(217, 126), new FlxPoint(205, 141)];
headSweatArray[65] = [new FlxPoint(187, 147), new FlxPoint(174, 137), new FlxPoint(160, 113), new FlxPoint(138, 110), new FlxPoint(139, 90), new FlxPoint(175, 68), new FlxPoint(222, 85), new FlxPoint(240, 120), new FlxPoint(235, 132), new FlxPoint(217, 126), new FlxPoint(205, 141)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:0 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:1 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:2 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:3 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:4 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:5 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:6 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:7 } ]);
encouragementWords.words.push([ { graphic:GrovyleResource.wordsSmall, frame:8 } ]);
boredWords = wordManager.newWords(6);
boredWords.words.push([{ graphic:GrovyleResource.wordsSmall, frame:9 }]);
boredWords.words.push([{ graphic:GrovyleResource.wordsSmall, frame:10 }]);
boredWords.words.push([{ graphic:GrovyleResource.wordsSmall, frame:13 }]);
// are you, err...?
boredWords.words.push([
{ graphic:GrovyleResource.wordsSmall, frame:11 },
{ graphic:GrovyleResource.wordsSmall, frame:13, yOffset:18, delay:0.5 }
]);
// heh! are we... are we done?
boredWords.words.push([
{ graphic:GrovyleResource.wordsSmall, frame:12 },
{ graphic:GrovyleResource.wordsSmall, frame:14, yOffset:18, delay:0.5 },
{ graphic:GrovyleResource.wordsSmall, frame:16, yOffset:38, delay:1.0 }
]);
// mmm! someone's been studying their type effectiveness charts, haven't they~
toyStartWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:0, chunkSize:13},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:2, chunkSize:13, yOffset:18, delay:0.8 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:4, chunkSize:13, yOffset:38, delay:1.6 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:6, chunkSize:13, yOffset:54, delay:2.4 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:8, chunkSize:13, yOffset:72, delay:3.2 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:10, chunkSize:13, yOffset:92, delay:4.0 },
]);
// ah very well! let's give this thing a try...
toyStartWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:1},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:3, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:5, yOffset:36, delay:1.6 },
]);
// start slow if you would! ...i'm sensitive down there...
toyStartWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:7},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:9, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:11, yOffset:38, delay:2.1 },
{ graphic:AssetPaths.grovvibe_words_small__png, frame:13, yOffset:54, delay:2.9 },
]);
toyStopWords = wordManager.newWords();
// ahhhh... so what now...
toyStopWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:12, chunkSize:5, delay:-0.4},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:14, chunkSize:5, yOffset:22, delay:0.8 },
]);
// oooough..... still tingly~
toyStopWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:15, chunkSize:5},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:17, chunkSize:5, yOffset:18, delay:1.3 },
]);
// mmmmmyes~ more hands-on treatment...
toyStopWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:16, chunkSize:5},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:18, yOffset:20, delay:2.3},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:20, yOffset:36, delay:3.1},
]);
// oh? ...changed your mind?
toyInterruptWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:19},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:21, yOffset:24, delay:0.8},
]);
// ah, hmm! perhaps another time~
toyInterruptWords.words.push([
{ graphic:AssetPaths.grovvibe_words_small__png, frame:22},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:24, yOffset:22, delay:1.3},
{ graphic:AssetPaths.grovvibe_words_small__png, frame:26, yOffset:42, delay:1.9},
]);
pleasureWords = wordManager.newWords(8);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.grovyle_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
almostWords = wordManager.newWords(30);
almostWords.words.push([ // ah, get... get ready for it-
{ graphic:AssetPaths.grovyle_words_medium__png, frame:10, height:48, chunkSize:5 },
{ graphic:AssetPaths.grovyle_words_medium__png, frame:12, height:48, chunkSize:5, yOffset:24, delay:1.0 }
]);
almostWords.words.push([ // just... a little more, i'm...
{ graphic:AssetPaths.grovyle_words_medium__png, frame:13, height:48, chunkSize:4 },
{ graphic:AssetPaths.grovyle_words_medium__png, frame:15, height:48, chunkSize:4, yOffset:20, delay:0.8 }
]);
almostWords.words.push([ // --here it's, i... i almooost...
{ graphic:AssetPaths.grovyle_words_medium__png, frame:14, height:48, chunkSize:5 },
{ graphic:AssetPaths.grovyle_words_medium__png, frame:16, height:48, chunkSize:5, yOffset:24, delay:1.2 }
]);
almostWords.words.push([ // goodness, i... i think i....
{ graphic:AssetPaths.grovyle_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.grovyle_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:24, delay:1.2 }
]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.grovyle_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.grovyle_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.grovyle_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ // ahHHHHhh- AAAaahHHHhh~
{ graphic:AssetPaths.grovyle_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:7 },
{ graphic:AssetPaths.grovyle_words_large__png, frame:5, width:200, height:150, yOffset:-30, chunkSize:7, delay:0.8 }
]);
hurryUpWords = wordManager.newWords(10000000);
hurryUpWords.words.push([ // come now, let's move things along...
{ graphic:GrovyleResource.wordsSmall, frame:15 },
{ graphic:GrovyleResource.wordsSmall, frame:17, yOffset:18, delay:0.8 },
{ graphic:GrovyleResource.wordsSmall, frame:19, yOffset:32, delay:1.3 }
]);
hurryUpWords.words.push([ // let's speed things up a bit, shall we?
{ graphic:GrovyleResource.wordsSmall, frame:18 },
{ graphic:GrovyleResource.wordsSmall, frame:20, yOffset:18, delay:0.6 },
{ graphic:GrovyleResource.wordsSmall, frame:22, yOffset:36, delay:1.2 }
]);
niceHurryWords = wordManager.newWords(10000000);
niceHurryWords.words.push([ // ahh yes..... just like that, nngh~
{ graphic:GrovyleResource.wordsSmall, frame:21 },
{ graphic:GrovyleResource.wordsSmall, frame:23, yOffset:24, delay:0.6 },
{ graphic:GrovyleResource.wordsSmall, frame:25, yOffset:36, delay:1.2 }
]);
niceHurryWords.words.push([ // ohhh now we're getting somewhere...
{ graphic:GrovyleResource.wordsSmall, frame:27 },
{ graphic:GrovyleResource.wordsSmall, frame:29, yOffset:18, delay:0.6 },
{ graphic:GrovyleResource.wordsSmall, frame:31, yOffset:36, delay:1.2 }
]);
slowDownWords = wordManager.newWords(10000000);
slowDownWords.words.push([ // what's... what's the hurry? ahh~
{ graphic:GrovyleResource.wordsSmall, frame:24 },
{ graphic:GrovyleResource.wordsSmall, frame:26, yOffset:18, delay:0.6 }
]);
slowDownWords.words.push([ // nnngg! n-no need to rush...
{ graphic:GrovyleResource.wordsSmall, frame:28 },
{ graphic:GrovyleResource.wordsSmall, frame:30, yOffset:20, delay:0.6 }
]);
hintWords = wordManager.newWords(10000000);
if (grovyleMood2 == 0) {
// strong hints
if (_male) {
if (desiredRubs[grovyleMood0][2] == "balls") {
hintWords.words.push([ // m-my balls could... oogh...
{ graphic:GrovyleResource.wordsSmall, frame:32 },
{ graphic:GrovyleResource.wordsSmall, frame:34, yOffset:16, delay:0.7 }
]);
} else if (desiredRubs[grovyleMood0][2] == "ass") {
hintWords.words.push([ // if you c-could... ah!... m-my ass...
{ graphic:GrovyleResource.wordsSmall, frame:33 },
{ graphic:GrovyleResource.wordsSmall, frame:35, yOffset:28, delay:0.8 }
]);
}
} else {
if (desiredRubs[grovyleMood0][1] == "dick") {
hintWords.words.push([ // m-my pussy could... oogh...
{ graphic:GrovyleResource.wordsSmall, frame:32 },
{ graphic:GrovyleResource.wordsSmall, frame:34, yOffset:16, delay:0.7 }
]);
} else if (desiredRubs[grovyleMood0][1] == "ass") {
hintWords.words.push([ // if you c-could... ah!... m-my ass...
{ graphic:GrovyleResource.wordsSmall, frame:33 },
{ graphic:GrovyleResource.wordsSmall, frame:35, yOffset:28, delay:0.8 }
]);
}
}
}
if (grovyleMood2 == 1) {
// weak hints
hintWords.words.push([ // could you p-perhaps... ngh!
{ graphic:GrovyleResource.wordsSmall, frame:36 },
{ graphic:GrovyleResource.wordsSmall, frame:38, yOffset:18, delay:0.7 }
]);
hintWords.words.push([ // ~nnf! c-can you... nnnnf!!
{ graphic:GrovyleResource.wordsSmall, frame:37 },
{ graphic:GrovyleResource.wordsSmall, frame:39, yOffset:24, delay:0.7 }
]);
}
}
override function penetrating():Bool
{
if (specialRub == "ass") {
return true;
}
if (!_male && specialRub == "jack-off") {
return true;
}
if (!_male && specialRub == "rub-dick") {
return true;
}
return false;
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (stolen.indexOf(_pokeWindow._dick) != -1) {
complaints.push(0);
}
if (stolen.indexOf(_pokeWindow._balls) != -1) {
complaints.push(1);
}
if (stolen.indexOf(_pokeWindow._ass) != -1) {
complaints.push(2);
}
if (leftFootCount > rightFootCount * 2.5) {
complaints.push(3);
}
if (rightFootCount > leftFootCount * 2.5) {
complaints.push(4);
}
if (firstBadRub == _pokeWindow._dick) {
complaints.push(5);
}
if (firstBadRub == _pokeWindow._balls) {
complaints.push(6);
}
if (firstBadRub == _pokeWindow._ass) {
complaints.push(7);
}
if (firstBadRub == _pokeWindow._feet) {
complaints.push(8);
}
}
override function generateCumshots():Void
{
if ((desiredRub == "balls" || !_male && desiredRub == "ass") && niceThings[0] == false && niceThings[1] == false && niceThings[2] == false && rubbingIt) {
cumTrait1 = 0;
cumTrait3 = 5;
}
if (!came) {
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._foreplayHeartReservoir);
}
if (addToyHeartsToOrgasm && _remainingOrgasms == 1) {
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
}
super.generateCumshots();
// Grovyle's post-ejaculation faces need to go in a particular order
for (cumshot in _cumShots) {
var originalArousal = cumshot.arousal;
if (originalArousal == 4) {
cumshot.arousal = 2;
} else if (originalArousal == 3 || originalArousal == 2) {
cumshot.arousal = 4;
}
}
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (displayingToyWindow()) {
if (vibeGettingCloser) {
precumAmount += 2;
}
if (FlxG.random.float(0, consecutiveVibeCount) >= 2.5) {
precumAmount++;
}
if (FlxG.random.float(1, 16) < _heartEmitCount) {
precumAmount++;
}
if (Math.pow(FlxG.random.float(0, 1.0), 1.5) >= _heartBank.getDickPercent()) {
precumAmount++;
}
return precumAmount;
}
if (FlxG.random.float(1, 16) < _heartEmitCount) {
precumAmount++;
}
if (FlxG.random.float(1, 48) < _heartEmitCount) {
precumAmount++;
}
if (specialRub == "left-foot" && leftFootCount <= rightFootCount || specialRub == "right-foot" && rightFootCount <= leftFootCount) {
precumAmount++;
}
if (Math.pow(FlxG.random.float(0, 1.0), 1.5) >= _heartBank.getDickPercent()) {
precumAmount++;
}
return precumAmount;
}
override function getSpoogeSource():FlxSprite {
return displayingToyWindow() ? _pokeWindow._vibe.dickVibe : _dick;
}
override function getSpoogeAngleArray():Array<Array<FlxPoint>> {
return displayingToyWindow() ? dickVibeAngleArray : dickAngleArray;
}
override function handleRubReward():Void
{
// punish the player if they skip to the genitals too quickly
if (grovyleMood1 > 0) {
if (specialRub == "rub-dick" || specialRub == "jack-off" || specialRub == "ass" || specialRub == "balls" || specialRub == "left-foot" || specialRub == "right-foot") {
if (meanThings[0] == true) {
firstBadRub = _rubBodyAnim._flxSprite;
meanThings[0] = false;
doMeanThing();
impatientTimer -= 16;
heartPenalty *= 0.8;
}
}
}
grovyleMood1--;
if (grovyleMood1 == 0) {
_newHeadTimer = Math.min(_newHeadTimer, _rubRewardFrequency * FlxG.random.float(0.2, 0.5));
}
// punish the player if they take too long
if (impatientTimer <= 0) {
if (hurryUpWords.timer <= 0) {
// don't tell people "thanks for speeding up" right away. wait 5+ seconds
niceHurryWords.timer = Math.max(niceHurryWords.timer, 4);
almostWords.timer = Math.max(almostWords.timer, 1);
}
maybeEmitWords(hurryUpWords);
}
if (hurryUpWords.timer > 0) {
heartPenalty *= 0.96;
}
impatientTimer -= 10;
if (specialRub == "rub-dick" || specialRub == "jack-off" || specialRub == "ass" || specialRub == "balls") {
} else {
impatientTimer += 18;
}
// if the player jacks off too fast...
var speedBoost:Float = 1.0;
if (specialRub == "jack-off" || specialRub == "rub-dick") {
var mean:Float = SexyState.average(mouseTiming.slice( -4, mouseTiming.length));
mouseTiming.splice(0, mouseTiming.length - 4);
var tmp = 0.16;
while (mean < tmp) {
heartPenalty *= 0.99;
speedBoost += 0.6;
impatientTimer += 3;
tmp -= 0.02;
}
}
if (speedBoost > 1.0 && hurryUpWords.timer > 0 && almostWords.timer <= 0) {
if (niceHurryWords.timer <= 0) {
almostWords.timer = Math.max(almostWords.timer, 1);
}
maybeEmitWords(niceHurryWords);
}
if (speedBoost > 2.0 && hurryUpWords.timer <= 0 && slowDownWords.timer <= 0 && almostWords.timer <= 0) {
// what's the rush?
maybeEmitWords(slowDownWords);
impatientTimer += 100;
heartPenalty *= 0.78;
}
// punish unbalanced feet
if (specialRub == "left-foot") {
leftFootCount++;
}
if (specialRub == "right-foot") {
rightFootCount++;
}
if (leftFootCount > rightFootCount * 2.5 || rightFootCount > leftFootCount * 2.5) {
// rubbing one foot a whole lot!!
var recentFoot = Math.max(specialRubs.lastIndexOf("left-foot"), specialRubs.lastIndexOf("right-foot"));
if (recentFoot > -1 && recentFoot < specialRubs.length - 6) {
footPenaltyTimer -= _rubRewardFrequency;
if (footPenaltyTimer <= 0) {
footPenaltyTimer += 8;
heartPenalty *= 0.96;
}
}
}
rubbingIt = false;
if (desiredRub != null) {
var nice:Bool = false;
if (desiredRub == "dick" && (specialRub == "rub-dick" || specialRub == "jack-off")) {
nice = true;
} else if (desiredRub == "ass" && specialRub == "ass") {
nice = true;
} else if (desiredRub == "balls" && specialRub == "balls") {
nice = true;
} else {
if (specialRub == "rub-dick" || (specialRub == "jack-off" && selfTouchCount != 3) || specialRub == "ass" || specialRub == "balls") {
// not what he wanted
impatientTimer -= 6;
_selfRubLimit -= _rubRewardFrequency * FlxG.random.float(0.75, 1.25);
}
}
rubbingIt = nice;
if (rubbingIt) {
scheduleSweat(FlxG.random.int(2, 4));
if (FlxG.random.float(0, 1) > _autoSweatRate) {
_autoSweatRate += 0.02;
}
}
if (nice && selfTouchCount > 1 && specialRubsInARow() < 2) {
// need to rub it twice in a row for the last couple
nice = false;
_selfRubLimit += _rubRewardFrequency * FlxG.random.float(0.5, 1.00);
}
if (nice && niceThings[selfTouchCount - 1] == true) {
emitWords(pleasureWords);
doNiceThing();
_selfRubLimit += 1;
niceThings[selfTouchCount - 1] = false;
}
if (nice) {
if (selfTouchCount == 1) {
impatientTimer += 4;
_selfRubLimit += _rubRewardFrequency * FlxG.random.float(0, 0.30);
} else if (selfTouchCount == 2) {
impatientTimer += 8;
_selfRubLimit += _rubRewardFrequency * FlxG.random.float(0, 0.60);
} else {
impatientTimer += 12;
_selfRubLimit += _rubRewardFrequency * (FlxG.random.float(0.40, 0.80));
if (!niceThings[0] && !niceThings[1] && !niceThings[2] && (_male || grovyleMood0 % 2 == 0)) {
_selfRubLimit += _rubRewardFrequency * 0.4;
}
}
}
if (rubbingIt && (selfTouchCount == 3 || !_male && selfTouchCount == 2) && _pokeWindow._arousal == 3) {
_newHeadTimer = FlxG.random.float(0, 0.5);
}
if (nice && (selfTouchCount == 3 || !_male && selfTouchCount == 2)) {
selfTouchCount++;
if (desiredRub == "dick") {
// happy you rubbed his dick; so he fingers his ass
selfFingerAss();
} else if (desiredRub == "ass") {
if (_male) {
// happy you rubbed his ass; so he rubs his balls
selfRubBalls();
} else {
// happy you rubbed her ass; so she fingers her vagina
selfRubDick();
}
} else if (desiredRub == "balls") {
// happy you rubbed his balls; so he rubs his dick
selfRubDick();
}
}
}
if (specialRub == "ass") {
_assTightness *= FlxG.random.float(0.72, 0.82);
updateAssFingeringAnimation();
if (!_male && _rubBodyAnim2 != null) {
_rubBodyAnim2.refreshSoon();
}
if (_rubBodyAnim != null) {
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null) {
_rubHandAnim.refreshSoon();
}
}
if (!_male && (specialRub == "rub-dick" || specialRub == "jack-off")) {
_vagTightness *= specialRub == "rub-dick" ? 0.7 : 0.55;
updateVagFingeringAnimation();
if (_rubBodyAnim != null) {
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null) {
_rubHandAnim.refreshSoon();
}
}
if (selfTouchCount < 2) {
if (specialRub == "") {
// rubbing something innocuous
selfTouchSoon--;
}
if (specialRub == "left-foot" || specialRub == "right-foot") {
selfTouchSoon -= 10;
}
if (specialRub == "balls") {
if (selfTouchSoon > 0) {
selfTouchSoon = Std.int(Math.max(1, selfTouchSoon - 3));
}
}
if (!_male && specialRub == "thigh") {
selfTouchSoon -= 3;
}
if (specialRub == "ass") {
if (selfTouchSoon > 0) {
selfTouchSoon = Std.int(Math.max(1, selfTouchSoon - 1));
}
}
}
if (_male && selfTouchCount == 2) {
if (specialRub == "jack-off") {
selfTouchSoon--;
}
}
if (selfTouchSoon > -1000 && selfTouchSoon <= 0 && grovyleMood1 <= 0) {
selfTouchSoon = -1000;
selfTouchCount++;
desiredRub = desiredRubs[grovyleMood0][selfTouchCount - 1];
_selfRubTimer = 0;
_selfRubLimit = FlxG.random.float(9.2, 11.6);
if ((_male && selfTouchCount == 3) || (!_male && selfTouchCount == 2)) {
// maybe emit a hint word (not always)
maybeEmitWords(hintWords);
_newHeadTimer = Math.min(_newHeadTimer, FlxG.random.float(0.2, 0.5));
} else if (desiredRub == "dick") {
// wants you to rub his dick; so he fingers his ass
selfFingerAss();
} else if (desiredRub == "ass") {
if (_male) {
// wants you to rub his ass; so he rubs his balls
selfRubBalls();
} else {
// wants you to rub his ass; so she fingers her vagina
selfRubDick();
}
} else if (desiredRub == "balls") {
// wants you to rub his balls; so he rubs his dick
selfRubDick();
}
}
var amount:Float;
if ((desiredRub == "balls" || !_male) && niceThings[0] == false && niceThings[1] == false && niceThings[2] == false && rubbingIt) {
var lucky:Float = lucky(0.7, 1.43, 0.05);
lucky = Math.min(1.0, lucky * speedBoost);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartBank._foreplayHeartReservoir += amount;
if (_remainingOrgasms > 0 && _heartBank.getDickPercent() < 0.41 && !isEjaculating()) {
maybeEmitWords(almostWords);
impatientTimer = 10000;
}
}
if (specialRub == "jack-off") {
var lucky:Float = lucky(0.7, 1.43, 0.10);
lucky = Math.min(1.0, lucky * speedBoost);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
amount = SexyState.roundUpToQuarter(heartPenalty * amount);
if (_remainingOrgasms > 0 && _heartBank.getDickPercent() < 0.41 && !isEjaculating()) {
maybeEmitWords(almostWords);
impatientTimer = 10000;
}
_heartEmitCount += amount;
} else {
var lucky:Float = lucky(0.7, 1.43, 0.07);
lucky = Math.min(1.0, lucky * speedBoost);
if (specialRub == "left-foot" || specialRub == "right-foot") {
lucky *= 2.4;
} else if (specialRub == "balls") {
lucky *= 1.7;
} else if (specialRub == "ass") {
if (_assTightness > 3.5) {
lucky *= 0.4;
} else if (_assTightness > 2.5) {
lucky *= 0.8;
} else if (_assTightness > 1.5) {
lucky *= 1.3;
} else if (_assTightness > 0.5) {
lucky *= 1.9;
} else {
lucky *= 2.6;
}
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
amount = SexyState.roundUpToQuarter(heartPenalty * amount);
_heartEmitCount += amount;
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0) {
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
/**
* The player's interrupted Grovyle by interacting with a body part she's
* currently touching. Rude!
*/
function takeFromGrovyle():Void
{
stolen.push(_pokeWindow._selfTouchTarget);
if (!isEjaculating() && meanThings[1] == true) {
meanThings[1] = false;
doMeanThing();
impatientTimer -= 16;
}
desiredRub = null;
stopTouchingSelf();
}
private function updateAssFingeringAnimation():Void {
var tightness0:Int = 3;
if (_assTightness > 2.4) {
tightness0 = 3;
} else if (_assTightness > 1.1) {
tightness0 = 4;
} else {
tightness0 = 5;
}
if (!_male) {
_pokeWindow._dick.animation.add("finger-ass", [0, 6, 6, 7, 7].slice(0, tightness0));
}
_pokeWindow._ass.animation.add("finger-ass", [0, 1, 2, 3, 4].slice(0, tightness0));
_pokeWindow._interact.animation.add("finger-ass", [16, 17, 18, 19, 20].slice(0, tightness0));
}
private function updateVagFingeringAnimation():Void
{
var tightness0:Int = 3;
if (_vagTightness > 2.4) {
tightness0 = 3;
} else if (_vagTightness > 1.1) {
tightness0 = 4;
} else {
tightness0 = 5;
}
_pokeWindow._dick.animation.add("rub-dick", [1, 2, 3, 4, 5].slice(0, tightness0));
_pokeWindow._interact.animation.add("rub-dick", [32, 33, 34, 35, 36].slice(0, tightness0));
_pokeWindow._dick.animation.add("jack-off", [8, 9, 10, 11, 12, 13].slice(0, tightness0 + 1));
_pokeWindow._interact.animation.add("jack-off", [40, 41, 42, 43, 44, 45].slice(0, tightness0 + 1));
}
function selfRub(target:BouncySprite) {
if (fancyRubbing(target)) {
interactOff();
}
_pokeWindow.stopTouchingSelf();
if (_armsAndLegsArranger._armsAndLegsTimer < 1.5) {
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
_pokeWindow.startTouchingSelf(target);
}
function selfFingerAss():Void
{
if (_heartBank.getForeplayPercent() >= 1.0) {
// not aroused; won't finger himself
return;
}
selfRub(_pokeWindow._ass);
_pokeWindow._arms1.animation.play("self-ass", true);
_pokeWindow._ass.animation.play("self-ass", true);
if (!_male) {
if (fancyRubbing(_pokeWindow._dick)) {
// can't start vagina-squishing animation; player is rubbing our vagina
if (_dick.animation.name == "jack-off") {
// player is really hammering vagina; these animations don't play together
_rubBodyAnim.setAnimName("rub-dick");
_rubHandAnim.setAnimName("rub-dick");
}
} else {
_pokeWindow._dick.animation.play("self-ass", true);
}
}
if (_assTightness > 3) {
_assTightness = 3;
updateAssFingeringAnimation();
}
}
function selfRubBalls():Void
{
if (_heartBank.getForeplayPercent() >= 1.0) {
// not aroused; won't rub his own balls
return;
}
selfRub(_pokeWindow._balls);
_pokeWindow._arms1.animation.play("self-balls", true);
_pokeWindow._balls.animation.play("self-balls", true);
}
function selfRubDick():Void
{
if (_heartBank.getForeplayPercent() >= 1.0) {
// not aroused; won't jerk himself off
return;
}
selfRub(_pokeWindow._dick);
_pokeWindow._arms1.animation.play("self-dick", true);
_pokeWindow._dick.animation.play("self-dick", true);
if (!_male && fancyRubbing(_pokeWindow._ass)) {
// player is rubbing our ass, causing the vagina-squish animation -- terminate the animation
_rubBodyAnim2 = null;
}
if (!_male && _vagTightness > 3) {
_vagTightness = 3;
updateVagFingeringAnimation();
}
}
function stopTouchingSelf():Void
{
if (!_male && _dick.animation.name == "rub-dick" && pastBonerThreshold() && _gameState == 200) {
// we were gently fingering her vagina because the real animations don't play well together... switch back
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
if (!_male && _pokeWindow._selfTouchTarget == _pokeWindow._ass && _dick.animation.name == "self-ass") {
// we were fingering our own ass... cancel the "squish vagina" animation
_dick.animation.play("default");
}
var squishVagina:Bool = false;
if (!_male && _pokeWindow._selfTouchTarget == _dick && fancyRubbing(_pokeWindow._ass)) {
// player is fingering our ass; we need to restore the "squish vagina" animation
squishVagina = true;
}
_pokeWindow.stopTouchingSelf();
// if grovyle starts rubbing himself when he's soft, but becomes hard, we need to reset the inactive dick animation to "hard"
updateDefaultDickAnimation();
if (squishVagina) {
// stopped touching vagina; and player is rubbing our ass... need to restore the "squish vagina" animation
_rubBodyAnim2 = new FancyAnim(_dick, "finger-ass");
_rubBodyAnim2.synchronize(_rubBodyAnim);
}
if (_armsAndLegsArranger._armsAndLegsTimer < 1.5) {
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
if (selfTouchCount == 1) {
selfTouchSoon = _male ? 9 : 13;
} else if (_male && selfTouchCount == 2) {
selfTouchSoon = 2;
}
}
function updateDefaultDickAnimation():Void
{
if (_male && _dick.animation.name != "self-dick") {
if (_gameState >= 400) {
} else if (pastBonerThreshold()) {
if (_dick.animation.frameIndex != 5) {
_dick.animation.add("default", [5]);
}
} else if (_heartBank.getForeplayPercent() < 0.6) {
if (_dick.animation.frameIndex != 1) {
_dick.animation.add("default", [1]);
}
} else {
if (_dick.animation.frameIndex != 0) {
_dick.animation.add("default", [0]);
}
}
}
}
function setInactiveDickAnimation():Void
{
updateDefaultDickAnimation();
if (_male && _dick.animation.name != "self-dick") {
if (_gameState >= 400) {
if (_dick.animation.name != "finished") {
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
} else if (pastBonerThreshold()) {
if (_dick.animation.frameIndex != 5) {
_dick.animation.play("default");
}
} else if (_heartBank.getForeplayPercent() < 0.6) {
if (_dick.animation.frameIndex != 1) {
_dick.animation.play("default");
}
} else {
if (_dick.animation.frameIndex != 0) {
_dick.animation.play("default");
}
}
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
_pokeWindow._ass.animation.add("finger-ass", [0, 1]);
_pokeWindow._interact.animation.add("finger-ass", [16, 17]);
if (!_male) {
// vagina squishes when fingering ass
_pokeWindow._dick.animation.add("finger-ass", [0, 6]);
// vagina starts out tight
_pokeWindow._dick.animation.add("rub-dick", [1, 2]);
_pokeWindow._interact.animation.add("rub-dick", [32, 33]);
_pokeWindow._dick.animation.add("jack-off", [8, 9]);
_pokeWindow._interact.animation.add("jack-off", [40, 41]);
}
}
override public function eventShowToyWindow(args:Array<Dynamic>) {
super.eventShowToyWindow(args);
_pokeWindow.setVibe(true);
if (!_male) {
_pokeWindow._vibe.loadShadow(_shadowGloveBlackGroup, AssetPaths.grovyle_dick_vibe_shadow_f__png);
}
}
override public function eventHideToyWindow(args:Array<Dynamic>) {
super.eventHideToyWindow(args);
_pokeWindow.setVibe(false);
if (!_male) {
_pokeWindow._vibe.unloadShadow(_shadowGloveBlackGroup);
}
}
override public function back():Void
{
/*
* if the foreplayHeartReservoir is empty (or half empty), empty the
* dick heart reservoir too -- that way the toy meter won't stay full.
*/
_toyBank._dickHeartReservoir = Math.min(_toyBank._dickHeartReservoir, SexyState.roundDownToQuarter(_toyBank._defaultDickHeartReservoir * _toyBank.getForeplayPercent()));
super.back();
}
override function cursorSmellPenaltyAmount():Int {
return 25;
}
override public function destroy():Void {
super.destroy();
ballOpacityTween = FlxTweenUtil.destroy(ballOpacityTween);
assPolyArray = null;
vagPolyArray = null;
tailAssPolyArray = null;
leftCalfPolyArray = null;
rightCalfPolyArray = null;
electricPolyArray = null;
torsoSweatArray = null;
headSweatArray = null;
desiredRubs = null;
niceThings = null;
meanThings = null;
hurryUpWords = null;
niceHurryWords = null;
slowDownWords = null;
hintWords = null;
toyStopWords = null;
stolen = null;
firstBadRub = FlxDestroyUtil.destroy(firstBadRub);
_beadButton = FlxDestroyUtil.destroy(_beadButton);
_elecvibeButton = FlxDestroyUtil.destroy(_elecvibeButton);
_vibeButton = FlxDestroyUtil.destroy(_vibeButton);
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
goodVibes = null;
dickVibeAngleArray = null;
unguessedVibeSettings = null;
lastFewVibeSettings = null;
perfectVibeChoices = null;
}
}
|
argonvile/monster
|
source/poke/grov/GrovyleSexyState.hx
|
hx
|
unknown
| 88,943 |
package poke.grov;
import demo.SexyDebugState;
import flixel.math.FlxMath;
import flixel.system.FlxSound;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import openfl.Assets;
import openfl.media.Sound;
import openfl.media.SoundChannel;
import poke.buiz.BuizelResource;
import flixel.FlxG;
import flixel.FlxSprite;
/**
* Sprites and animations for Grovyle
*/
class GrovyleWindow extends PokeWindow
{
// the headfin
public var _hair:BouncySprite;
public var _tail:BouncySprite;
public var _torso:BouncySprite;
public var _arms0:BouncySprite;
public var _legs:BouncySprite;
public var _feet:BouncySprite;
public var _pantiesWaistband0:BouncySprite;
public var _pantiesWaistband1:BouncySprite;
public var _underwear:BouncySprite;
public var _pants:BouncySprite;
public var _arms1:BouncySprite;
public var _ass:BouncySprite;
public var _balls:BouncySprite;
public var _vibe:Vibe;
public var _selfTouchTarget:BouncySprite;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "grov";
_name = "Grovyle";
_victorySound = AssetPaths.grovyle__mp3;
_dialogClass = GrovyleDialog;
add(new FlxSprite( -54, -54, AssetPaths.grovyle_bg__png));
_hair = new BouncySprite( -54, -54 - 3, 6, 5, 0.3, _age);
_hair.loadWindowGraphic(AssetPaths.grovyle_head0__png);
_hair.animation.add("c", [0]);
_hair.animation.add("cheer", [1]);
_hair.animation.add("n", [2]);
_hair.animation.add("w", [3]);
_hair.animation.add("cocked", [4]);
_hair.animation.add("s", [5]);
_hair.animation.add("nw", [6]);
addPart(_hair);
_tail = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
_tail.loadWindowGraphic(AssetPaths.grovyle_tail__png);
addPart(_tail);
_torso = new BouncySprite( -54, -54 - 2, 2, 5, 0.1, _age);
_torso.loadWindowGraphic(AssetPaths.grovyle_torso__png);
_torso.animation.add("default", [0]);
_torso.animation.add("cheer", [1]);
addPart(_torso);
_arms0 = new BouncySprite( -54, -54 - 2, 2, 5, 0.15, _age);
_arms0.loadWindowGraphic(AssetPaths.grovyle_arms0__png);
_arms0.animation.add("default", [0]);
_arms0.animation.add("cheer", [1]);
_arms0.animation.add("0", [0]);
_arms0.animation.add("1", [2]);
_arms0.animation.add("2", [3]);
_arms0.animation.add("3", [4]);
_arms0.animation.add("4", [5]);
addPart(_arms0);
_pantiesWaistband0 = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
_pantiesWaistband0.loadWindowGraphic(AssetPaths.grovyle_panties_waistband0__png);
if (!PlayerData.grovMale)
{
addPart(_pantiesWaistband0);
}
_legs = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
_legs.loadWindowGraphic(AssetPaths.grovyle_legs__png);
_legs.animation.add("default", [0]);
_legs.animation.add("0", [0]);
_legs.animation.add("1", [1]);
_legs.animation.add("2", [2]);
_legs.animation.add("3", [3]);
_legs.animation.add("4", [4]);
_legs.animation.add("raise-left-leg", [5]);
_legs.animation.add("raise-right-leg", [6]);
addPart(_legs);
_underwear = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
addPart(_underwear);
_pantiesWaistband1 = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
_pantiesWaistband1.loadWindowGraphic(AssetPaths.grovyle_panties_waistband1__png);
if (!PlayerData.grovMale)
{
addPart(_pantiesWaistband1);
}
_pants = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
addPart(_pants);
_arms1 = new BouncySprite( -54, -54 - 2, 2, 5, 0.15, _age);
_arms1.loadWindowGraphic(AssetPaths.grovyle_arms1__png);
_arms1.animation.add("default", [0]);
_arms1.animation.add("cheer", [1]);
_arms1.animation.add("0", [0]);
_arms1.animation.add("1", [2]);
_arms1.animation.add("2", [3]);
_arms1.animation.add("3", [4]);
_arms1.animation.add("4", [5]);
if (PlayerData.grovMale)
{
_arms1.animation.add("self-dick", [6, 7, 8, 7], 3);
_arms1.animation.add("self-balls", [9, 10, 11, 10], 3);
}
else
{
_arms1.animation.add("self-dick", [16, 17, 18, 17], 3);
}
_arms1.animation.add("self-ass", [12, 13, 14, 13], 3);
addPart(_arms1);
_ass = new BouncySprite( -54, -54 - 4, 4, 5, 0.1, _age);
_ass.loadWindowGraphic(AssetPaths.grovyle_ass__png);
_ass.animation.add("default", [0]);
_ass.animation.add("finger-ass", [0, 1, 2, 3, 4]);
_ass.animation.add("self-ass", [0, 1, 2, 1], 3);
addPart(_ass);
_balls = new BouncySprite( -54, -54 - 4, 4, 5, 0.95, _age);
_balls.loadWindowGraphic(AssetPaths.grovyle_balls__png);
_dick = new BouncySprite( -54, -54 - 4, 4, 5, 0.95, _age);
addPart(_dick);
if (_interactive)
{
_vibe = new Vibe(_dick, -54, -54 - 4);
addPart(_vibe.dickVibe);
addVisualItem(_vibe.dickVibeBlur);
}
_head = new BouncySprite( -54, -54 - 3, 3, 5, 0.2, _age);
addPart(_head);
_feet = new BouncySprite( -54, -54, 0, 5, 0.1, _age);
_feet.loadWindowGraphic(AssetPaths.grovyle_feet__png);
_feet.animation.add("default", [0]);
_feet.animation.add("raise-left-leg", [1]);
_feet.animation.add("raise-right-leg", [2]);
addPart(_feet);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
addVisualItem(_vibe.vibeRemote);
addVisualItem(_vibe.vibeInteract);
}
setNudity(PlayerData.level);
refreshGender();
}
override public function refreshGender()
{
_underwear.loadWindowGraphic(GrovyleResource.underwear);
if (!PlayerData.grovMale)
{
_underwear.synchronize(_torso);
}
_pants.loadWindowGraphic(GrovyleResource.pants);
_dick.loadWindowGraphic(GrovyleResource.dick);
_dick.animation.add("default", [0]);
if (PlayerData.grovMale)
{
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [1, 2, 3, 4]);
_balls.animation.add("self-balls", [2, 3, 4, 3], 3);
addPart(_balls);
reposition(_balls, members.indexOf(_dick));
_dick.animation.add("rub-dick", [1, 2, 3, 4]);
_dick.animation.add("jack-off", [8, 9, 10, 11, 12]);
_dick.animation.add("self-dick", [2, 3, 4, 3], 3);
}
else
{
removePart(_balls);
_dick._bouncePhase = 0.15;
_dick.animation.add("rub-dick", [1, 2, 3, 4, 5]);
_dick.animation.add("jack-off", [8, 9, 10, 11, 12, 13]);
_dick.animation.add("self-dick", [0, 1, 2, 1], 3);
_dick.animation.add("finger-ass", [0, 6, 6, 7, 7]);
_dick.animation.add("self-ass", [0, 6, 6, 0], 3);
}
_head.loadGraphic(GrovyleResource.head1, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("cheer", blinkyAnimation([3, 4]), 3);
_head.animation.add("0-c", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-s", blinkyAnimation([5, 6], [7]), 3);
_head.animation.add("0-nw", blinkyAnimation([8, 9], [10]), 3);
_head.animation.add("1-w", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-cocked", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-s", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("2-n", blinkyAnimation([24, 25]), 3);
_head.animation.add("2-c", blinkyAnimation([26, 27]), 3);
_head.animation.add("2-w", blinkyAnimation([28, 29]), 3);
_head.animation.add("3-cocked", blinkyAnimation([36, 37], [38]), 3);
_head.animation.add("3-c", blinkyAnimation([39, 40], [41]), 3);
_head.animation.add("3-w", blinkyAnimation([42, 43], [44]), 3);
_head.animation.add("4-s", blinkyAnimation([48, 49], [50]), 3);
_head.animation.add("4-cocked", blinkyAnimation([51, 52], [53]), 3);
_head.animation.add("4-n", blinkyAnimation([54, 55], [56]), 3);
_head.animation.add("5-nw", blinkyAnimation([60, 61]), 3);
_head.animation.add("5-w", blinkyAnimation([62, 63]), 3);
_head.animation.add("5-c", blinkyAnimation([64, 65]), 3);
_head.animation.play("0-c");
if (_interactive)
{
_vibe.loadDickGraphic(GrovyleResource.dickVibe);
if (PlayerData.grovMale)
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4],
1 => [5, 6, 7, 8, 9],
5 => [10, 11, 12, 13, 14],
];
}
else
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4, 5],
];
}
}
}
override public function cheerful()
{
super.cheerful();
_hair.animation.play("cheer");
_torso.animation.play("cheer");
_head.animation.play("cheer");
_arms0.animation.play("cheer");
_arms1.animation.play("cheer");
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
_pants.visible = true;
_pantiesWaistband0.visible = false;
_pantiesWaistband1.visible = false;
_underwear.visible = false;
_balls.visible = false;
_dick.visible = false;
_ass.visible = false;
}
if (NudityLevel == 1)
{
_pants.visible = false;
_pantiesWaistband0.visible = true;
_pantiesWaistband1.visible = true;
_underwear.visible = true;
_balls.visible = false;
_dick.visible = false;
_ass.visible = false;
}
if (NudityLevel >= 2)
{
_pants.visible = false;
_pantiesWaistband0.visible = false;
_pantiesWaistband1.visible = false;
_underwear.visible = false;
_balls.visible = true;
_dick.visible = true;
_ass.visible = true;
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-c", "0-s", "0-nw"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-w", "1-cocked", "1-s"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-n", "2-c", "2-w"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-cocked", "3-c", "3-w"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-s", "4-cocked", "4-n"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-nw", "5-w", "5-c"]);
}
var hairAnimName:String = _head.animation.name.substring(_head.animation.name.indexOf("-") + 1);
playNewAnim(_hair, [hairAnimName]);
}
override public function nudgeArousal(Arousal:Int)
{
super.nudgeArousal(Arousal);
// 3 is a weird special purpose grovyle face. If someone explicitly says to nudge us to 3,
// we should go straight to 3. If someone doesn't tell us to nudge to 3, we should skip 3.
if (Arousal == 3 && _arousal != 3 || _arousal == 3 && Arousal != 3)
{
super.nudgeArousal(Arousal);
}
}
public function startTouchingSelf(touchedPart:BouncySprite):Void
{
reposition(_arms1, members.indexOf(touchedPart) + 1);
_arms1.synchronize(touchedPart);
_arms0.animation.play("4");
_arms1.animation.play("4");
_selfTouchTarget = touchedPart;
}
public function stopTouchingSelf():Void
{
if (_selfTouchTarget != null)
{
reposition(_arms1, members.indexOf(_pants));
_arms1.synchronize(_arms0);
_arms0.animation.play("4");
_arms1.animation.play("4");
_selfTouchTarget.animation.play("default");
_selfTouchTarget = null;
}
}
override public function arrangeArmsAndLegs()
{
_feet.animation.play("default");
if (_selfTouchTarget == null)
{
if (_arousal == 0)
{
playNewAnim(_arms0, ["0"]);
}
else
{
playNewAnim(_arms0, ["0", "1", "2", "3", "4"]);
}
_arms1.animation.play(_arms0.animation.name);
}
if (_arms0.animation.name == "2")
{
// hand on grovyle's right knee (our left)
playNewAnim(_legs, ["0", "1"]);
}
else if (_arms0.animation.name == "0")
{
// hand on grovyle's left knee (our right)
playNewAnim(_legs, ["0", "2"]);
}
else
{
playNewAnim(_legs, ["0", "1", "2", "3", "4"]);
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.grovyle_interact__png);
if (PlayerData.grovMale)
{
_interact.animation.add("rub-dick", [0, 1, 2, 3]);
_interact.animation.add("jack-off", [8, 9, 10, 11, 12]);
_interact.animation.add("rub-balls", [4, 5, 6, 7]);
}
else
{
_interact.animation.add("rub-dick", [32, 33, 34, 35, 36]);
_interact.animation.add("jack-off", [40, 41, 42, 43, 44, 45]);
}
_interact.animation.add("finger-ass", [16, 17, 18, 19, 20]);
_interact.animation.add("rub-left-foot", [26, 27, 28, 29, 30]);
_interact.animation.add("rub-right-foot", [25, 24, 23, 22, 21]);
_interact.visible = false;
_vibe.reinitializeHandSprites();
}
public function setVibe(vibeVisible:Bool)
{
_vibe.setVisible(vibeVisible);
_dick.visible = !vibeVisible;
if (!vibeVisible)
{
_vibe.vibeSfx.setMode(VibeSfx.VibeMode.Off);
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_interactive && !SexyDebugState.debug)
{
_vibe.update(elapsed);
}
}
override public function destroy():Void
{
super.destroy();
_hair = FlxDestroyUtil.destroy(_hair);
_tail = FlxDestroyUtil.destroy(_tail);
_torso = FlxDestroyUtil.destroy(_torso);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_legs = FlxDestroyUtil.destroy(_legs);
_feet = FlxDestroyUtil.destroy(_feet);
_pantiesWaistband0 = FlxDestroyUtil.destroy(_pantiesWaistband0);
_pantiesWaistband1 = FlxDestroyUtil.destroy(_pantiesWaistband1);
_underwear = FlxDestroyUtil.destroy(_underwear);
_pants = FlxDestroyUtil.destroy(_pants);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_ass = FlxDestroyUtil.destroy(_ass);
_balls = FlxDestroyUtil.destroy(_balls);
_vibe = FlxDestroyUtil.destroy(_vibe);
_selfTouchTarget = FlxDestroyUtil.destroy(_selfTouchTarget);
}
}
|
argonvile/monster
|
source/poke/grov/GrovyleWindow.hx
|
hx
|
unknown
| 13,949 |
package poke.grov;
import flixel.FlxG;
import flixel.math.FlxMath;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* Defines vibrator behavior -- things like which graphics and sound effects
* are active, and the shadow/blur effects
*/
class Vibe implements IFlxDestroyable
{
public var vibeInteract:BouncySprite;
public var vibeRemote:BouncySprite;
public var dickVibe:BouncySprite; // dick with vibrator
public var dickVibeBlur:BouncySprite;
public var dick:BouncySprite;
public var shadowVibe:BouncySprite;
public var vibeSpeed:Float = 4.0;
public var vibeTimer:Float = 0;
/*
* Which vibrator frames correspond to which dick frames?
*/
public var dickFrameToVibeFrameMap:Map<Int, Array<Int>> = new Map<Int, Array<Int>>();
public var vibeSfx:VibeSfx = new VibeSfx();
private var vibeSpeeds:Array<Float> = [5.0, 6.7, 9, 12.3, 17];
private var electric:Bool;
public function new(dick:BouncySprite, X:Float, Y:Float)
{
this.dick = dick;
this.dickVibe = new BouncySprite(X, Y, dick._bounceAmount, dick._bounceDuration, dick._bouncePhase, dick._age);
dickVibe.visible = false;
this.dickVibeBlur = new BouncySprite(X, Y, dick._bounceAmount, dick._bounceDuration, dick._bouncePhase, dick._age);
dickVibeBlur.alpha = 0.5;
dickVibeBlur.visible = false;
this.vibeRemote = new BouncySprite(X, Y, dick._bounceAmount, dick._bounceDuration, dick._bouncePhase, dick._age);
vibeRemote.loadWindowGraphic(AssetPaths.vibe_pokewindow__png);
vibeRemote.visible = false;
this.vibeInteract = new BouncySprite(X, Y, dick._bounceAmount, dick._bounceDuration, dick._bouncePhase, dick._age);
this.shadowVibe = new BouncySprite(0, 0, 0, 0, 0, 0);
}
public function setElectric(electric:Bool)
{
this.electric = electric;
if (electric)
{
vibeRemote.loadWindowGraphic(AssetPaths.elecvibe_pokewindow__png);
}
reinitializeHandSprites();
}
public function reinitializeHandSprites()
{
CursorUtils.initializeHandBouncySprite(vibeInteract, electric ? AssetPaths.elecvibe_interact__png : AssetPaths.vibe_interact__png);
vibeInteract.visible = false;
}
public function loadDickGraphic(graphic:FlxGraphicAsset)
{
dickVibe.loadWindowGraphic(graphic);
dickVibe.animation.frameIndex = 0;
dickVibeBlur.loadWindowGraphic(graphic);
dickVibeBlur.animation.frameIndex = 0;
}
public function setVisible(visible:Bool)
{
if (visible == true)
{
dickVibe.visible = true;
dickVibeBlur.visible = true;
vibeRemote.visible = true;
vibeInteract.visible = true;
var vibeFrames:Array<Int> = dickFrameToVibeFrameMap[dick.animation.frameIndex];
if (vibeFrames != null)
{
dickVibe.animation.frameIndex = vibeFrames[0];
dickVibeBlur.animation.frameIndex = vibeFrames[0];
}
}
else
{
dickVibe.visible = false;
dickVibeBlur.visible = false;
vibeRemote.visible = false;
vibeInteract.visible = false;
}
}
public function update(elapsed:Float)
{
var vibeFrames:Array<Int> = dickFrameToVibeFrameMap[dick.animation.frameIndex];
if (vibeSfx.speed == 0)
{
vibeSpeed = 0;
}
else
{
var calc:Float = vibeSpeeds[vibeSfx.speed - 1] * vibeSfx.getVolumePct();
if (calc < 1.5)
{
vibeSpeed = 0;
}
else
{
vibeSpeed = FlxMath.bound(calc, 3, 60);
vibeTimer = Math.min(vibeTimer, 1 / vibeSpeed);
}
}
if (dickVibe.visible && vibeFrames != null)
{
dickVibeBlur.visible = vibeSpeed >= 8;
if (vibeSpeed <= 2)
{
dickVibeBlur.animation.frameIndex = vibeFrames[0];
dickVibe.animation.frameIndex = vibeFrames[0];
}
else
{
vibeTimer -= elapsed;
if (vibeTimer <= 0)
{
vibeTimer = Math.max(0, vibeTimer + 1 / vibeSpeed);
var vibeFramesTmp:Array<Int> = vibeFrames.slice(1);
vibeFramesTmp.remove(dickVibe.animation.frameIndex);
dickVibeBlur.animation.frameIndex = dickVibe.animation.frameIndex;
dickVibe.animation.frameIndex = FlxG.random.getObject(vibeFramesTmp);
}
}
}
}
public function destroy():Void
{
vibeInteract = FlxDestroyUtil.destroy(vibeInteract);
vibeRemote = FlxDestroyUtil.destroy(vibeRemote);
dickVibe = FlxDestroyUtil.destroy(dickVibe);
dickVibeBlur = FlxDestroyUtil.destroy(dickVibeBlur);
shadowVibe = FlxDestroyUtil.destroy(shadowVibe);
dickFrameToVibeFrameMap = null;
vibeSfx = FlxDestroyUtil.destroy(vibeSfx);
vibeSpeeds = null;
}
/**
* Loads the "shadow vibe" which creates the illusion that female cum is
* leaking from the outside of the vagina
*/
public function loadShadow(blackGroup:BlackGroup, shadowAsset:FlxGraphicAsset):Void
{
if (blackGroup.members.indexOf(shadowVibe) == -1)
{
shadowVibe.loadGraphic(shadowAsset);
blackGroup.add(shadowVibe);
shadowVibe.synchronize(dickVibe);
shadowVibe.x = dickVibe.x + 3;
shadowVibe.y += 3;
}
}
public function unloadShadow(blackGroup:BlackGroup):Void
{
if (blackGroup.members.indexOf(shadowVibe) != -1)
{
blackGroup.remove(shadowVibe);
}
}
}
|
argonvile/monster
|
source/poke/grov/Vibe.hx
|
hx
|
unknown
| 5,226 |
package poke.grov;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter.FlxEmitterMode;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxSound;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import kludge.FlxSoundKludge;
import kludge.LateFadingFlxParticle;
import openfl.display.BlendMode;
import poke.magn.MagnWindow;
import poke.sexy.RandomPolygonPoint;
import poke.sexy.SexyState;
/**
* The window on the left side which lets the player press buttons on the
* vibrator
*
* This handles both the default vibrator and the electric vibrator
*/
class VibeInterface extends FlxSpriteGroup
{
static var BUTTON_POSITIONS:Array<FlxPoint> = [
FlxPoint.get(61, 133), FlxPoint.get(107, 135),
FlxPoint.get(45, 172), FlxPoint.get(62, 195),
FlxPoint.get(92, 194), FlxPoint.get(118, 176)
];
static var ELECTRIC_BUTTON_POSITIONS:Array<FlxPoint> = [
FlxPoint.get(68, 108), FlxPoint.get(126, 116),
FlxPoint.get(61, 142), FlxPoint.get(58, 181),
FlxPoint.get(127, 188), FlxPoint.get(130, 150),
FlxPoint.get(94, 153)
];
private var canvas:FlxSprite;
private var bgSprite:FlxSprite;
private var bodySprite:FlxSprite;
private var buttonsSprite:FlxSprite;
private var elecSprite:FlxSprite;
private var vibe:Vibe;
private var electric:Bool;
public var buttonDuration:Float = 0;
/*
* If lightningButtonDuration is greater than 0, the lightning button was
* just released after being held for this many seconds
*/
public var lightningButtonDuration:Float = 0;
public var smallSparkEmitter:FlxTypedEmitter<LateFadingFlxParticle>;
public var largeSparkEmitter:FlxTypedEmitter<LateFadingFlxParticle>;
private var elecSound:FlxSound;
public function new(vibe:Vibe)
{
super();
this.vibe = vibe;
bgSprite = new FlxSprite(0, -150);
bgSprite.loadGraphic(AssetPaths.vibe_iface_bg__png, true, 253, 426);
add(bgSprite);
bodySprite = new BouncySprite(50, -31, 3, 5.5, 0);
bodySprite.loadGraphic(AssetPaths.vibe_remote__png);
add(bodySprite);
buttonsSprite = new BouncySprite(50, -31, 3, 5.5, 0);
buttonsSprite.loadGraphic(AssetPaths.vibe_remote_buttons__png, true, 180, 240);
add(buttonsSprite);
elecSprite = new BouncySprite(50, -31, 3, 5.5, 0);
elecSprite.loadGraphic(AssetPaths.elecvibe_remote_charged__png);
elecSprite.visible = false;
elecSprite.alpha = 0;
add(elecSprite);
canvas = new FlxSprite(3, 123);
canvas.makeGraphic(254, 250, FlxColor.TRANSPARENT, true);
}
public function setElectric(electric:Bool)
{
this.electric = electric;
elecSprite.visible = electric;
if (electric)
{
bgSprite.loadGraphic(AssetPaths.elecvibe_iface_bg__png, true, 253, 426);
bodySprite.loadGraphic(AssetPaths.elecvibe_remote__png);
buttonsSprite.loadGraphic(AssetPaths.elecvibe_remote_buttons__png, true, 180, 240);
if (smallSparkEmitter == null)
{
// initialize spark emitters
smallSparkEmitter = new FlxTypedEmitter<LateFadingFlxParticle>(0, 0, 24);
smallSparkEmitter.launchMode = FlxEmitterMode.SQUARE;
smallSparkEmitter.angularVelocity.set(0);
smallSparkEmitter.velocity.set(200, 200);
smallSparkEmitter.lifespan.set(0.3);
for (i in 0...smallSparkEmitter.maxSize)
{
var particle:LateFadingFlxParticle = new LateFadingFlxParticle();
particle.makeGraphic(3, 3, FlxColor.WHITE);
particle.offset.x = 1.5;
particle.offset.y = 1.5;
particle.exists = false;
smallSparkEmitter.add(particle);
}
largeSparkEmitter = new FlxTypedEmitter<LateFadingFlxParticle>(0, 0, 24);
largeSparkEmitter.launchMode = FlxEmitterMode.SQUARE;
largeSparkEmitter.angularVelocity.set(0);
largeSparkEmitter.velocity.set(400, 400);
largeSparkEmitter.lifespan.set(0.6);
for (i in 0...largeSparkEmitter.maxSize)
{
var particle:LateFadingFlxParticle = new LateFadingFlxParticle();
particle.makeGraphic(6, 6, FlxColor.WHITE);
particle.offset.x = 2.5;
particle.offset.y = 2.5;
particle.exists = false;
largeSparkEmitter.add(particle);
}
}
}
}
/**
* Invoked when the lightning button is released
*/
public function doLightning(sexyState:SexyState<Dynamic>, electricPolyArray:Array<Array<FlxPoint>>):Void
{
var remainingIntensity:Float = lightningButtonDuration;
remainingIntensity = FlxMath.bound(remainingIntensity, 0, 30);
var eventTime:Float = sexyState.eventStack._time;
var sparkChance:Int = 20;
while (remainingIntensity > 0.2)
{
if (eventTime == sexyState.eventStack._time || FlxG.random.bool(sparkChance))
{
var sparkPoint:FlxPoint = RandomPolygonPoint.randomPolyPoint(electricPolyArray[sexyState._pokeWindow._dick.animation.frameIndex]);
if (sparkPoint != null && remainingIntensity > 1)
{
sexyState.eventStack.addEvent({time:eventTime, callback:MagnWindow.eventEmitSpark, args:[largeSparkEmitter, sexyState._pokeWindow._dick.x + sparkPoint.x, sexyState._pokeWindow._dick.y + sparkPoint.y]});
}
else
{
sexyState.eventStack.addEvent({time:eventTime, callback:MagnWindow.eventEmitSpark, args:[smallSparkEmitter, sexyState._pokeWindow._dick.x + sparkPoint.x, sexyState._pokeWindow._dick.y + sparkPoint.y]});
}
sparkChance = 0;
}
else
{
if (remainingIntensity > 1)
{
sparkChance += 15;
}
else
{
sparkChance += 5;
}
}
if (remainingIntensity > 1)
{
var sfxVolume:Float = 0;
if (remainingIntensity > 4)
{
sfxVolume = FlxG.random.float(0.9, 1.0);
}
else if (remainingIntensity > 2)
{
sfxVolume = FlxG.random.float(0.8, 1.0);
}
else
{
sfxVolume = FlxG.random.float(0.6, 1.0);
}
sexyState.eventStack.addEvent({time:eventTime, callback:EventStack.eventPlaySound, args: [FlxG.random.getObject([AssetPaths.magn_zap__mp3, AssetPaths.magn_zap2__mp3, AssetPaths.magn_zap3__mp3]), sfxVolume]});
}
else
{
sexyState.eventStack.addEvent({time:eventTime, callback:EventStack.eventPlaySound, args: [FlxG.random.getObject([AssetPaths.magn_zap_small__mp3, AssetPaths.magn_zap_small2__mp3]), remainingIntensity]});
}
remainingIntensity = remainingIntensity * 0.8 - 0.04;
eventTime += FlxG.random.float(0.01, 0.15);
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (SexyState.toyMouseJustPressed())
{
var relativeMousePosition:FlxPoint = FlxPoint.get(FlxG.mouse.x - (buttonsSprite.x - buttonsSprite.offset.x) - canvas.x, FlxG.mouse.y - (buttonsSprite.y - buttonsSprite.offset.y) - canvas.y);
var closestButtonIndex = -1;
var closestButtonDist:Float = 23;
var buttonPositions:Array<FlxPoint> = electric ? ELECTRIC_BUTTON_POSITIONS : BUTTON_POSITIONS;
for (buttonIndex in 0...buttonPositions.length)
{
var buttonDist:Float = buttonPositions[buttonIndex].distanceTo(relativeMousePosition);
if (electric)
{
if (buttonIndex >= 2 && buttonDist > 19)
{
// too far; buttons 0-1 are small
continue;
}
}
else
{
if (buttonIndex >= 2 && buttonDist > 19)
{
// too far; buttons 2-5 are small
continue;
}
}
if (buttonDist < closestButtonDist)
{
closestButtonDist = buttonDist;
closestButtonIndex = buttonIndex;
}
}
buttonsSprite.animation.frameIndex = closestButtonIndex + 1;
if (closestButtonIndex >= 0)
{
SoundStackingFix.play(AssetPaths.click0_00cb__mp3, 1.0);
}
if (closestButtonIndex >= 0)
{
if (closestButtonIndex == 0)
{
if (vibe.vibeSfx.speed > 0)
{
vibe.vibeSfx.setSpeed(vibe.vibeSfx.speed - 1);
}
}
if (closestButtonIndex == 1)
{
if (vibe.vibeSfx.speed < 5)
{
vibe.vibeSfx.setSpeed(vibe.vibeSfx.speed + 1);
}
}
if (closestButtonIndex == 2)
{
vibe.vibeSfx.setMode(VibeSfx.VibeMode.Sine);
if (vibe.vibeSfx.speed == 0)
{
vibe.vibeSfx.setSpeed(1);
}
}
if (closestButtonIndex == 3)
{
vibe.vibeSfx.setMode(VibeSfx.VibeMode.Off);
if (vibe.vibeSfx.speed == 0)
{
vibe.vibeSfx.setSpeed(1);
}
}
if (closestButtonIndex == 4)
{
vibe.vibeSfx.setMode(VibeSfx.VibeMode.Sustained);
if (vibe.vibeSfx.speed == 0)
{
vibe.vibeSfx.setSpeed(1);
}
}
if (closestButtonIndex == 5)
{
vibe.vibeSfx.setMode(VibeSfx.VibeMode.Pulse);
if (vibe.vibeSfx.speed == 0)
{
vibe.vibeSfx.setSpeed(1);
}
}
if (closestButtonIndex == 6)
{
elecSound = SoundStackingFix.play(AssetPaths.elecvibe_charge__mp3, 0.3);
}
}
}
// reset lightningButtonDuration; it's only set briefly
lightningButtonDuration = 0;
if (buttonsSprite.animation.frameIndex != 0)
{
buttonDuration += elapsed;
}
else {
buttonDuration = 0;
}
if (electric && buttonsSprite.animation.frameIndex == 7)
{
elecSprite.alpha = FlxMath.bound(buttonDuration / 1.6, 0, 1);
}
if (FlxG.mouse.justReleased)
{
if (electric && buttonsSprite.animation.frameIndex == 7)
{
// released lightning button
lightningButtonDuration = buttonDuration;
if (elecSound != null)
{
elecSound.stop();
elecSprite.alpha = 0;
}
}
if (buttonsSprite.animation.frameIndex != 0)
{
SoundStackingFix.play(AssetPaths.click1_00cb__mp3, 0.5);
}
buttonsSprite.animation.frameIndex = 0;
}
}
override public function draw():Void
{
for (member in members)
{
if (member != null && member.visible)
{
canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
// erase unused bits...
{
// bottom section...
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 250));
poly.push(FlxPoint.get(254, 250));
poly.push(FlxPoint.get(254, 188 - 1));
poly.push(FlxPoint.get(49, 250 - 1));
poly.push(FlxPoint.get(0, 200 - 1));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
// top section...
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 0));
poly.push(FlxPoint.get(254, 0));
poly.push(FlxPoint.get(254, 42 + 1));
poly.push(FlxPoint.get(200, 0 + 1));
poly.push(FlxPoint.get(0, 100 + 1));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
// draw border...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(254 - 1, 42));
poly.push(FlxPoint.get(254 - 1, 188 - 1));
poly.push(FlxPoint.get(49, 250 - 1));
poly.push(FlxPoint.get(1, 200 - 1));
poly.push(FlxPoint.get(1, 100 + 1));
poly.push(FlxPoint.get(1 + 200, 1));
poly.push(FlxPoint.get(254 - 1, 42));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.TRANSPARENT, { thickness: 2, color: FlxColor.BLACK });
FlxDestroyUtil.putArray(poly);
}
canvas.draw();
}
public static function vibeString(mode:VibeSfx.VibeMode, speed:Int):String
{
return Std.string(mode) + Std.string(speed);
}
override public function destroy():Void
{
super.destroy();
canvas = FlxDestroyUtil.destroy(canvas);
bgSprite = FlxDestroyUtil.destroy(bgSprite);
bodySprite = FlxDestroyUtil.destroy(bodySprite);
buttonsSprite = FlxDestroyUtil.destroy(buttonsSprite);
elecSprite = FlxDestroyUtil.destroy(elecSprite);
smallSparkEmitter = FlxDestroyUtil.destroy(smallSparkEmitter);
largeSparkEmitter = FlxDestroyUtil.destroy(largeSparkEmitter);
elecSound = FlxDestroyUtil.destroy(elecSound);
}
}
|
argonvile/monster
|
source/poke/grov/VibeInterface.hx
|
hx
|
unknown
| 12,159 |
package poke.hera;
import MmStringTools.*;
import PlayerData.hasMet;
import critter.Critter;
import flixel.FlxG;
import minigame.tug.TugGameState;
import poke.magn.MagnDialog;
import openfl.utils.Object;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import minigame.stair.StairGameState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Heracross is canonically male. Heracross runs a shop in Abra's basement.
*
* Heracross gouges the player for money so that the player will stick around
* to solve more puzzles, and buy more items from the shop. He knows if the
* player buys every last item, he will have no reason to keep playing the game.
*
* Heracross is single and he is sometimes nervous about where his life is
* headed if he continues being single as he grows older. But he tries not to
* obsess over it.
*
* Heracross has a tendency to develop a crush on anybody who shoots him the
* slightest glimmer of attention, including the player.
*
* After playing a minigame, Heracross will let people into his backroom where
* they can practice that minigame with the last Pokemon they played with. He
* will usually charge about $200, but if you want to play with Heracross, he
* will charge you almost nothing.
*
* Heracross wanted to be a part of the puzzle-solving stuff to spend more time
* with the player, but Abra required him to get familiar with the puzzles
* first. Heracross studied the puzzles extensively, and is now incredibly
* skilled at them. With a whopping rank of 42, he is the most talented puzzle
* solver than Abra himself.
*
* Heracross was responsible for installing cameras throughout Abra's house
* (with Abra's blessing.)
*
* As far as the shop goes, Heracross's prices fluctuate. Each item has a base
* price, so some items such as the insulated gloves are naturally very cheap
* (about $150) and others such as the big red dildo are very expensive (about
* $6,000).
*
* As the player solves puzzles, additional items will become available in the
* shop. He will only ever sell five items at once, because that is all that
* can fit on his table.
*
* If his shop is ever full, he will put two of them on "sale" -- one for very
* very expensive, and one for very very cheap. If the player does not purchase
* the items, they will go back into his stockroom.
*
* As far as minigames go, Heracross practiced the minigames extensively,
* particularly the scale game as he could practice it alone. With the scale
* game in particular, it takes him a moment to parse the numbers but after
* that initial delay he is incredibly fast at coming up with a solution. He is
* awful at the stair game, it is possible his empathy with the bugs prevents
* him from playing optimally... ...
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Heracross's
* inner voice was a combination of Magic Man from Adventure Time, and Butters
* from South Park.
*
* Vocal tics:
* - Wowee! Gosh! Gweh-heh-heh! Yay! Yippee! Heracroosss!
* - Gwuhh... Err... Ehh...
* - Hey! Gwehhh! Gwehhh...
* - Oh my days! Oh my word! Oh my goodness gracious! Oh my land! What in the f-... funny business!?
* - Uses your name a lot
*
* Exceptional at puzzles (rank 42)
*/
class HeraDialog
{
public static var prefix:String = "hera";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3, sexyBefore4];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadPremature0, sexyBadPremature1, sexyBadPremature2];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [finallyMeet, agingAlone];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03],
[random10, random11, random12, random13],
[random20, random21, random22, random23]
];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["hera.randomChats.2.3"] = hasMet("grim") && hasMet("sand");
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var swears:Array<String> = [
"Aww clodknobbers!",
"Ohh fiddle faddle!",
"Aww dishwashers!",
"Aww seabiscuit!",
"Aww fish whiskers!",
"Ohh space needles!",
"Ohh scrodwaddle!",
];
var swear:String = FlxG.random.getObject(swears);
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings([
"#hera09#Oh, Abra explained this to me! You've got a small mistake in the <first clue>, don't you?",
"#hera09#Oh no! You made a teeny-tiny mistake with the <first clue>! Do you see it?",
"#hera09#Ack! I see it now, that <first clue> doesn't really fit your answer. Do you get what's wrong?",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
if (clueDialog.expectedCount == 0)
{
clueDialog.pushExplanation("#hera04#" + swear + " So that <first clue> has <e hearts> next to it. None at all, right? So if you look at your answer...");
}
else
{
clueDialog.pushExplanation("#hera04#" + swear + " So that <first clue> has <e hearts> next to it. Just <e>, right? So if you look at your answer...");
}
clueDialog.pushExplanation("#hera06#Your answer should likewise have <e> <bugs in the correct position>... But you've got a whopping <a>! Aaaagh! That's way too much!");
clueDialog.pushExplanation("#hera05#It's okay, we can fix it! We just have to mess with your answer until there's <e bugs in the correct position>. Hmm! Tricky right?");
}
else
{
clueDialog.pushExplanation("#hera04#"+swear+" So that <first clue> has <e hearts> next to it. A whopping <e>, right? So if you look at your answer...");
clueDialog.pushExplanation("#hera06#Your answer should likewise have <e bugs in the correct position>... But you've got a mere <a>! Aaagh! That's not even close too enough!");
clueDialog.pushExplanation("#hera05#It's okay, we can fix it! We just have to mess with your answer until there's <e bugs in the correct position>. Hmm! Tricky right?");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#hera04#Oh hello <name>! ...Did you need some help?",
"#hera04#Aww are you having some kind of trouble?",
"#hera04#Oh! What can I do? Did you need something?",
"#hera04#Hello <name>! Was there something you needed?",
];
helpDialog.goodbyes = [
"#hera08#Ohhhhhh! ...Okay ...I hope I get to see you again soon!",
"#hera08#Ohhhh toaster strudels! ...I knew it was too good to be true...",
"#hera08#Aww zagnut! ...I was really looking forward to our time together, too...",
"#hera08#" + stretch(PlayerData.name) + "! ...You're breaking my heart a little! You won't forget about me will you?",
];
helpDialog.neverminds = [
"#hera05#Hmmm? Oh, okay! Now where were we...",
"#hera02#Gweheheheh! Any excuse to talk to your little bug buddy, is that it?",
"#hera05#Gweh! ...We all have those days. Now let's see...",
"#hera06#Gweh? ...Oh, okay! Ehh, yeah!",
];
helpDialog.hints = [
"#hera05#Ehh? Oh, sure! Let me run and get Abra. I'll be right back! ...Don't go anywhere!!",
"#hera05#Oh, okay you need a hint? Okay! Okay! Abra told me I shouldn't help you directly, so... Let's see... Where's Abra...",
"#hera05#Ohhh a hint? A hint! I know how to get a hint! ...Wait right there, okay? I'll be so fast!",
];
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var helpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>):GameDialog
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#hera08#Aww shucksaroo! I was looking forward to a little game with my <name> friend.", "#hera01#Hmm well you know... There's more than one way to whet my <name>-tite. Gweh-heh-heh!"]);
g.addSkipMinigame(["#hera09#Aww really? It's such a nifty little game!", "#hera05#And I was gonna let you win, and you were gonna be all happy and then... Well, can you guess what I was going to do next?", "#hera01#...Maybe I'll just show you! Gweh-heh-heh~"]);
g.addRemoteExplanationHandoff("#hera04#I've only played this one a few times. Let me see if <leader> wants to explain this one for us!");
g.addLocalExplanationHandoff("#hera04#You've played this one a few times, haven't you <leader>? ...Can you go over the rules for us again?");
g.addPostTutorialGameStart("#hera06#Well! Does that make sense to you? Are you ready to start?");
g.addIllSitOut("#hera06#Oooh, on second thought I'm not sure if you're ready for the full Heracross experience yet. Why don't you play without me.");
g.addIllSitOut("#hera06#Well hold on a moment, how familiar ARE you with this game? ...Maybe you should get in some practice first.");
g.addFineIllPlay("#hera02#Gweh-heh-heh! You'll have second thoughts NEXT time. It's time to teach you a lesson~");
g.addFineIllPlay("#hera02#What, you thought I was bluffing? I'm a total whiz at these sorts of puzzles. I hope you brought your A-brain!");
g.addGameAnnouncement("#hera02#Oooh fun! It's <minigame>, I haven't seen this one very much.");
g.addGameAnnouncement("#hera03#Oh, I think I heard about this one! It's <minigame>, isn't it?");
g.addGameStartQuery("#hera04#Are you ready to start?");
g.addGameStartQuery("#hera04#Let's start! You remember the rules, right?");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#hera04#Here we go! Are you ready?");
}
else {
g.addGameStartQuery("#hera04#Ooooh a remaaaaatch! I'll spend all day playing games with you, " + stretch(PlayerData.name) + "~. Are you ready?");
}
g.addRoundStart("#hera04#Are you ready?", ["No, I'm like not ready\nat ALL, please don't start", "Yep", "Mmmm... sure"]);
g.addRoundStart("#hera02#Round <round>! You ready to lose? Heracrooooossss!!", ["Don't under-\nestimate me!", "Are you ready to...\nshut up? Hmph!", "Heh heh!\nLet's go"]);
g.addRoundStart("#hera05#I guess it's time for round <round>!", ["Go go go!", "Just a\nmoment...", "Sure, I'm\nready"]);
g.addRoundStart("#hera05#Time for round <round>! This is all just math. Math is easy isn't it?", ["Sure! Math\nis easy", "I have a tough\ntime with math", "This is more than\njust math!"]);
g.addRoundWin("#hera02#Gweh-heh-heh-heh! Don't look so surprised... I AM part lightning bug, you know!", ["...Next round!\nNext round!", "You big\nliar!", "Where's my fly\nswatter..."]);
g.addRoundWin("#hera03#I don't know why I'm trying so hard! All these gems are going in my pocket one way or the other...", ["I'm boycotting your\nstore after this!", "Those gems are mine,\nyou annoying bug!", "I just need\nto add faster..."]);
g.addRoundWin("#hera03#Too fast! Too fast. Gweh-heh-heh-heh! Who is this bug? Who invited him to our game?", ["You're getting\ncocky, Heracross!", "I can be\nfast too!", "Sheesh..."]);
if (gameStateClass != StairGameState) g.addRoundWin("#hera03#...And that was even with one hand behind my back! Gweh-heh-heh-heh!!", ["Hey, I don't even\nhave two hands!", "...And I\nstill lost?", "Bleah,\nscrew this"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#hera10#Gwuh? You finished that one so fast, <leader>!! Had you seen that one before?", ["Don't be a\npoor sport", "<leaderHe's> a fierce\ncompetitor, huh?|Keep practicing,\nlittle buddy", "Yeah, something's\nfishy...|It seemed\nfamiliar..."]);
if (gameStateClass == TugGameState) g.addRoundLose("#hera10#Gwuh? You move everything so fast, <leader>!! ...How many times have you played this!?", ["Don't be a\npoor sport", "<leaderHe's> a fierce\ncompetitor, huh?|Keep practicing,\nlittle buddy", "Way too\nmuch...|Oh, a couple\nof times..."]);
g.addRoundLose("#hera12#Hey <leader>, I LIKE this game! ...You're not even letting me play!", ["Yeah, slow down\n<leader>! Let us play|Hey don't hate\nthe player", "Speed is the\nname of the game|Heh heh c'mon,\nkeep up", "Ugh, gotta\ngo faster...|Alright, I'll go\neasy on you"]);
g.addRoundLose("#hera07#Good gravy! Is THAT how you're supposed to play this game?", ["Let's just do\nwhat <leaderhe's> doing|Now you\nknow", "If you can't keep\nup, don't step up", "Oougghh...|Heh heh!"]);
g.addLosing("#hera06#Tsk, you're not winning by THAT much, <leader>. I usually win by WAY more than that~", ["Do you want us to\nlose by even more!?|Oh you want me\nto win by more?", "<leaderHe's> really good, isn't <leaderhe>...|I was going\neasy on you...", "Ha ha, I\nbet you do"]);
if (gameStateClass == ScaleGameState) g.addLosing("#hera11#Are you playing fair, <leader>? ...You're not using a calculator or something are you?", ["Heh heh, I\nbet <leaderhe> is|Oops,\nbusted", "How would a calculator\neven help!?|Bitch, I AM a\ncalculator", "<leaderHe's> not\nplaying fair...|Heh, I'm\nplaying fair"]);
g.addLosing("#hera09#Aww stinkbugs! I really thought I might win this time...", ["Wasn't stinkbugs your\nnickname in high school?", "We'll never\nbeat <leaderhim>...|You'll never\nbeat me", "Aww, you're\npretty close"]);
if (gameStateClass == ScaleGameState) g.addLosing("#hera12#These puzzles are too easy! If we had nine or ten bugs... THEN I'd show you how it's done!", ["If they're too easy,\nsolve them faster", "Don't give\nAbra ideas!!", "These are already\nhard enough..."]);
if (gameStateClass == ScaleGameState) g.addLosing("#hera11#I thought these bugs were my friends... Why aren't they whispering me the answers?", ["Really? ...They're\nwhispering to me", "Stop trying\nto cheat!", "Aww, you're MY bug\nfriend, Heracross~"]);
if (gameStateClass != ScaleGameState) g.addLosing("#hera11#I thought these bugs were my friends... Why aren't they helping me win?", ["Really? ...They're\nhelping me win", "Stop trying\nto cheat!", "Aww, you're MY bug\nfriend, Heracross~"]);
g.addLosing("#hera12#Tsk, I think I've decided I'm morally opposed to this game. We shouldn't be using bugs as toys!", ["Aww, I thought\nyou might like\nbeing my toy~", "...Not\njust 'cause\nyou're losing?", "Heh,\ndon't be a\npoor sport"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addWinning("#hera03#Ohhh you sweet little thing! You thought you had a chance~", ["How are you\nso fast!?", "I do have a chance,\nyou arrogant insect", "This is the\nworst..."]);
if (gameStateClass != ScaleGameState) g.addWinning("#hera03#Ohhh you sweet little thing! You thought you had a chance~", ["How are you\nso good!?", "I do have a chance,\nyou arrogant insect", "This is the\nworst..."]);
if (gameStateClass == ScaleGameState) g.addWinning("#hera06#If you need help <name>, I sometimes sell calculators at my store...", ["I don't need a\ncalculator to beat you", "I should really\nbuy one...", "Wait... are you\nusing a calculator!?"]);
if (gameStateClass == TugGameState) g.addWinning("#hera06#Did you add wrong, <name>? ...You know, I sometimes sell calculators at my store...", ["I don't need a\ncalculator to beat you", "I should really\nbuy one...", "Wait... are you\nusing a calculator!?"]);
if (gameStateClass == StairGameState || gameStateClass == TugGameState) g.addWinning("#hera06#If you run out of bugs <name>, I sometimes sell bugs at my store...", ["There's no\nway I'll\nrun out!", "I should really\nbuy one...", "Wait... are you\nusing extra bugs!?"]);
g.addWinning("#hera02#All aboard the Heracross express! Now arriving at its final destination... First place! ...Heracroooossssss!!!", ["Heh heh you're\nso weird", "...Which is it!? \"All aboard\"\nor \"Now arriving\"!?", "Geez just\nshut up"]);
g.addWinning("#hera06#If I win enough of these games, I can close my store forever! That's right, eliminate the middle man. That's just smart business!", ["Hey don't close your\nstore, that's not fair!", "You'll\nnever win!", "Gwoof..."]);
g.addPlayerBeatMe(["#hera03#Wowee! You're a fierce little competitor aren't you? Here's your <money>!", "#hera05#I'll be right back! I'm going to go raise all my prices by, oh, about <money> or so. Gweh-heh-heh!", "#hera02#...Just kidding! ...Kind of!"]);
{
var playerDescriptor:String;
if (PlayerData.gender == PlayerData.Gender.Boy)
{
playerDescriptor = "big tough little... puzzle man";
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
playerDescriptor = "ferocious little... puzzle lady";
}
else {
playerDescriptor = "big tough little... puzzle person";
}
g.addPlayerBeatMe(["#hera03#Whoopsie-doodle! Oh well, can't win 'em all.", "#hera01#Well you're a " + playerDescriptor + ", aren't you! I forgot what it was like to lose~"]);
}
var sexy:String = "sexy";
if (PlayerData.videoStatus == PlayerData.VideoStatus.Clean || PlayerData.pokemonLibido == 1)
{
sexy = "cute";
}
g.addBeatPlayer(["#hera02#Gweh-heh-heh! It's about time I won one!", "#hera01#Hey don't feel bad. You put up a good fight! Tell you what... Go record a " + sexy + " video for me, and I'll give you a consolation prize~"]);
g.addBeatPlayer(["#hera02#Yay! Heracroooossss!!! ...Hey you put up a good fight though! Three or four more games, I'll bet you'll be at my level.", "#hera05#This game just takes a little getting used to. You did good!"]);
g.addShortWeWereBeaten("#hera04#...I've got some great new merchandise you can spend those <money> on, you know~");
g.addShortWeWereBeaten("#hera06#<nomoney>Aww don't worry about coming out empty-handed! ...Go record a " + sexy + " video for me, and I'll give you a consolation prize~");
g.addShortWeWereBeaten("#hera04#Hey you did good, <name>! I guess now we know <leader>'s hidden talent don't we?");
g.addShortPlayerBeatMe("#hera05#If you're looking for a place to spend that <money>.... I DO have a shop! Gweh-heh-heh!");
g.addShortPlayerBeatMe("#hera03#Hey you did good, <name>! ...Don't let it go to your head! Gweh-heh-heh!");
g.addStairOddsEvens("#hera05#Let's play a quick game of odds and evens! I'm evens and you're odds. The winner gets to go first, does that sound fair?", ["Yeah,\nlet's go", "Hmm,\nalright!", "I'm odds?"]);
g.addStairOddsEvens("#hera04#Let's throw odds and evens to see who goes first! You're odds and I'm evens. You ready?", ["Okay,\nlet's go", "So, I\nwant it to\nbe odd?", "Yep!"]);
g.addStairPlayerStarts("#hera06#Tsk, I lost!? Well going second is no fun. Maybe you can just let me go first anyways? You know, as a friend!", ["I'm just\ngoing to take\nmy turn...", "You cheaty\ninsect!", "Hmm, how\nabout no"]);
g.addStairPlayerStarts("#hera03#Okey doke, so you get to start. Are you ready for your first roll? I'm not trying to rush you...", ["Yeah,\nI'm ready!", "Yep", "No problem,\nlet's go"]);
g.addStairComputerStarts("#hera02#Oh, looks like I'll be going first! ...Are you ready? I guess you're rolling for defense!", ["Alright", "Defense?\nYou mean... to\nslow you down?", "I'm ready!"]);
g.addStairComputerStarts("#hera03#Well, I guess I'll be rolling first! Thank my lucky stars. Are you ready to begin?", ["Hmm,\nsure...", "Yeah!\nLet's start", "Yep"]);
g.addStairCheat("#hera06#You DO know that's not allowed, don't you? Or were you just testing me? ...You need to throw out your dice sooner than that!", ["Oh, well,\nI was just...", "What? Why isn't\nit allowed?", "Sorry about\nthat!"]);
g.addStairCheat("#hera06#Tsk, your ruse lacks subtlety! If you're going to try to pull one over on me, you can't wait like five whole seconds before putting your dice out...", ["That wasn't\nfive seconds!", "Okay, I'll\ngo quicker...", "Hmph,\nwhatever"]);
g.addStairReady("#hera04#Are you ready?", ["I'm\nready", "Yep!", "Think\nso..."]);
g.addStairReady("#hera05#Next round! Ready?", ["Uh, yeah", "Sure\nthing!", "Yep,\nlet's go..."]);
g.addStairReady("#hera04#Time to roll!", ["Yeah!\nLet's go", "Let's roll\nthen!", "Okay"]);
g.addStairReady("#hera05#Ready?", ["Yep", "Okay!", "Hmm..."]);
g.addStairReady("#hera04#...Ready to roll?", ["Ready\nto roll!", "On three?", "Yeah"]);
// These "close game" lines include duplicates of some early "win round/lose round" lines; be wary if the third minigame uses both sets of lines
g.addCloseGame("#hera03#Goodness! We've got a real nail-biter here, don't we? Let me just peek at your dice for a minute.", ["Hey! Keep\nyour eyes on\nyour side", "Hmm, what\nto do...", "How is that\ngoing to help?"]);
g.addCloseGame("#hera03#I don't know why I'm trying so hard! All these gems are going in my pocket one way or the other...", ["I'm boycotting your\nstore after this!", "Those gems are mine,\nyou annoying bug!", "Hmm, what should\nI roll next...?"]);
g.addCloseGame("#hera06#Those chests are so tiny! ...Can't I just pick them up with my claws? Why are we making the bugs do all the work?", ["Well,\nthis way's\nmore fun...", "...Do you think\nanybody would\ntell on us?", "Hey, that's\ncheating!"]);
g.addCloseGame("#hera08#...This minigame seems so violent compared to the others! Can't we just have like, a hugging contest?",
[PlayerData.heraMale ? "The guy with an\nexoskeleton\nthinks he'll\nwin a hugging\ncontest?" : "The girl with an\nexoskeleton\nthinks she'll\nwin a hugging\ncontest!?",
"Yay! A\ngame which\neverybody wins!",
"I can't hug\nwith just one\ndisembodied\nhand..."]);
g.addStairCapturedHuman("#hera08#Oh! That little " + manColor + " bug is saying something... He's saying... Why <name>? Why are you so awful at this?", ["He didn't\nsay that!", "Lies! Lies\nand slander", "Heh, oh,\nbe quiet..."]);
g.addStairCapturedHuman("#hera08#Aww, that poor little " + manColor + " bug trusted you, <name>! And you had to put out a silly number like <playerthrow>. ...How do you sleep at night?", ["I feel\nso guilty!", "...It seemed like\na good move?", "It's not\nover 'til\nit's over"]);
g.addStairCapturedHuman("#hera02#I'll give that brave little " + manColor + " bug a 9.8 for distance! ...But I'm deducting two points for form.", ["C'mon, he\ndid a flip!", "Ha ha ha...\nKer-splat!", "Stop picking\non my bugs!"]);
g.addStairCapturedComputer("#hera11#Gwehhh! Why are you so cruel to all my little bug friends? ...They just want to play!", ["That's not\ngoing to work\non me...", "Tell 'em to\nstay off my\nstaircase!", "Aww, I'm sorry\nlittle guy"]);
g.addStairCapturedComputer("#hera12#Hey! ...You keep up that sort of behavior, and you're going to have to sit in the naughty corner~", ["What? What\ndid I do?", "Oooh! Maybe\nwe can be\nnaughty together\nin that corner~", "Aww, I'm just\ntrying to win"]);
g.addStairCapturedComputer("#hera12#Can I take that move back? That one die just sort of fell out of my claw! I didn't mean to put out <computerthrow>...", ["Heh heh!\nYeah right", "No takebacks!\nC'mon, own\nyour mistakes", "Hmm... You\nwouldn't lie about\nthat, would you?"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#hera02#Wow! Really? A bonus coin? Eeeeeeeee!! This is my lucky day!!"];
tree[1] = ["#hera04#I mean, of course it's your lucky day too! ...But... I mean, it's... I get to... ..."];
tree[2] = ["#hera03#Yayyyy! Let's see what game we get to play together~"];
}
public static function finallyMeet(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#hera03#Oh! <name>? ...You came? You actually came! I'm so happy I might cry~"];
tree[1] = ["#hera04#Are you... are you surprised? ...Did you know it was me?"];
tree[2] = [10, 40, 20, 30];
tree[10] = ["Who are\nyou again?"];
tree[11] = ["#hera07#... ...Who... Who AM I? WHO AM I!?! ... ...<name>!!!"];
tree[12] = ["#hera08#..."];
tree[13] = ["#hera06#Oh, I see what you're doing. ...That's a dangerous game you're playing! What would you do if I took you seriously?"];
tree[14] = [50];
tree[20] = ["I figured it\nout when I\nsaw Kecleon\nat the store"];
tree[21] = ["#hera08#Hmph, I see! Well that sort of sucks the wind out of my surprisey sails~"];
tree[22] = ["#hera06#Just... just pretend you're surprised anyways! It'll make for a better story later."];
tree[23] = [50];
tree[30] = ["The Heracross\nsilhouette\nwas a giveaway"];
tree[31] = [21];
tree[40] = ["Heracross?\nWhat are you\ndoing here!"];
tree[41] = ["#hera03#I know, right? It took a little doing but... I talked Abra into letting me step away from the store so we can spend some time together!"];
tree[42] = [50];
tree[50] = ["#hera02#Gah, this is so exciting! ...Go ahead, show me your puzzle-solving technique! I want to see what you can do~"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#hera04#So I knew I needed to wear two different things, and I thought about maybe a necktie or button shirt but finally settled on these four-leaf clover boxer shorts!"];
tree[2] = ["%fun-nude1%"];
tree[3] = ["#hera02#See? Aren't they adorable?"];
tree[4] = ["#hera05#...I've been wearing them every day hoping they'd bring me good luck! ...I guess they finally worked~"];
tree[5] = [30, 40, 20, 10];
tree[10] = ["You've been\nwearing\nthe same\nunderwear\nevery day?"];
tree[11] = ["#hera10#...Well, it sounds a little weird and gross when you say it that way!"];
tree[12] = ["#hera06#I've been wearing the same underwear but... not in a weird and gross way! Just in a fun, casual, anything goes kind of way!"];
tree[13] = ["#hera05#Just you know, \"Oh there's Heracross! And he's wearing the same lucky underwear for the second week in a row. That's neat!\""];
tree[14] = ["#hera04#..."];
tree[15] = ["#hera08#Okay okay, I'll take them off! They are starting to smell a little underweary."];
tree[16] = ["#hera11#Ahh! Cheese and crackers, I'm trapped in this underwear until you solve this puzzle..."];
tree[17] = [50];
tree[20] = ["I can\nkind of\nsee your..."];
tree[21] = ["#hera01#Ohh I see! Taking a little peek, hmm? Doing a little window shopping?"];
tree[22] = ["#hera04#...Well! ...I can give you more than a peek! Let me just take these things off and I'll give you a real eyeful..."];
tree[23] = [16];
tree[30] = ["You'll have\neven better\nluck if\nyou take\nthem off~"];
tree[31] = ["#hera01#Aww, <name>! ...You don't have to flirt with me, I'm already smitten with you! We can just skip ahead to the part where we, you know..."];
tree[32] = ["#hera11#Oh wait, except for these puzzles! ...I knew I was forgetting something."];
tree[33] = [50];
tree[40] = ["Aww,\nthey're\nso cute!"];
tree[41] = ["#hera01#Gweh! Heh-heh-heh! I bought them just so that I could show them off for you but..."];
tree[42] = ["#hera00#...Now that you're here, all I can really think about is taking them off! ...Mmmmm... <name>..."];
tree[43] = ["#hera11#Gah, wait a minute!... I'm trapped in my cute underwear until you solve this puzzle! Hmm... hmmm..."];
tree[44] = [50];
tree[50] = ["#hera04#Well, you know what to do!"];
tree[10000] = ["%fun-nude1%"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 1, "necktie", "swimsuit");
DialogTree.replace(tree, 1, "button shirt", "oversized t-shirt");
DialogTree.replace(tree, 1, "boxer shorts", "panties");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#hera05#I'm sure to you it looks like I just showed up randomly! ...But a lot of effort went into this you know."];
tree[1] = ["#hera04#I had to go out and buy a whole new wardrobe, just so I'd meet Abra's dress code? ...And... I memorized all the rules to these puzzles and minigames..."];
tree[2] = ["#hera06#...And I had to convince Kecleon to cover for me at the store! I couldn't just leave it empty."];
tree[3] = ["#hera05#... ...Oh! And I haven't touched myself since, hmm, well... ummm...."];
tree[4] = ["#hera04#... ... ..."];
tree[5] = ["#hera11#I just wanted to make sure I'd be ready for you, <name>! Gwehhh! I'm getting jitterbugs~"];
}
}
public static function agingAlone(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#hera03#Ah! <name>! ...Hello! Hello again! Yay! <name> came! <name> came to visit meeee~"];
tree[1] = ["#hera06#... ...So, just out of curiosity <name>... Are you single? Not... for personal reasons! Just... Just wondering..."];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Yeah, I'm\nsingle"];
tree[11] = ["#hera04#Yeah, okay! Still looking huh? Hmm..."];
tree[12] = ["#hera05#Realistically speaking though, where do you see yourself in twenty years? You know, as far as relationshippy family stuff?"];
tree[13] = ["#hera06#You think you'll settle down? Or you think you'll stay single?"];
tree[14] = [65, 60, 50, 55];
tree[20] = ["Actually, I'm\ndating\nsomeone"];
tree[21] = ["#hera02#Oh that's great! I kind of had a feeling someone like you would have been snatched up already."];
tree[22] = ["#hera05#...So, how serious is it? Like, realistically speaking, where do you see yourself in 20 years? You know, as far as relationshippy family stuff?"];
tree[23] = ["#hera06#You think you'll settle down? Or you think you'll sort of keep dating different people?"];
tree[24] = [65, 75, 50, 55];
tree[30] = ["Actually, I'm\nengaged"];
tree[31] = [41];
tree[40] = ["Actually, I'm\nmarried"];
tree[41] = ["#hera02#Aww well that's great! ...I think everybody should find somebody. You're very lucky~"];
tree[42] = [100];
tree[50] = ["It's safe\nto assume\nI'll be single"];
tree[51] = ["#hera04#Heh! Yeah, I'm kind of in the same boat you are! I'm single, and I don't mind being single. So I don't really think about the future too much--"];
tree[52] = [101];
tree[55] = ["Oh, I'm not\nthinking\nabout that"];
tree[56] = ["#hera05#Oh sure, well that's just fine! I wasn't trying to put you on the spot or anything. ... ...I hope I didn't overstep any boundaries."];
tree[57] = [100];
tree[60] = ["With any\nluck I'll\nbe seeing\nsomeone"];
tree[61] = [66];
tree[65] = ["With any\nluck I'll\nbe married"];
tree[66] = ["#hera04#Yeah! I bet it'll happen. You seem like a, uhh... hmmm..."];
tree[67] = ["#hera07#Wait, what the heck am I basing this on!? Well, errr..."];
tree[68] = ["#hera06#I don't know. I've got a hunch you'll meet someone. Your hand looks, well. It looks hand-tacular! That's a fiiine looking hand. Someone will want that hand some day!"];
tree[69] = [100];
tree[75] = ["It's safe\nto assume\nI'll still\nbe dating"];
tree[76] = ["#hera04#Heh! Yeah, I'm kind of in the same boat you are! I go on dates sometimes, but I'm not tied down to anybody right now."];
tree[77] = ["#hera06#...I sort of like things this way! And I'm content as far as relationships go, so I don't think about the future too much."];
tree[78] = [102];
tree[100] = ["#hera04#I'm single myself! And I'm satisfied for now--"];
tree[101] = ["#hera05#--Well you know! I'm happy working to work. The money is good, and I have a few hobbies that keep me busy, and I'm close with my friends."];
tree[102] = ["#hera04#Anyways I didn't mean to distract you from your puzzles! Why don't you get started on this first one. It'll give me some time to assemble my thoughts."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#hera04#So like I was saying, I'm happy being single! But... I just worry about where it'll put me, well, in the future if that makes sense."];
tree[1] = ["#hera06#Long term! Like maybe twenty years from now... Like... Okay, sort of a sloppy segue, forgive me."];
tree[2] = ["#hera08#But... One of my friends, his dad passed away about four years ago."];
tree[3] = ["#hera09#His parents were around retirement age, and it was just a sudden thing. His dad was healthy, taught yoga, exercised all the time, it just came from out of nowhere!"];
tree[4] = ["#hera08#...And... when the news hit, my gut reaction was how tragic it was for my friend and his family, for them to lose someone so close to them."];
tree[5] = ["#hera09#But... then I realized, it's especially tragic for his mother isn't it? The two of them were going to retire soon, they'd finally get to travel, grow old together..."];
tree[6] = ["#hera11#...and to suddenly have that taken away..."];
tree[7] = ["#hera08#... ...I couldn't get that out of my head. It seemed so unfair. But then over time, it got me thinking about other people, too..."];
tree[8] = ["#hera10#Like, about people who never got married in the first place? ...Of course it's not the same, I'm not trying to trivialize the death of a family member. But..."];
tree[9] = ["#hera06#You know, people who just enter middle age and their senior years without seeing anybody? And it feels like it would be a similar stiuation..."];
tree[10] = ["#hera09#Growing old alone in a big empty house, gradually drifting away from their ever shrinking social circles...."];
tree[11] = ["#hera08#...-sigh- it just makes me worry about where my life is headed, if that makes any sense. ...Sorry for rambling..."];
tree[12] = [20, 50, 40, 30, 60];
tree[20] = ["You'll\nmeet\nsomeone"];
tree[21] = ["#hera04#Yeah! That's a good attitude to have. I bet I will someday~"];
tree[22] = ["#hera06#Just gotta keep looking right? Chin up, and all that stuff! ...It has to happen some day! Gweh-heh-heh~"];
tree[23] = [100];
tree[30] = ["You'll\nalways\nhave me"];
tree[31] = ["#hera07#I'm going to... to have you, <name>? In twenty years? Twenty YEARS?"];
tree[32] = ["#hera06#Twenty years is a LONG time, <name>. I don't think Flash will be a thing in 20 years! ...Abra's going to have to update his software..."];
tree[33] = ["#hera09#I mean at some point long before then, you'll get bored of these puzzles, and bored of us, and one day you'll just stop logging in..."];
tree[34] = [100];
tree[40] = ["You'll\nalways\nhave\nfamily"];
tree[41] = ["#hera04#Gweh! Yeah, that's true. You're never truly alone as long as you have family I guess."];
tree[42] = ["#hera06#And I mean, no matter how bad things get I'm sure I'll have a handful of friends around! ...Even if most of them move on with their lives."];
tree[43] = [100];
tree[50] = ["You'll\nalways\nhave\nfriends"];
tree[51] = ["#hera04#Gweh! Yeah, that's true. No matter how bad things get, I'm sure I'll have a handful of friends around!"];
tree[52] = ["#hera06#Even years down the road, when most of them have kids or move away, there'll be... Well, there'll always be a few left."];
tree[53] = [100];
tree[60] = ["You'll\nalways\nhave the\ninternet"];
tree[61] = ["#hera04#Gweh! I... I guess? I guess you're never really alone if you have the internet. There's always internet friends."];
tree[62] = ["#hera06#I mean... A chat window is a servicable substitute for face-to-face conversation, isn't it? It's basically the same thing... you can even voice chat!"];
tree[63] = ["#hera05#All that's missing is the physical contact. But who needs hugs when you have, umm memes! And cat videos and stuff. That's just as good..."];
tree[64] = [100];
tree[100] = ["#hera08#...Hmm... ..."];
tree[101] = ["%fun-shortbreak%"];
tree[102] = ["#hera09#...Sorry, I'll be back in a second."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 32, "update his", "update her");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#hera08#...Sorry, I didn't mean to kill the mood, <name>! ...Every once in awhile my brain just gets hung up on these big picture questions."];
tree[1] = ["#hera06#It's not like I ever actually accomplish anything thinking about that stuff, either!"];
tree[2] = ["#hera02#...Usually the answer I come up with is, well, just don't think about it!"];
tree[3] = ["#hera04#I was happy ten years ago, and I'm happy today. So I'll probably be happy ten years from now, won't I?"];
tree[4] = ["#hera05#And if for some reason I'm not, you know, it's something I can figure out then."];
tree[5] = [40, 30, 10, 20];
tree[10] = ["Yeah!\nYou'll figure\nit out"];
tree[11] = ["#hera02#Heh, yeah! I know I will. ...You're a real glass-half-full kind of guy aren't you? I need more guys like you in my life."];
tree[12] = [50];
tree[20] = ["Yeah!\nHappiness\nis out there\nif you look\nfor it"];
tree[21] = ["#hera02#Heh, yeah! I know I'll find it. ...You're a real glass-half-full kind of guy aren't you? I need more guys like you in my life."];
tree[22] = [50];
tree[30] = ["Well,\nyou'll probably\nbe fine"];
tree[31] = ["#hera02#Heh, yeah! I probably will. ...You have an unflappable kind of personality don't you? I need more guys like you in my life."];
tree[32] = [50];
tree[40] = ["..."];
tree[41] = ["#hera02#Heh, sorry! I wasn't trying to fish for anything there."];
tree[42] = ["#hera04#...You're a real down-to-earth kind of guy aren't you? I need more guys like you in my life."];
tree[43] = [50];
tree[50] = ["#hera00#Thanks for... Well, thanks for being a good listener, <name>."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 11, "kind of guy", "kind of girl");
DialogTree.replace(tree, 11, "more guys", "more girls");
DialogTree.replace(tree, 21, "kind of guy", "kind of girl");
DialogTree.replace(tree, 21, "more guys", "more girls");
DialogTree.replace(tree, 31, "more guys", "more girls");
DialogTree.replace(tree, 42, "kind of guy", "kind of girl");
DialogTree.replace(tree, 42, "more guys", "more girls");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 11, "kind of guy", "kind of person");
DialogTree.replace(tree, 11, "more guys", "more people");
DialogTree.replace(tree, 21, "kind of guy", "kind of person");
DialogTree.replace(tree, 21, "more guys", "more people");
DialogTree.replace(tree, 31, "more guys", "more people");
DialogTree.replace(tree, 42, "kind of guy", "kind of person");
DialogTree.replace(tree, 42, "more guys", "more people");
}
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("hera.randomChats.0.0");
if (count % 3 == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%fun-nude2%"];
tree[2] = ["#hera03#<name>? <name> is that you? Oh my word!"];
tree[3] = ["%fun-alpha1%"];
tree[4] = ["#hera11#<name>! Gwehhh!!! ...I'm here! Heracross is here! When did you... Ah!!!"];
tree[5] = ["%fun-alpha0%"];
tree[6] = ["%fun-nude0%"];
tree[7] = ["#hera10#I'm... please don't leave! Gwehh..."];
tree[8] = ["#hera11#Ack, fragnazzle! ...Stupid underwear! Why do you have so many holes?"];
tree[9] = ["%fun-alpha1%"];
tree[10] = ["#hera03#Gweh! I'm here! ...<name>! Hello! -pant- -pant- ...Hello!"];
tree[11] = ["#hera07#Give me... Gweh... Give me a minute to catch my breath... -pant- -pant-"];
tree[10000] = ["%fun-shortbreak%"];
tree[10001] = ["%fun-nude0%"];
}
else
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["%fun-nude2%"];
tree[2] = ["#hera10#<name>? Is that you, <name>?"];
tree[3] = ["%fun-alpha1%"];
tree[4] = ["#hera11#Ack! Not again! I thought the computer usually made a noise when you... Gwehhh!!! I'm so so sorry!"];
tree[5] = ["%fun-alpha0%"];
tree[6] = ["%fun-nude0%"];
tree[7] = ["#hera10#I'm... please don't leave! Gwehh..."];
tree[8] = ["#hera11#Ack, what in the...! ...Why doesn't this belt buckle buckle!? This is the... stupidest..."];
tree[9] = ["%fun-alpha1%"];
tree[10] = ["#hera03#... ...Gweh! I'm here! ...<name>! Hello! -pant- -pant- ...Hello!"];
tree[11] = ["#hera07#Give me... Gweh... Give me a minute to catch my breath... -pant- -pant-"];
tree[10000] = ["%fun-shortbreak%"];
tree[10001] = ["%fun-nude0%"];
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#hera03#Gweh! <name>? You came! You came again! I thought... I thought maybe you'd think, since you see me in the store all time..."];
tree[1] = ["#hera02#...I thought you'd be sick of me! But... you really came! Yeaaayyyyy!!"];
tree[2] = ["#hera03#Oh right, puzzles! Puzzles! ... ...We can do this! Eeeeeee~"];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#hera02#Oh! <name>? ...Wow! No getting around it this time, you picked me on purpose!"];
tree[1] = ["#hera00#~Thaaaaat meeeeans you liiike meee~"];
tree[2] = ["#hera03#Gweheheheh! Okay, let's get this first puzzle out of the way so I can get out of these pants!"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 2, "these pants", "this dress");
}
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var hours:Int = Date.now().getHours();
var hour0:Int = (hours % 12);
hour0 = (hour0 == 0 ? 12 : hour0);
var hour1:Int = ((hours + 1) % 12);
hour1 = (hour1 == 0 ? 12 : hour1);
tree[0] = ["#hera01#Well well, if it isn't <name>! What an unexpected surprise~"];
tree[1] = ["#hera02#...Actually, I've been trying to synchronize my work breaks with your schedule. Gweh-heheh! I kinda had a feeling you might show up sometime around " + englishNumber(hour0) + " or " + englishNumber(hour1) + "."];
tree[2] = ["#hera10#Not... Not in a spooky stalker kind of way! More just in a... \"when people like to play computer games\" kind of way! ...Gweh!"];
tree[3] = ["#hera11#... ...I'm not one of those... creepy crawler bugs! You know that, right?"];
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var index:Int = PlayerData.recentChatCount("hera.randomChats.1.0");
if (index % 4 == 0 && hasMet("magn"))
{
tree[0] = ["#hera04#Oh look, here comes Magnezone..."];
tree[1] = ["%entermagn%"];
tree[2] = ["#hera03#Magnezone! Look, Magnezone! <name>'s here! ...I'm playing with " + stretch(PlayerData.name) + "~"];
tree[3] = ["#magn04#..."];
tree[4] = ["#magn05#... ..." + MagnDialog.HERA + ", your reproductive unit is visible."];
tree[5] = ["#hera02#Well it umm... Yeah! It is! Gweh! Heh! Heh!"];
if (PlayerData.heraMale)
{
tree[6] = ["#magn06#..."];
tree[7] = ["%fun-fixboxers%"];
tree[8] = ["#hera10#Do you need me to, ohhh... ... ...Is this better?"];
tree[9] = ["%exitmagn%"];
tree[10] = ["#magn14#-bweeoop-"];
tree[11] = ["#hera12#Phooey! What a killjoy..."];
}
else
{
tree[6] = ["#magn05#..."];
tree[7] = ["#magn10#" + MagnDialog.HERA + " why would you... -fzzt- Do you... require assistance? (Y/N)"];
tree[8] = ["#hera04#Errr, I think I'm good, thanks..."];
tree[9] = ["#magn04#... ... ..."];
tree[10] = ["%exitmagn%"];
tree[11] = ["#magn14#-bweeoop-"];
tree[12] = ["#hera06#Phooey! That mechanical lunkhead sure knows how to kill a ladyboner."];
}
}
else if (index % 4 == 1 && hasMet("rhyd"))
{
tree[0] = ["#hera04#Oh wow, is that Rhydon?"];
tree[1] = ["%enterrhyd%"];
tree[2] = ["#hera03#Hey Rhydon! Look, it's <name>! <name>'s here!"];
tree[3] = ["#RHYD02#Whoa, <name>'s here! Hey <name>! ...Roar!"];
tree[4] = ["#hera02#I know, right? Yayyyy! " + stretch(PlayerData.name) + "~"];
tree[5] = ["#RHYD03#Gro-o-oaarrrrrrrr!!! <name>! We gotta hang out later when you're done with Heracross. ...I'm gonna go tell the other guys!"];
tree[6] = ["%exitrhyd%"];
tree[7] = ["#RHYD02#Hey guys! <name>'s around! Wrroooaa-a-a-arrrrrr! But like, I got next! Who wants to go after me?"];
tree[8] = ["#hera04#..."];
tree[9] = ["#hera01#... ...Gweheheheh! Yay~"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 5, "other guys", "other girls");
DialogTree.replace(tree, 7, "Hey guys", "Hey everyone");
}
}
else if (index % 4 == 2 && hasMet("buiz"))
{
tree[0] = ["#hera04#Oh I think that's Buizel! Let's say hello~"];
tree[1] = ["%enterbuiz%"];
tree[2] = ["#hera03#Hey Buizel! Look, it's <name>! <name>'s here to play with meeeeeee~"];
tree[3] = ["#buiz02#Oh hey what's up <name>! What's up Heracross."];
tree[4] = ["#buiz03#Your uh, your thingy's showing. Is that like on purpose? Or..."];
tree[5] = ["#hera04#My... thingy? Oh sure! Gweh-heheheh~"];
tree[6] = ["%exitbuiz%"];
tree[7] = ["#buiz02#... ...Anyway, take it easy! Hit me up if you wanna hang out later, <name>. I'll be in my room~"];
tree[8] = ["#hera08#..."];
tree[9] = ["#hera11#... ...I wish I had a room..."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 4, "thingy", "you-know-what");
DialogTree.replace(tree, 5, "thingy", "you-know-what");
}
}
else
{
tree[0] = ["#hera04#Oh look, here comes Abra..."];
tree[1] = ["%enterabra%"];
tree[2] = ["#hera03#Abra! Abra, look! Look! It's " + stretch(PlayerData.name) + "! I'm finally getting to play with <name>~"];
tree[3] = ["#abra04#Hmm. So you are."];
tree[4] = ["#hera05#..."];
tree[5] = ["#hera03#Abra you're my frieeeeeennnnnddd~"];
tree[6] = ["%exitabra%"];
tree[7] = ["#abra05#Uh, I was really just trying to get to the kitchen..."];
tree[8] = ["#hera04#..."];
tree[9] = ["#hera01#... ...Gweheheheheheh~"];
}
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var index:Int = PlayerData.recentChatCount("hera.randomChats.1.1");
if (index % 2 == 0)
{
tree[0] = ["#hera05#We insects get a bad reputation sometimes! You know, eating people's food... spreading diseases... going places we don't belong..."];
tree[1] = ["#hera11#Obviously I'm one of the good ones! But sometimes the little creepy crawly kinds of insects can even get on my nerves a little. Gweh!"];
tree[2] = ["#hera06#...What sort of bugs get on your nerves, <name>?"];
var options:Array<Object> = [10, 20, 30, 40, 50];
FlxG.random.shuffle(options);
options.splice(0, 2);
options.push(60);
tree[3] = options;
tree[10] = ["Mosquitos"];
tree[11] = ["#hera02#Oh, we have mosquitos here in our universe too!"];
tree[12] = ["#hera03#Of course, their wimpy proboscises can't puncture my rigid exoskeleton. So those bugs don't bug me! ...But, other Pokemon complain about them all the time."];
tree[13] = ["#hera10#I don't think they mind having their blood sucked, as much as they mind being exposed to itchy mosquito saliva! Ack!"];
tree[14] = ["#hera00#...Don't worry <name>! I'll never expose you to my saliva unless you ask first~"];
tree[20] = ["Spiders"];
tree[21] = ["#hera10#Oh, we have spiders here in our universe too! ...You don't like spiders?"];
tree[22] = ["#hera04#...They make such pretty webs! And how could you not be turned on by so many sexy little legs~"];
tree[23] = ["#hera06#Their legs are actually powered by hydraulic movement! Did you know that? They shoot little... bug liquid into their legs to walk around... Gweh-heheheh!"];
tree[24] = ["#hera00#...Don't worry <name>, I'll never shoot my bug liquid at you unless you ask first~"];
tree[30] = ["Ticks"];
tree[31] = ["#hera02#Ah! Ticks! ...We have ticks in our universe too."];
tree[32] = ["#hera03#Of course, their puny mandibles can't puncture my rigid exoskeleton. So those bugs don't bug me! ...But, other Pokemon complain about them all the time."];
tree[33] = ["#hera06#...I don't think their little bites hurt, but they can spread all sorts of icky diseases."];
tree[34] = ["#hera09#And after they bite, they can stay attached for up to ten days while they drain your fluid! Hmph! How presumptuous."];
tree[35] = ["#hera01#...Don't worry <name>! I don't get attached that easily. And... it won't take me ten days to drain your fluid~"];
tree[40] = ["Dung\nbeetles"];
tree[41] = ["#hera07#...Dung ...DUNG BEETLES!? What the heck is a dung beetle? I've never heard of anything like that..."];
tree[42] = ["#hera11#Unless... unless you're talking about that one website? Ewwww! ...<name>!!!"];
tree[43] = ["#hera09#<name>, don't pay attention to that web site! Not all beetles are into that sort of thing!"];
tree[44] = ["#hera11#I... I like regular stuff!! Gwehhhhhh!!!"];
tree[50] = ["Ants"];
tree[51] = ["#hera10#...Ants? Aww we have ants in our universe too! ...You don't like ants?"];
tree[52] = ["#hera04#They're so hardworking! They're like nature's little garbagemen!"];
tree[53] = ["#hera08#I guess, maybe they can be annoying sometimes... Well, if they come into your house without your permission..."];
tree[54] = ["#hera06#Oh! Or if you leave a lot of sweets lying around where ants can find them."];
tree[55] = ["#hera01#...Don't worry <name>! I'll always ask permission before touching any of your sweets~"];
tree[60] = ["Oh, I like\nthem all"];
tree[61] = ["#hera05#Ohhhh don't worry <name>! You won't hurt my feelings. You don't have to like EVERY bug..."];
tree[62] = ["#hera01#... ...I just need you to like one particular bug! ...I need you to like him an awful lot! Gweh-heheheheh~"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 62, "like him", "like her");
}
}
else
{
tree[0] = ["#hera04#Hmmm I hope I'm staying on your good bug list, <name>! I'm doing my very best to be a good bug~"];
tree[1] = [20, 30, 10, 40];
tree[10] = ["You're the\nbest bug,\nHeracross~"];
tree[11] = ["#hera02#The... The best bug!?! " + stretch(PlayerData.name) + "!!"];
tree[12] = ["#hera01#Well you... you're my favorite hand! You're my favorite little hand man~"];
tree[13] = ["#hera00#... ...Gweheheheheh! ...Favorite bug~"];
tree[20] = ["Yeah! You're\nin my top ten\nsexy bugs~"];
tree[21] = ["#hera00#Top... Top ten sexy bugs!?! Aww <name>!"];
tree[22] = ["#hera03#Wait, who are the nine other sexy bugs? ...Are they single? I want phone numbers!!"];
tree[23] = ["#hera11#... ...<name>! Don't hold out on meeeeeeee~"];
tree[30] = ["Ohh, you\nshouldn't try\nso hard"];
tree[31] = ["#hera11#I shouldn't? But... But trying hard is what I do! How can I... Gwehhh!"];
tree[32] = ["#hera10#... ...Okay, I'll do it for you <name>! I'll... I'll get better at not trying so hard!"];
tree[40] = ["Stop hiking\nyour prices,\nyou pesky\nbeetle"];
tree[41] = ["#hera11#But... But... If you buy all the cool stuff, then you won't want to play with me anymore!"];
tree[42] = ["#hera10#...You've already bought too many items as it is! If you buy too many more... ...There'll be nothing left to buy! And... And..."];
tree[43] = ["%fun-longbreak%"];
tree[44] = ["#hera11#Gwehh! I have to go raise my prices a little! I'm sorry! I'm sorry <name>! ...I'm doing this for our love!"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 12, "favorite hand", "favorite glove");
DialogTree.replace(tree, 12, "hand man", "glove girl");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 12, "favorite hand", "favorite glove");
DialogTree.replace(tree, 12, "hand man", "glove guy");
}
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.difficulty == PlayerData.Difficulty.Easy || PlayerData.difficulty == PlayerData.Difficulty._3Peg)
{
tree[0] = ["#hera04#Oh! So how do you like these three-peg puzzles, <name>? They seem like a good balance! ...A little bit of challenge, without being TOO mentally exhausting."];
tree[1] = ["#hera06#Of course if you want the big bucks, maybe you should step up to something harder! Those 4-peg puzzles will nab you like 100$ or more in one punch!"];
tree[2] = [10];
}
else if (PlayerData.difficulty == PlayerData.Difficulty._4Peg)
{
tree[0] = ["#hera04#Oh! So how do you like these four-peg puzzles, <name>?"];
tree[1] = ["#hera06#They seem pretty tricky but... I guess if you want the big bucks, these'll nab you a modest 100$ or more in one punch!"];
tree[2] = [10];
}
else if (PlayerData.difficulty == PlayerData.Difficulty._5Peg)
{
tree[0] = ["#hera04#Oh! So how do you like these five-peg puzzles, <name>?"];
tree[1] = ["#hera06#They're a little tough but... you get used to them after awhile, don't you? And they'll nab you a whopping $500 or more in one punch!"];
tree[2] = [10];
}
else
{
// shouldn't reach here
}
tree[10] = ["#hera02#...That's a pretty sweet deal! That's a lot of Heracross dollars... for Heracross! Gweh-heheheh!"];
tree[11] = ["#hera05#You... You ARE giving your Heracross dollars to Heracross, right? I've got some pretty nifty stuff in stock!"];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("hera.randomChats.1.3");
if (count % 3 == 1 && hasMet("sand"))
{
tree[0] = ["%entersand%"];
tree[1] = ["#sand05#Ay Heracross! I've been lookin' for you."];
tree[2] = ["#hera04#Oh?"];
tree[3] = ["#sand12#Yeah, man! I went by your store to return somethin', but that idiot Kecleon's fuckin' useless..."];
tree[4] = ["#hera06#Ehh? ...We don't usually do returns... What were you trying to return?"];
tree[5] = ["#sand04#Oh, you know... (whisper, whisper)"];
tree[6] = ["#hera07#WHAT!? Euughhh! We DEFINITELY don't take returns on THOSE!"];
tree[7] = ["#hera14#How would you like it if you bought one of THOSE, and someone else had used it already!?"];
tree[8] = ["#sand01#Mmmm I dunno man, depends on who I guess. ... ...Might make me want it more~"];
tree[9] = ["#hera11#Gwehh! Sandslash, No! Gwehhhhh!! You're awful! Get out of here!"];
tree[10] = ["%exitsand%"];
tree[11] = ["#sand12#Tsk whatever, I'ma go talk to Kecleon again."];
tree[12] = ["#hera10#No, don't...! Where are you going? Don't... Augh!"];
tree[13] = ["%fun-longbreak%"];
tree[14] = ["#hera11#I'll be right back <name>! KECLEON! WE DON'T TAKE RETURNS! KEEECLEEOOOONNNNN!"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 3, "Yeah, man", "Yeah, girl");
DialogTree.replace(tree, 8, "I dunno man", "I dunno girl");
}
}
else
{
var timeInMinutes:Float = puzzleState._puzzle._difficulty * RankTracker.RANKS[42] / 60;
tree[0] = ["#hera04#Hmm, let's see. Oh! I've already done this puzzle before..."];
tree[1] = ["#hera05#I think it took me about " + DialogTree.durationToString(timeInMinutes * 60) + ". I know that seems fast but, I've practiced these puzzles a lot! Like, a lot a lot!!"];
tree[2] = ["#hera10#It's just... I wanted to make a good impression on Abra so he'd let us play together! ...But well, maybe I overdid it a teensy bit..."];
tree[3] = ["#hera06#So... don't worry if these puzzles take you a little longer than " + DialogTree.durationToString(timeInMinutes * 60) + "! ...I think that's probably normal..."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 2, "so he'd", "so she'd");
}
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("hera.randomChats.2.0");
if (count % 3 == 1)
{
tree[0] = ["#hera10#" + stretch(PlayerData.name) + ", that was so faaaaast! ...I hope you're not just rushing through these puzzles for my sake."];
tree[1] = ["#hera05#I'm having fun just watching you play! I'm not in a hurry to finish. ...We have all day to play together!"];
tree[2] = ["#hera02#It's okay to relax sometimes, you know. ...Stop and smell the roads less travelled! Gweh-heh-heh-heh~"];
}
else
{
tree[0] = ["#hera02#Oh! Oh <name>! It's only one more puzzle until we... dot dot dot...! Eeeeee!"];
tree[1] = ["#hera03#Aren't you excited? The anticipation's a little too much for me!"];
tree[2] = ["#hera08#Did I remember everything? Oh no! I think I... well I took a little shower... and I washed behind my antenna... And I... Umm... ... ..."];
tree[3] = ["%fun-shortbreak%"];
tree[4] = ["#hera11#Gwehh! I'm going to go floss my mandibles really quick!"];
}
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#hera02#Yayyy! You did it! Goodbye boxer shorts!"];
tree[1] = ["#hera06#Wait, that's okay isn't it? You didn't want me wearing them anymore did you?"];
tree[2] = [40, 30, 20, 10];
tree[10] = ["Promise\nyou'll never\nput them\nback on"];
tree[11] = ["#hera10#...But ...But it's Abra's rules! That sort of talk is going to get me in trouble!"];
tree[12] = ["#hera08#I couldn't forgive myself if he pulled us apart just because I got too relaxed about some annoying rules."];
tree[13] = ["#hera04#... ...Anyways, It's okay! You're getting really fast at these puzzles. I barely get to keep my clothes on at all! You're so smart~"];
tree[20] = ["Nope! Goodbye\nboxer shorts"];
tree[21] = ["#hera02#Gweh-heheheh! Well, they're pretty cute as far as underwear goes."];
tree[22] = ["#hera04#But... They're still another annoying obstacle between your hand and my... ...my buggy bits! The boxer shorts have to go!"];
tree[23] = ["#hera03#This... This puzzle has to go too! Why is it still here? Goodbye! Goodbye puzzle!"];
tree[30] = ["Well, maybe for\none more puzzle"];
tree[31] = ["#hera10#You... you want me to put my boxer shorts back on!?! What!? I'm not going to do that! ...<name>!!!"];
tree[32] = ["#hera12#...Why are you so weird? Haven't you played a stripping game before?"];
tree[33] = ["#hera15#I want to keep my clothes off! I want to win! Competitive stripppiiiiiing!"];
tree[40] = ["Put all\nyour clothes\nback on! And\nalso a hat!"];
tree[41] = ["#hera14#Oh great! Not only do you NOT want to see me naked... you want to see me more dressed than I've ever been!!"];
tree[42] = ["#hera13#And besides, it should be obvious a hat won't fit over my STUPID HORN!!"];
tree[43] = ["#hera10#Gweh! I mean..."];
tree[44] = ["#hera06#I mean, a hat won't fit over my... Lovely horn! My beautiful horn!"];
tree[45] = ["%fun-shortbreak%"];
tree[46] = ["#hera11#Aw sweetie, let's not fight! I didn't mean what I said~"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 12, "if he", "if she");
}
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 0, "boxer shorts", "panties");
DialogTree.replace(tree, 20, "boxer shorts", "panties");
DialogTree.replace(tree, 22, "boxer shorts", "panties");
DialogTree.replace(tree, 31, "boxer shorts", "panties");
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var index:Int = PlayerData.recentChatCount("hera.randomChats.2.2");
tree[0] = ["#hera04#Are we through with puzzles yet? I'm feeling pretty naked!"];
tree[1] = ["#hera05#Maybe we can take a break after this puzzle and you can check me for nakedness!"];
if (index % 3 == 0)
{
tree[2] = ["#hera02#You should be really thorough! Make sure I didn't you know, sneak a sock somewhere silly. Gweh-heheheh!"];
}
else if (index % 3 == 1)
{
tree[2] = ["#hera02#You should be really thorough! Make sure I don't have you know, the world's tiniest top hat hidden behind my horn. Gweh-heheheh!"];
}
else if (index % 3 == 2)
{
tree[2] = ["#hera02#You should be really thorough! Make sure I'm not concealing you know, a teeny tiny heracross anklet. Gweh-heheheh!"];
}
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("hera.randomChats.2.3");
if (count % 3 == 0)
{
tree[0] = ["#hera04#Are we through with puzzles yet? I'm feeling pretty, (sniff, sniff) feeling pretty ehh...."];
tree[1] = ["#hera07#It smells a little bit like... (sniff) is... is someone mulching the living room?"];
tree[2] = ["%entergrim%"];
tree[3] = ["#grim06#Hey Heracross! Sandslash and I were wondering if you had any, err... antidote? ...In your store?"];
tree[4] = ["#hera04#Antidote? Ehhh, no, I don't stock antidote."];
tree[5] = ["#grim12#What!? ...What kind of Pokemart doesn't stock antidote!?"];
tree[6] = ["#hera06#It's not a Pokemart, it's just a store which... Wait, why do you two want antidote anyway?"];
tree[7] = ["#grim10#D-don't worry about it! C'mon Sandslash, sounds like we're driving."];
tree[8] = ["#sand01#Awww c'monnnn do we really have to? It's not like it's gonna--"];
tree[9] = ["%exitgrim%"];
tree[10] = ["#grim00#--Trust me buddy, this is NOT something you want to try without antidote..."];
tree[11] = ["#hera06#... ... ..."];
}
else if (count % 3 == 1)
{
tree[0] = ["#hera04#Are we through with puzzles yet? I'm feeling--"];
tree[1] = ["%entersand%"];
tree[2] = ["#sand05#Yo Heracross! ...Any chance I can keep this box of antidote in, uhhh... like... your storage area?"];
tree[3] = ["#hera06#Gweh? Antidote? I don't really... Why can't you keep it with your stuff?"];
tree[4] = ["#sand13#Tsk, and just how the fuck am I supposed to score with a big fuckin' box of antidote in my bedroom? ...That's not a hard dot to connect."];
tree[5] = ["#sand06#Can't I just keep it back where you got all those other boxes? It's just one more box, man! C'mon, don't be selfish."];
tree[6] = ["#hera14#...No. ... ...Thank you for your interest in my storage area."];
tree[7] = ["%exitsand%"];
tree[8] = ["#sand12#Whatever, I'll figure somethin' out. Thanks for nothing."];
tree[9] = ["#hera06#Sheesh! Anyway, ehhhh... Where were we?"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 5, "box, man", "box, girl");
}
}
else
{
tree[0] = ["#hera04#Are we through with puzzles yet? I'm feeling pretty, (sniff, sniff) feeling pretty ehh...."];
tree[1] = ["#hera07#Smells like... (sniff) ...bad milk... or good cheese..."];
tree[2] = ["%entergrim%"];
tree[3] = ["#grim00#Hey Heracross! Do you have the key to your storage area?"];
tree[4] = ["#hera04#No, but Kecleon has the--"];
tree[5] = ["#hera10#--Wait, way do you need the key!?"];
tree[6] = ["%exitgrim%"];
tree[7] = ["#grim13#Errr, one second! ...WHAT'S THAT, SANDSLASH?"];
tree[8] = ["#sand16#...hr drffn'p mrr m krr'prm brf rr sprrch rrmm..."];
tree[9] = ["#grim12#SPEAK UP! HE DOESN'T KNOW WHAT?"];
tree[10] = ["#sand17#...krrkrm! gr trrktrr krrkrrm..."];
tree[11] = ["%entergrim%"];
tree[12] = ["#grim10#Oh uhh... nevermind, Heracross! I think we're, errr... Bye!"];
tree[13] = ["%exitgrim%"];
tree[14] = ["#hera12#...Ugh, sounds like I'm doing inventory tonight..."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 9, "UP! HE", "UP! SHE");
}
}
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
var count:Int = PlayerData.recentChatCount("hera.sexyBeforeChats.0");
if (count == 0)
{
tree[0] = ["#hera10#Gweehhhh! " + stretch(PlayerData.name) + "! Gweeeeeeeehhhh!!"];
tree[1] = ["#hera11#I... I can't believe this is finally happening! I'm so... I'm so nervous! Gweh!"];
tree[2] = ["#hera05#Is there anything you need me to do? Anything that would, ehh, help in some way?"];
tree[3] = [40, 10, 20, 30];
}
else
{
tree[0] = ["#hera10#Gweehhhh! " + stretch(PlayerData.name) + "! Gweeeeeeeehhhh!!"];
tree[1] = ["#hera11#I... I'm still so nervous! I know we've done this before but... still! Gweh!"];
tree[2] = ["#hera05#Isn't there anything you I can do? Anything that would, ehh, make this better for you?"];
tree[3] = [40, 10, 20, 30];
}
tree[10] = ["Just... stop\ntalking so\nI can click\nthings"];
tree[11] = ["#hera10#Stop talking!? But... But how am I supposed to let you know how much I... ...How much I like you!"];
tree[12] = ["#hera06#Let's work out a secret blinking code, okay? One short blink means, \"You're really special to me!\" Two long blinks means, \"That feels good, keep doing that!\""];
tree[13] = ["#hera11#One really long blink means, umm... \"Help! Some troublemaker superglued my eyelids together!\" Agh!"];
tree[14] = [50];
tree[20] = ["Just... try\nto relax"];
tree[21] = ["#hera07#Try to relax? ...I thought I WAS relaxed! I'm not relaxed!?"];
tree[22] = ["#hera11#...Now you're making me self-conscious about how bad I am at relaxing! Agh!"];
tree[23] = [50];
tree[30] = ["Just... let\nme experiment\na little"];
tree[31] = ["#hera10#Experiment? Experiment a little!? I don't want to be a test subject! Agh!"];
tree[32] = ["#hera11#...All those questions, and... cold stethoscopes and... and needles!? <name> I can't deal with needles! ...I'm going to cry if you test me with a needle!"];
tree[33] = [50];
tree[40] = ["I don't know!\nI'm nervous too"];
tree[41] = ["#hera07#Oh no! <name>, you can't be nervous! ...I'm the nervous one! You're supposed to be my rock!"];
tree[42] = ["#hera11#We can't just be... two nervous people together without any rocks. That doesn't work! What if someone attacks us with scissors!? Aaagh!"];
tree[43] = [50];
tree[50] = ["#hera10#Okay! Okay! I can relax. ...Deep breaths! Phwooohh! ...phwoooooooohhh."];
tree[51] = ["#hera08#... ...Okay. I think... I think I'm ready. Just... You try to relax too, okay?"];
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
var count:Int = PlayerData.recentChatCount("hera.sexyBeforeChats.1");
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#hera03#Oh my goodness gracious! Was that it? Was that really it for that minigame? That time just flew by didn't it~"];
}
else
{
tree[0] = ["#hera03#Oh my goodness gracious! Was that it? Was that really the last puzzle? ...I think you're getting better at these, <name>!"];
}
if (count % 3 == 0)
{
tree[1] = ["#hera01#Was there anything... interesting you wanted to try today? ...I'll try anything once!"];
}
else if (count % 3 == 1)
{
tree[1] = ["#hera06#Was there anything ehh... unusual you wanted to try today? ...I'll try anything once!"];
}
else if (count % 3 == 2)
{
tree[1] = ["#hera00#Was there anything maybe... a little new that you wanted to try today? ...I'll try anything once!"];
}
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
tree[0] = ["#hera10#Erk! Even though we've done this a couple times now, I still get nervous when I'm naked and alone with you, <name>..."];
tree[1] = ["#hera11#...Gweh! Stupid nerves! ...Stop being so nervous!"];
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
var count:Int = PlayerData.recentChatCount("hera.sexyBeforeChats.3");
if (count % 4 == 0)
{
if (count == 0)
{
tree[0] = ["#hera06#So <name>.... What's the most times you've ever, umm... you know..."];
tree[1] = ["#hera04#What's the most times you've ever pleasured yourself in one day?"];
tree[2] = [40, 30, 20, 10, 50];
}
else
{
tree[0] = ["#hera06#So <name>.... Have you broken your, umm... you know..."];
tree[1] = ["#hera04#Have you set a new masturbation record yet? ...What's the most times you've done it in one day?"];
tree[2] = [40, 30, 20, 10, 50];
}
tree[10] = ["Less than\n100"];
tree[11] = ["#hera10#You've never masturbated more than 100 times in one day? ...Gosh!"];
tree[12] = ["#hera05#You might not believe this but, my record is less than 100 too! Wow! We're like... masturbation-mates!"];
tree[13] = ["#hera02#We should start a club for people who never masturbate more than 100 times in a day. ...There must be others like us out there!"];
tree[14] = ["#hera03#We can organize club meetings where we umm... get together in a room, and masturbate fewer than 100 times!"];
tree[15] = ["#hera01#Oh! Maybe we can hold our first meeting right now! ...What do you think, are you up for it?"];
tree[20] = ["Between\n100 and\n5,000"];
tree[21] = ["#hera07#...Between 100 and 5,000!? How the f... ...How in the funny business did you manage that one!?"];
tree[22] = ["#hera10#Was it... was it a leap day? This sounds an awful lot like a riddle... Oh! Wait, I know! ...Were you north of the Arctic Circle?"];
tree[23] = ["#hera11#...<name>, I don't understand! Did you go all the way to the Arctic Circle just to set a masturbation record? You're so weird!!"];
tree[30] = ["Between\n5,000 and\n100,000"];
tree[31] = ["#hera07#...Between 5,000 and 100,000!? In one DAY!? ONE DAY!? When the he... When in the habenero peppers did you find time for that much masturbation!?!"];
tree[32] = ["#hera10#Had you already finished school? ...Were you... Were you unemployed at the time? Or on an extended sabbatical?"];
tree[33] = ["#hera11#...<name>, I don't understand! Did you take a sabbatical from work just so you could sit at home and masturbate all day!? You're so weird!!"];
tree[40] = ["More than\n100,000"];
tree[41] = ["#hera07#...More than 100,000 times!? ... ..."];
tree[42] = ["#hera11#... ... ... <name>, I don't think I've masturbated that many times in my whole life! Although well,"];
tree[43] = ["#hera09#I guess beetles have sort of a below-average lifespan. You're human aren't you? But even then, that's an awful lot. Or are you... are you a different species entirely!?"];
tree[44] = ["#hera10#...<name>, did your species evolve to have absurdly long lifespans just so you could sit around setting masturbation records!?! ...That's so weird!!"];
tree[50] = ["..."];
tree[51] = ["#hera11#... ...Umm... Nevermind! Forget I asked..."];
}
else
{
tree[0] = ["#hera04#<name>, I still haven't masturbated more than a hundred times in one day!"];
tree[1] = ["#hera06#I don't know if I ever will... Even like... three feels like too much! But maybe with your help, well..."];
tree[2] = ["#hera02#Maybe you can help me break five some day. C'mon! Let's set a new record~"];
}
}
public static function sexyBefore4(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
tree[0] = ["#hera01#Okey dokey! Well, the cameras are rolling, so... let's put on a good show mmm?"];
tree[1] = ["#hera02#This one's going directly to the internet when we're done! One million likes! 1,000,000$!! Let's make lots of moneyyyy~"];
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
if (sexyState.didReallyPrematurelyEjaculate)
{
tree[0] = ["#hera11#Aaggh! This is so frustrating! This happens whenever I get nervous..."];
tree[1] = ["#hera09#It's just... I don't get to spend time with you that often, and I think I built it up too much in my head, and... ohhh..."];
tree[2] = ["#hera08#<name>, I want a do-over! Next time I won't be so nervous! ...I promise!"];
}
else
{
tree[0] = ["#hera04#Hahh... Oh, <name>... That was... That was great! But..."];
tree[1] = ["#hera06#Well, I guess I should get back to the store. ...Ugh! Bummeroo~"];
if (PlayerData.heraMale)
{
tree[2] = ["#hera02#My dick's going to feel a little chilly without a nice <name> hand wrapped around it! Gweh-heheheh~"];
}
else
{
tree[2] = ["#hera02#My pussy's going to feel a little empty without some nice <name> fingers stuffed inside it! Gweh-heheheh~"];
}
}
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
if (sexyState.didReallyPrematurelyEjaculate)
{
tree[0] = ["#hera10#Oh... <name>! I'm so sorry! I think... I think I did it again..."];
tree[1] = ["#hera11#That was my fault wasn't it? Did... did you do anything wrong? Why did it happen so quickly!? Gwehh! Gwehhhh...."];
}
else
{
tree[0] = ["#hera01#Oh my land! Those were some fancy little techniques. Who's been teaching you all of their weiner secrets?"];
tree[1] = ["#hera00#You're like some kind of weiner whisperer! But well... ...not the gross kind. Gweh-heheh!"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 0, "their weiner", "their pussy");
DialogTree.replace(tree, 1, "of weiner", "of pussy");
}
}
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
if (sexyState.didReallyPrematurelyEjaculate)
{
tree[0] = ["#hera09#I'm sorry <name>! ...I always finish before you! I just... I can't stop it, once it..."];
tree[1] = ["#hera00#Well, once you start rubbing me that way, and... and everything feels so sensitive... It's just... Gweh!!"];
tree[2] = ["#hera04#...But I still had a good time! I hope it wasn't too disappointing for you... ...I'll... I'll see you again soon, right?"];
}
else
{
tree[0] = ["#hera06#Ahhh. Well... Break time's over, <name>. Fun's fun but I need to keep an eye on my little store!"];
tree[1] = ["#hera04#...Sorry! I wish I could just lounge around naked getting my dick stroked all day..."];
tree[2] = ["#hera02#... ...Maybe when I retire! Gweh~"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 1, "getting my dick stroked", "getting fingered");
}
}
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
if (sexyState.didReallyPrematurelyEjaculate)
{
tree[0] = ["#hera11#Gweh! I just can't catch a break..."];
tree[1] = ["#hera09#...I'm finally lucky enough to get some alone time with <name>, and I can't even last two minutes..."];
tree[2] = ["#hera08#<name>, give me another chance okay? I just need some time to recharge! ...I'll last longer next time!!"];
}
else
{
tree[0] = ["#hera07#Gw-gwehh... Hahhh... Oh... Oh my g-... GOODNESS, that was..."];
tree[1] = ["#hera00#<name>, what was the... Where did you... Where did you LEARN that!?"];
tree[2] = ["#hera07#I just... gahh... Maybe Kecleon can hold the store for five more minutes... Just need to... catch my breath... Gweh... Hah..."];
}
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
if (sexyState.didReallyPrematurelyEjaculate)
{
tree[0] = ["#hera08#" + stretch(PlayerData.name) + " I'm so sorrrrryyyyyyyy! Gweh!"];
tree[1] = ["#hera11#You deserve someone better... someone who can last more than thirty seconds. I'm... I'm so bad at this stuff!"];
tree[2] = ["#hera09#Maybe if I had more practice... I'm going to go practice, okay? Maybe there's some way to make myself less sensitive..."];
}
else
{
tree[0] = ["#hera07#Gwah... That was... Oough... That was insane..."];
tree[1] = ["#hera10#I'm... I'm so DEHYDRATED! Did you... Gah! Did you SEE that? That's... That's biologically impossible...! Gweh!"];
tree[2] = ["#hera11#It's like, THREE TIMES my bodily supply of water just... gah... shot out my weiner in a matter of SECONDS! I don't even... Hah... Agh..."];
tree[3] = ["%fun-longbreak%"];
tree[4] = ["#hera07#You don't... Hahh... You're not fazed by this!? Does this seem NORMAL to you!? I... I'll be back in a minute... Need some water... Sheesh mcgleesh..."];
tree[10000] = ["%fun-longbreak%"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 2, "my weiner", "my pussy");
}
}
}
public static function sexyBadPremature0(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
tree[0] = ["#hera06#I'm sorry about last time! ...Don't worry, that won't happen again. We're just... We're learning each other's bodies, right? It's all normal!"];
tree[1] = ["#hera09#Well, maybe we're not learning each other's bodies, it's more like..."];
tree[2] = ["#hera08#...You're learning my body, and I'm... I'm just learning how stupid my body is at everything. Gweh!"];
tree[3] = ["#hera04#I'll... I'll try to last a little longer though! And maybe you can try to be..."];
tree[4] = ["#hera01#Maybe you can be a little less <name>-y? Agh! I just can't help myself around you~"];
}
public static function sexyBadPremature1(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
tree[0] = ["#hera08#Ohhhhh " + stretch(PlayerData.name) + " why can't I last longer? I'm so sorry!"];
tree[1] = ["#hera11#I'll try to distract myself this time! When things get sexy, I'll keep my eyes closed and... I won't think about sex at all!"];
tree[2] = ["#hera09#Even if the sex is really sexy! I'll.... I'll try really hard <name>! Maybe you can try to make the sex a little less sexy, too..."];
}
public static function sexyBadPremature2(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
tree[0] = ["#hera01#Ahh! That felt like it took forever! But... I'm all yours now~"];
tree[1] = ["#hera04#I hope I can last longer than last time! I just... isn't there something less sexy you can wear, instead of that glove?"];
tree[2] = ["#hera06#Like maybe a goofy finger puppet, or a gross dessicated halloween costume hand?"];
tree[3] = ["#hera11#...Why does your glove have to be so sexy!? I could last longer if you weren't so... so <name>-y! Gwehh!"];
}
public static function snarkyBeads(tree:Array<Array<Object>>)
{
tree[0] = ["#hera09#Anal beads? ...Ohh... ...you're still holding onto those? Ecchh~"];
tree[1] = ["#hera11#...Can't we just do something else?"];
}
public static function denDialog(sexyState:HeraSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#hera08#Ah <name>! I'm sorry! I'm sorry you had to pay " + moneyString(PlayerData.denCost) + " to hang out with me today. But I'll make it up to you!",
"#hera05#We can play... we can play as many games of <minigame> as you want! And... I'll try to let you win! ...Even though I'm sort of great at it!"
]);
if (PlayerData.pokemonLibido == 1)
{
denDialog.setSexGreeting([
"#hera02#Okay, remember... This one's going up on the internet! So make me look good!",
"#hera05#... ...I forget, did I ever give you my pokevideos.com account name? Hmm...",
"#hera00#...Oh, maybe I'll tell you some other time... ...",
]);
}
else {
denDialog.setSexGreeting([
"#hera02#Okay, remember... This one's going up on the internet! So make me look good!",
"#hera05#... ...I forget, did I ever give you my pokepornlive.com account name? Hmm...",
"#hera00#...Oh, maybe I'll tell you some other time... ...",
]);
}
if (PlayerData.denSexCount >= 2)
{
denDialog.addRepeatSexGreeting([
"#hera00#If you want to look these videos up later, they'll be online under \"Megahorn69\". But, give it a few minutes! Sometimes the web site is a little slow to upload.",
"#hera11#Gah! And don't tell anybody else my username. It's kind of a secret!",
]);
}
else {
denDialog.addRepeatSexGreeting([
"#hera04#If you want to look these videos up later, give it a few minutes! Sometimes they don't show up right when I upload them.",
"#hera11#Gah! And if you DO happen to find them, try to keep my my username a secret, okay? ...Nobody else here really knows I'm on that site!",
]);
}
denDialog.addRepeatSexGreeting([
"#hera00#Hah... Hehh... Wow...",
"#hera01#<name>, why can't we do this every day?",
]);
denDialog.addRepeatSexGreeting([
"#hera01#Hmm shopkeeping's nice, but I could get used to thiiisss... ...Is there some kind of job where all you do is have sex all day?",
"#hera11#Well I mean... not THAT job!"
]);
denDialog.addRepeatSexGreeting([
"#hera05#Gweh! ...My nerves are finally starting to calm down! ...Did you notice? Don't I seem a little different...",
"#hera04#I mean, I feel different! Feel my face. Doesn't that feel cooler to you?"
]);
if (PlayerData.recentChatTime("hera.sexyBeforeChats.3") <= 800)
{
if (PlayerData.denSexCount <= 20)
{
denDialog.addRepeatSexGreeting([
"#hera04#<name>, I've still never masturbated more than a hundred times in one day.",
"#hera05#But this counts, doesn't it? I mean, it's with a hand! ...Someone else's hand... I say it counts!",
"#hera01#Anyway we're up to how many? " + englishNumber(PlayerData.denSexCount) + "? ...Well I guess we have a ways to go. Gweheheh~",
]);
}
else if (PlayerData.denSexCount >= 20 && PlayerData.denSexCount < 100)
{
denDialog.addRepeatSexGreeting([
"#hera04#<name>, I've still never masturbated more than a hundred times in one day.",
"#hera05#But this counts, doesn't it? I mean, it's with a hand! ...Someone else's hand... I say it counts!",
"#hera01#Anyway we're up to how many? " + englishNumber(PlayerData.denSexCount) + "? ...",
"#hera07#... ...Wait, are you actually going to try and break 100!?! ..." + stretch(PlayerData.name) + " that's so weeeeird~",
]);
}
else
{
// the mechanics of the game should forbid breaking 100... but just in case...
denDialog.addRepeatSexGreeting([
"#hera07#I... I can't believe we actually did this " + englishNumber(PlayerData.denSexCount) + " times in one day...",
"#hera04#I'd like to thank the Academy... And Abra for letting me slack off at work... Kecleon, for covering my shift all those times...",
"#hera00#Oh and um, of course I couldn't have done this without you, <name>~ ... ...",
"#hera00#Now can we do something else? My " + (PlayerData.heraMale ? "thingy" : "you-know-what") +" is sort of starting to chafe!",
]);
}
}
else {
denDialog.addRepeatSexGreeting([
"#hera01#<name>, I've still never orgasmed more than a hundred times in one day, you know...",
"#hera10#...Wait, did we talk about that? The one hundred thing? ...Did I have that conversation with someone else?",
"#hera11#Gweehh! ...Awkwaaard!!!",
]);
}
denDialog.setTooManyGames([
"#hera10#Gweh! I just remembered I was expecting a package today!",
"#hera04#Sorry, I should probably go check if it's waiting on the front step. ...I can't always hear the doorbell down here.",
"#hera03#Thanks for playing with me so much <name>! ...You really know how to make a bug feel special~",
]);
denDialog.setTooMuchSex([
"#hera06#Is that... Is that it? Am I empty? I think... (jiggle, jiggle) ...Gwehhhhhh... ...",
"#hera04#...Sorry <name> I think I might literally have NOTHING left. We'll have to postpone our little Heracross video series until next week.",
"#hera02#Gweh-heheheh! Hey, sometimes shooting these projects takes months. It's a marathon, not a sprint! I'll see you next time, <name>~",
]);
denDialog.addReplayMinigame([
"#hera03#I love playing these little games Abra came up with! ...But I especially love playing them with you, <name>. You're such a fun opponent!",
"#hera04#Did you have time to play more today? Or... There's other stuff we could do back here toooooo~",
],[
"Let's practice\nmore",
"#hera02#Yeah! Let's get you super prepared for the real thing~",
],[
"Other stuff?\nHmmmmm...",
"#hera06#Oh you know, nothing in particular! Just whatever springs to mind.",
"#hera02#Ooh! I know! I know! Something just sprang to MY mind!"
],[
"Actually\nI think I\nshould go",
"#hera08#Aww gweh! Okay. Only so many hours in a day I guess~",
"#hera05#Well thanks for paying old Heracross a visit. I had fun today! See you around, <name>~",
]);
denDialog.addReplayMinigame([
"#hera06#You think you're getting the hang of it? You ready for me to turn my little Heracross dial up to eleven? Gweh-heheheh~",
"#hera01#Or you know... There's always other Heracross dials you could play with~",
],[
"You're going down\nthis time!",
"#hera02#Gweheheheh! That's what you think!",
"#hera10#Wait, you did mean, \"going down\" gamewise right? Because obviously I can't...",
"#hera04#...Yeah, okay! Let's play~",
],[
"Ooh! What kind\nof dials~",
"#hera02#Oooooh! You don't knowwwwww? ...Sounds like it's time to do a little show-and-tell. Gweheheheheh~",
],[
"I think I'll\ncall it a day",
"#hera08#Call it a daaaayyyyy? Aww, gweh! Gwehhh....",
"#hera05#Well thanks for paying old Heracross a visit. I had fun today! See you around, <name>~",
]);
denDialog.addReplayMinigame([
"#hera04#Well that was fun! You're turning into a... fierce little minigame monster aren't you? Roar!",
"#hera05#Did you want a rematch? Or... does the monster need a break?",
],[
"I want a\nrematch!",
"#hera06#Oh sounds fun! Although you know... I can be kind of a monster too!",
"#hera15#...Heracross, mega-evolution! Roar!! ROARRRRRRRR!!!!",
"#hera02#Gweheheheh! I'm really going to bring the heat this time. I hope you're ready!!",
],[
"Roar! Monster\nneed break!",
"#hera02#Gweheheheh! Come on, you're not the bad grammar monster!",
"#hera03#Okay okay, why you scooch on over here and show me some of the minigame monster's moves~",
],[
"Hmm, I\nshould go",
"#hera11#Gweh! I hate it when the monster potion wears off too quickly.",
"#hera05#Oh well, thanks for paying old Heracross a visit. I had fun today! See you around, <name>~",
]);
denDialog.addReplaySex([
"#hera04#Hahh... Oh, <name>... That was... That was great! But...",
"#hera06#Well, I guess I should get back to the store. ...Ugh! Bummeroo~",
"#hera05#...",
"#hera03#Gwehh you know what, screw the store! Let's go again~",
],[
"Yeah! Let's\ngo again",
"#hera02#Gweheheh! Okay, I'll just... I'll just be one second, I want to make sure nobody's stealing anything...",
],[
"Maybe you should\ngo back...",
"#hera09#Well fiiiiine, I guess that's the respooooonsible thing to do... Gwehhhhh...",
"#hera11#<name>, I hate it when you're right! But well,",
"#hera00#Thanks for hanging out with me today. ...I don't take enough breaks and, well... Just thanks~",
]);
denDialog.addReplaySex([
"#hera01#Sweet silk pajamas! Those were some fancy little techniques. ...Mmmm... Say, I'm going to go grab a glass of water and check on the store,",
"#hera00#It should just be like, two minutes! Is that okay? Can you wait two minutes?",
],[
"Yeah! I'll\nbe here~",
"#hera02#Gweh! Yay! ...I was worried you'd leave. Okay! I'll be back in just ONE second!",
"#hera10#...One figurative second! A hundred and twenty real seconds! Maybe a little more! ...And... And these seconds don't count!",
],[
"I should\nprobably go...",
"#hera08#Awwww cocoa puffs. I understaaand...",
"#hera05#Well this was still nice, <name>. ...I don't take enough breaks and, well... Just thanks~",
]);
denDialog.addReplaySex([
"#hera06#Ahhh. Well... Break time's over, <name>. Fun's fun but I need to keep an eye on my little store!",
"#hera11#...Actually... Gweh! I can probably... Yeah! Okay,",
"#hera10#Just give me a second, I'm going to grab a little snack and take a quick peek and I'll be right back after! Can you wait for me?",
],[
"I can\nwait!",
"#hera03#Yayyyy! Really? Okay, I'll just be a second! I... I just need to check on a few things!",
],[
"Oh, I think\nI'll head out...",
"#hera08#Awwww cocoa puffs. I understaaand...",
"#hera05#Well this was still nice, <name>. ...I don't take enough breaks and, well... Just thanks~",
]);
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:HeraSexyState)
{
var count:Int = PlayerData.recentChatCount("hera.cursorSmell");
if (count == 0)
{
tree[0] = ["#hera10#Okey dokey! Well, the cameras are rolling, so... (sniff) so, let's put on a good, ehhhh (sniff, sniff)..."];
tree[1] = ["#hera09#Wait, <name>, is that you!? (sniff) Is that me or is that you!? (sniff, sniff)"];
tree[2] = ["#hera11#Because one of us smells like... Ecchhh! It smells like that time I poured that rotten kimchi down the garbage disposal... It's... It's so gross!"];
tree[3] = ["#hera10#... ...Is this maybe... Is this what Grimer's insides smell like? ...Agh! ..." + stretch(PlayerData.name) + "!!!"];
}
else
{
tree[0] = ["#hera10#Okey dokey! (sniff) Well, the cameras are rolling, so let's... ... (sniff, sniff)..."];
tree[1] = ["#hera11#Aaagh! Not Grimer again! ...Can't you space us out a little?"];
tree[2] = ["#hera09#Like maybeeeeeee... Grimer can be your 6:00 a.m appointment... And you and I can get together at 8:00 p.m? ... ...After you've had a hundred bubble baths?"];
tree[3] = ["#hera11#Gweeehhhh! " + stretch(PlayerData.name) + "!!! It smells so baaaaaaaaaaad..."];
}
}
}
|
argonvile/monster
|
source/poke/hera/HeraDialog.hx
|
hx
|
unknown
| 90,940 |
package poke.hera;
import flixel.graphics.FlxGraphic;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Heracross. These paths toggle based on Heracross's
* gender
*/
class HeraResource
{
public static var chat:FlxGraphicAsset;
public static var shop:FlxGraphicAsset;
public static var shopButton:FlxGraphicAsset;
public static var dick:FlxGraphicAsset;
public static var dickVibe:FlxGraphicAsset;
public static var head:FlxGraphicAsset;
public static var legs:FlxGraphicAsset;
public static var torso0:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static function initialize():Void {
chat = PlayerData.heraMale ? AssetPaths.hera_chat__png : AssetPaths.hera_chat_f__png;
shop = PlayerData.heraMale ? AssetPaths.shop_hera0__png : AssetPaths.shop_hera0_f__png;
shopButton = PlayerData.heraMale ? AssetPaths.menu_shop__png: AssetPaths.menu_shop_f__png;
dick = PlayerData.heraMale ? AssetPaths.hera_dick__png : AssetPaths.hera_dick_f__png;
dickVibe = PlayerData.heraMale ? AssetPaths.hera_dick_vibe__png : AssetPaths.hera_dick_vibe_f__png;
head = PlayerData.heraMale ? AssetPaths.hera_head__png : AssetPaths.hera_head_f__png;
legs = PlayerData.heraMale ? AssetPaths.hera_legs__png : AssetPaths.hera_legs_f__png;
torso0 = PlayerData.heraMale ? AssetPaths.hera_torso0__png : AssetPaths.hera_torso0_f__png;
button = PlayerData.heraMale ? AssetPaths.menu_hera__png : AssetPaths.menu_hera_f__png;
}
}
|
argonvile/monster
|
source/poke/hera/HeraResource.hx
|
hx
|
unknown
| 1,505 |
package poke.hera;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import poke.grov.Vibe;
import poke.grov.VibeInterface.vibeString;
import poke.grov.VibeInterface;
import poke.magn.MagnDialog;
import openfl.utils.Object;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.sexy.WordManager.Word;
import poke.sexy.WordParticle;
/**
* Sex sequence for Heracross
*
* Heracross has a hair trigger, and will cum eventually even if you are simply
* rubbing his elbow or shoulders or anywhere at all. The real puzzle with him
* is figuring out how to prevent him from cumming.
*
* As you rub his exterior, you'll typically see a few white hearts pop up. But
* over time, you'll start seeing pink hearts, which means his climax is
* starting to build, and he'll cum soon.
*
* To prevent Heracross from climaxing, you should rub one his two antennae
* when you start seeing pink hearts. This will confuse him and stop him from
* climaxing. But, each antenna can only be rubbed once for this effect.
*
* You can also prevent him from climaxing by not touching him for a few
* seconds, but he doesn't like this very much.
*
* He has two especially sensitive spots on his shell, which change each time.
* As you rub your hand, you will see 1, 2, or 3 white hearts show up, and it
* is sort of a "hot and cold" game. When you see 3 white hearts, if you
* continue rubbing the same spot, this will make Heracross very happy. You'll
* see a ton of hearts appear and he'll say something silly.
*
* Heracross likes the venonat vibrator, but it eventually makes him cum
* prematurely unless you use it in the exact right way -- almost like a secret
* code.
*
* You should always keep the vibrator on the lowest two settings.
*
* If you set it to the wrong setting, Heracross will blush and his orgasm will
* follow a few seconds later.
*
* The correct settings are:
* 1. The slowest oscillating setting (the leftmost button)
* 2. The slowest sustained setting (the middle button)
* 3. The second-slowest pulse setting (the right button)
* 4. The slowest pulse setting
* 5. The second-slowest oscillating setting (getting this far will make
* Heracross very happy)
* 6. The second-slowest sustained setting (getting this far will make
* Heracross ejaculate, but he can ejaculate again)
* To ensure you only press the correct settings, it's recommended you use the
* on/off vibrator button (second from the left)
*
* If the sequence is followed correctly, Heracross will ejaculate. But, this
* is only his first orgasm, and he can have a second orgasm later while you
* are playing with him -- either with the vibrator, or after switching back to
* your glove.
*/
class HeraSexyState extends SexyState<HeraWindow>
{
// areas that you can click
private var leftAntennaPolyArray:Array<Array<FlxPoint>>;
private var rightAntennaPolyArray:Array<Array<FlxPoint>>;
private var hornPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var electricPolyArray:Array<Array<FlxPoint>>;
private var torsoSweatArray:Array<Array<FlxPoint>>;
private var headSweatArray:Array<Array<FlxPoint>>;
private var specialSpots:Array<String> = ["left-torso0", "right-torso0", "left-torso1", "right-torso1", "left-leg", "right-leg", "left-shoulder", "right-shoulder", "balls"];
private var verySpecialSpots:Array<String> = [];
private var heraMood0:Int = FlxG.random.int(0, 9);
private var heraMood1:Float = FlxG.random.float(0.01, 1.00);
private var hitTheSpotTriggers:Array<Int> = [];
private var hitTheSpotTrigger:Int = 9999; // when this reaches 0, heracross likes where you're rubbing
private var prematureEjaculationTriggers:Array<Int> = [];
private var prematureEjaculationTrigger:Int = 9999; // when this reaches 0, heracross starts building to a premature ejaculation
private var turnsUntilPrematureEjaculation:Int = 9999;
/*
* niceThings[0] = find one sensitive part of heracross's shell
* niceThings[1] = find another sensitive part of heracross's shell
* niceThings[2] = play with heracross's erection
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = leave heracross alone because you don't want him to cum yet
* meanThings[1] = leave heracross alone a second time
*/
private var meanThings:Array<Bool> = [true, true];
private var bonusCapacityIndex:Int = 0; // Number from 0-3, depending on Heracross's bonus capacity
private var blushTimer:Float = 0;
private var sillyPleasureWords:Qord;
private var babbleWords:Qord;
private var badAntennaWords:Qord;
private var toyAlmostWords:Qord;
private var babbleWordParticles:Array<WordParticle>;
private var antennaHeartTimer:Float = 0;
public var didKindaPrematurelyEjaculate:Bool = false; // ejaculated when he was emitting a few extra hearts
public var didReallyPrematurelyEjaculate:Bool = false; // ejaculated when he was emitting a TON of extra hearts, or didn't even have a boner
private var _beadButton:FlxButton;
private var _bigBeadButton:FlxButton;
private var _vibeButton:FlxButton;
private var _elecvibeButton:FlxButton;
private var _toyInterface:VibeInterface;
private var dickVibeAngleArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
private var microTurnsUntilPrematureEjaculation:Float = 99999;
private var vibeRewardFrequency:Float = 1.6;
private var vibeRewardTimer:Float = 0;
private var vibeReservoir:Float = 0;
private var consecutiveVibeCount:Int = 0;
private var lastFewVibeSettings:Array<String> = [];
private var lastVibeSetting:String = null;
private var addToyHeartsToOrgasm:Bool = false; // successfully found the target vibe setting
private var acceptableVibesPerPhase:Array<Array<String>> = [
["Pulse1", "Sine1", "Sine2"],
["Sine1", "Sustained1", "Pulse2"],
["Pulse2", "Sustained2"],
["Pulse1"],
["Sustained1", "Sine2"],
["Sustained2"],
];
override public function create():Void
{
prepare("hera");
// Shift heracross down so he's framed in the window better
_pokeWindow.shiftVisualItems(40);
super.create();
_toyInterface = new VibeInterface(_pokeWindow._vibe);
toyGroup.add(_toyInterface);
sfxEncouragement = [AssetPaths.hera0__mp3, AssetPaths.hera1__mp3, AssetPaths.hera2__mp3, AssetPaths.hera3__mp3];
sfxPleasure = [AssetPaths.hera4__mp3, AssetPaths.hera5__mp3, AssetPaths.hera6__mp3];
sfxOrgasm = [AssetPaths.hera7__mp3, AssetPaths.hera8__mp3, AssetPaths.hera9__mp3];
popularity = -0.2;
cumTrait0 = 9;
cumTrait1 = 1;
cumTrait2 = 8;
cumTrait3 = 2;
cumTrait4 = 3;
sweatAreas.push({chance:3, sprite:_head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:7, sprite:_pokeWindow._torso1, sweatArrayArray:torsoSweatArray});
if (computeBonusCapacity() <= 0)
{
bonusCapacityIndex = 0;
}
else if (computeBonusCapacity() <= 30)
{
bonusCapacityIndex = 1;
}
else if (computeBonusCapacity() <= 90)
{
bonusCapacityIndex = 2;
}
else {
bonusCapacityIndex = 3;
}
{
hitTheSpotTriggers.push(heraMood0 + 6);
hitTheSpotTriggers.push((15 - hitTheSpotTriggers[0]) + 6);
}
{
var maxTrigger:Int = [17, 13, 9, 5][bonusCapacityIndex];
if (PlayerData.pokemonLibido == 1)
{
// zero libido; no risk of premature ejaculation
}
else {
prematureEjaculationTriggers.push(Math.ceil(heraMood1 * maxTrigger));
prematureEjaculationTriggers.push(maxTrigger + 1 - prematureEjaculationTriggers[0]);
}
}
resetHitTheSpotTrigger();
resetPrematureEjaculationTrigger();
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_SMALL_PURPLE_BEADS))
{
_beadButton = newToyButton(beadButtonEvent, AssetPaths.smallbeads_purple_button__png, _dialogTree);
addToyButton(_beadButton, 0.36);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_VIBRATOR))
{
_vibeButton = newToyButton(vibeButtonEvent, AssetPaths.vibe_button__png, _dialogTree);
addToyButton(_vibeButton);
}
if (ItemDatabase.getPurchasedMysteryBoxCount() >= 8)
{
_elecvibeButton = newToyButton(elecvibeButtonEvent, AssetPaths.elecvibe_button__png, _dialogTree);
addToyButton(_elecvibeButton);
}
}
public function beadButtonEvent():Void
{
playButtonClickSound();
removeToyButton(_beadButton);
var tree:Array<Array<Object>> = [];
HeraDialog.snarkyBeads(tree);
showEarlyDialog(tree);
}
public function vibeButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 1.7, callback:eventEnableToyButtons});
}
public function elecvibeButtonEvent():Void
{
_toyInterface.setElectric(true);
_pokeWindow._vibe.setElectric(true);
insert(members.indexOf(_breathGroup), _toyInterface.smallSparkEmitter);
insert(members.indexOf(_breathGroup), _toyInterface.largeSparkEmitter);
vibeButtonEvent();
}
override public function shouldEmitToyInterruptWords():Bool
{
return turnsUntilPrematureEjaculation >= 1000 && addToyHeartsToOrgasm == false && came == false;
}
override function toyForeplayFactor():Float
{
/*
* 60% of the toy hearts are available for doing random stuff. the
* other 40% are only available if you hit the right spot
*/
return 0.6;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
if (_toyInterface.lightningButtonDuration > 0)
{
_toyInterface.doLightning(this, electricPolyArray);
}
if (_gameState != 200)
{
// no rewards after done orgasming
return;
}
if (isEjaculating())
{
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0)
{
// no rewards after ejaculating
return;
}
if (_toyInterface.lightningButtonDuration > 0 )
{
var percent:Float = 0;
var precumAmount:Int = 0;
if (_toyInterface.lightningButtonDuration < 0.1)
{
percent = 0.02;
}
else if (_toyInterface.lightningButtonDuration < 0.3)
{
percent = 0.03;
precumAmount = 1;
}
else if (_toyInterface.lightningButtonDuration < 0.6)
{
percent = 0.05;
precumAmount = 1;
}
else if (_toyInterface.lightningButtonDuration < 1.0)
{
percent = 0.10;
precumAmount = 2;
}
else if (_toyInterface.lightningButtonDuration < 1.5)
{
percent = 0.20;
precumAmount = 2;
}
else if (_toyInterface.lightningButtonDuration < 2.0)
{
percent = 0.30;
precumAmount = 3;
}
else if (_toyInterface.lightningButtonDuration < 3.0)
{
percent = 0.50;
precumAmount = 3;
}
else
{
percent = 1.00;
precumAmount = 3;
}
if (percent > 0)
{
var amount:Float = Math.ceil(percent * (_heartBank._dickHeartReservoir - 0.5 * (_heartBank._dickHeartReservoirCapacity * _cumThreshold - 1)));
amount = Math.max(amount, 1);
amount = Math.min(amount, _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += Math.min(amount, Math.ceil(amount * 0.4));
}
if (precumAmount > 0)
{
precum(precumAmount);
}
if (shouldOrgasm())
{
_newHeadTimer = 0; // make sure they orgasm before their reservoir is empty
consecutiveVibeCount = 0; // reset consecutiveVibeCount in case they multiple orgasm; start fresh
}
else if (_heartEmitCount <= 0)
{
// vibrator activity was eaten by penalty
}
else
{
_characterSfxTimer -= 2.8;
maybePlayPokeSfx();
maybeEmitWords(encouragementWords);
}
}
if (!_pokeWindow._vibe.vibeSfx.isVibratorOn())
{
lastFewVibeSettings.splice(0, lastFewVibeSettings.length);
consecutiveVibeCount = 0;
return;
}
// accumulate rewards in vibeReservoir...
vibeRewardTimer += elapsed;
_idlePunishmentTimer = 0; // pokemon doesn't get bored if the vibrator's on
if (vibeRewardTimer >= vibeRewardFrequency)
{
// When the vibrator's on, we accumulate 1-3% hearts in the reservoir...
vibeRewardTimer -= vibeRewardFrequency;
var foreplayPct:Float = [0.010, 0.015, 0.020, 0.025, 0.03][_pokeWindow._vibe.vibeSfx.speed - 1];
var amount:Float = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoirCapacity * foreplayPct);
if (!pastBonerThreshold() && _heartBank._foreplayHeartReservoirCapacity < 1000)
{
// bump up foreplay heart capacity, to give a boner faster
_heartBank._foreplayHeartReservoirCapacity += 3 * amount;
}
if (amount > 0 && _toyBank._foreplayHeartReservoir > 0 )
{
// first, try to get these hearts from the toy bank...
var deductionAmount:Float = Math.min(amount, _toyBank._foreplayHeartReservoir);
amount -= deductionAmount;
_toyBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
if (amount > 0 && !pastBonerThreshold() && _heartBank._foreplayHeartReservoir > 0)
{
// if the toy bank's empty, get them from the foreplay heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._foreplayHeartReservoir);
amount -= deductionAmount;
_heartBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
if (amount > 0 && pastBonerThreshold() && _heartBank._dickHeartReservoir > 0)
{
// if the toy bank's empty, get them from the dick heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._dickHeartReservoir);
amount -= deductionAmount;
_heartBank._dickHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount;
}
// if turnsUntilPrematureEjaculation <= 3, start ejaculating...
var percent:Float = 0;
if (microTurnsUntilPrematureEjaculation <= 0)
{
percent = 0.187;
}
else if (microTurnsUntilPrematureEjaculation <= 5)
{
percent = 0.073;
}
else if (microTurnsUntilPrematureEjaculation <= 10)
{
percent = 0.031;
}
else if (microTurnsUntilPrematureEjaculation <= 15)
{
percent = 0.007;
}
if (percent > 0)
{
var amount:Float = Math.ceil(percent * (_heartBank._dickHeartReservoir - (_heartBank._dickHeartReservoirCapacity * _cumThreshold - 1)));
amount = Math.max(amount, 1);
amount = Math.min(amount, _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += Math.min(amount, Math.ceil(amount * 0.4));
}
}
turnsUntilPrematureEjaculation = Std.int(microTurnsUntilPrematureEjaculation / 5);
if (turnsUntilPrematureEjaculation < 1000)
{
_autoSweatRate = FlxMath.bound(_autoSweatRate + 0.03, 0, 1);
if (FlxG.random.float(0, Math.pow(FlxMath.bound(turnsUntilPrematureEjaculation, 0, 10), 2)) <= 4)
{
blushTimer = FlxG.random.float(12, 15);
_pokeWindow._armsUpTimer = FlxG.random.float(6, 9);
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
}
if (vibeReservoir > 0 && _pokeWindow._vibe.vibeSfx.isVibrating())
{
// did they mess up?
var vs:String = vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed);
var acceptable:Bool = true;
if (vs != lastVibeSetting && acceptableVibesPerPhase.length > 0)
{
var acceptableVibes:Array<String> = acceptableVibesPerPhase.splice(0, 1)[0];
if (acceptableVibes.indexOf(vs) == -1)
{
// bad vibe...
acceptable = false;
}
else
{
// good vibe
for (i in 0...acceptableVibesPerPhase.length)
{
acceptableVibesPerPhase[i].remove(vs);
}
if (_remainingOrgasms > 0)
{
if (acceptableVibesPerPhase.length == 1)
{
maybeEmitWords(toyAlmostWords);
blushTimer = FlxG.random.float(12, 15);
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.10, 0.15) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
}
}
}
}
if (acceptable)
{
// they did OK; don't accelerate the vibe count
}
else
{
if (microTurnsUntilPrematureEjaculation >= 10000)
{
// start the ejaculation timer...
microTurnsUntilPrematureEjaculation = [9, 7, 5, 3][bonusCapacityIndex] * 5;
// skip straight to the "struggling" face
_pokeWindow._arousal = 4;
_newHeadTimer = Math.min(_newHeadTimer, FlxG.random.float(0.4, 0.8));
}
}
lastVibeSetting = vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed);
}
if (!addToyHeartsToOrgasm && acceptableVibesPerPhase.length == 0 && microTurnsUntilPrematureEjaculation >= 10000 && consecutiveVibeCount == 1)
{
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
// dump remaining toy "reward hearts" into toy "automatic hearts"
_toyBank._foreplayHeartReservoir += _toyBank._dickHeartReservoir;
// increase capacity too, since vibrator throughput scales on capacity
_toyBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.6);
_toyBank._dickHeartReservoir = 0;
_remainingOrgasms++;
if (!_male)
{
_remainingOrgasms++;
}
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
addToyHeartsToOrgasm = true;
// won't prematurely ejaculate anymore
microTurnsUntilPrematureEjaculation = 99999;
turnsUntilPrematureEjaculation = 9999;
prematureEjaculationTriggers.splice(0, prematureEjaculationTriggers.length);
}
if (vibeReservoir > 0 && _pokeWindow._vibe.vibeSfx.isVibrating())
{
// convert vibeReservoir to hearts
_heartEmitCount += vibeReservoir;
matchVibeHearts();
maybeAccelerateVibeReward();
microTurnsUntilPrematureEjaculation -= 1;
maybeEmitPrecum();
if (_remainingOrgasms > 0)
{
if (microTurnsUntilPrematureEjaculation <= 5)
{
maybeEmitWords(almostWords);
}
else if (_heartBank.getDickPercent() * 0.63 < _cumThreshold)
{
maybeEmitWords(almostWords);
}
}
maybeEmitToyWordsAndStuff();
if (shouldOrgasm())
{
_newHeadTimer = 0; // make sure they orgasm before their reservoir is empty
consecutiveVibeCount = 0; // reset consecutiveVibeCount in case they multiple orgasm; start fresh
}
vibeReservoir = 0;
}
}
/**
* If 5 hearts were in the vibe reservoir, we might also "match" 2.5
* hearts from the heartbank. This makes it so Heracross will eventually cum
* from just using the vibrator.
*/
function matchVibeHearts()
{
var heartMatchPct:Float = 0;
if (_toyBank.getForeplayPercent() <= 0 )
{
heartMatchPct = 0.50;
}
else if (_toyBank.getForeplayPercent() <= 0.25)
{
heartMatchPct = 0.43;
}
else if (_toyBank.getForeplayPercent() <= 0.50)
{
heartMatchPct = 0.36;
}
else if (_toyBank.getForeplayPercent() <= 0.75)
{
heartMatchPct = 0.30;
}
if (consecutiveVibeCount == 0)
{
heartMatchPct *= 0.0;
}
else if (consecutiveVibeCount == 1)
{
heartMatchPct *= 0.5;
}
else
{
heartMatchPct *= 1.0;
}
if (heartMatchPct > 0)
{
if (!pastBonerThreshold())
{
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= deductionAmount;
_heartEmitCount += deductionAmount;
}
else
{
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= deductionAmount;
_heartEmitCount += deductionAmount;
}
}
}
/**
* If the player's lingering on the same spot for multiple time, the
* vibrator becomes more effective...
*/
function maybeAccelerateVibeReward()
{
lastFewVibeSettings.push(vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed));
lastFewVibeSettings.splice(0, lastFewVibeSettings.length - 5);
// reduce the timer lower than 1.8s, if the player is lingering on the current setting...
if (lastFewVibeSettings.length >= 2 && lastFewVibeSettings[lastFewVibeSettings.length - 1] == lastFewVibeSettings[lastFewVibeSettings.length - 2])
{
consecutiveVibeCount++;
}
else
{
consecutiveVibeCount = 0;
}
vibeRewardFrequency = FlxMath.bound(11 / (7 + 5 * consecutiveVibeCount), 0.2, 1.6);
}
function resetPrematureEjaculationTrigger()
{
_autoSweatRate = FlxMath.bound(_autoSweatRate - 0.3, 0, 1);
blushTimer = Math.min(blushTimer, FlxG.random.float(0, 2));
if (_pokeWindow._arms0.animation.name == "face-0" || _pokeWindow._arms0.animation.name == "face-1")
{
_armsAndLegsArranger._armsAndLegsTimer = Math.min(_armsAndLegsArranger._armsAndLegsTimer, FlxG.random.float(0, 3));
}
_pokeWindow._armsUpTimer = 0;
if (prematureEjaculationTriggers.length == 0)
{
prematureEjaculationTrigger = 9999;
}
else
{
prematureEjaculationTrigger = prematureEjaculationTriggers.pop();
}
turnsUntilPrematureEjaculation = 9999;
}
function resetHitTheSpotTrigger()
{
if (verySpecialSpots.length >= 2)
{
hitTheSpotTrigger = 9999;
}
else if (hitTheSpotTriggers.length == 0)
{
hitTheSpotTrigger = FlxG.random.int(6, 15);
}
else
{
hitTheSpotTrigger = hitTheSpotTriggers.pop();
}
}
override function shouldEndSexyGame():Bool
{
return _gameState == 400
&& (_heartBank.isEmpty()
// if they came prematurely, don't wait for the foreplay reservoir to empty
|| _heartBank._dickHeartReservoir == 0 && didKindaPrematurelyEjaculate)
&& _heartEmitCount <= 0
&& (_idlePunishmentTimer > _rubRewardFrequency / 2);
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (blushTimer > 0)
{
blushTimer -= elapsed;
_pokeWindow._blush.visible = true;
}
else {
_pokeWindow._blush.visible = false;
}
if (pastBonerThreshold() && _gameState == 200)
{
if (fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
if (_gameState >= 400)
{
_autoSweatRate = FlxMath.bound(_autoSweatRate - 0.1 * elapsed, 0, 1.0);
if (_gameState == 400)
{
// superclass increments rubrewardtimer in state 400...
}
else
{
// can keep rubbing Heracross after the game is over
if (isInteracting())
{
_rubRewardTimer += elapsed;
}
else
{
_rubRewardTimer = 0;
}
}
if (!displayingToyWindow() && _rubRewardTimer > _rubRewardFrequency / 2)
{
_rubRewardTimer = _rubRewardFrequency * FlxG.random.float( -0.83, -1.20) + _rubRewardFrequency / 2;
if (specialRub != null)
{
specialRubs.push(specialRub);
specialRubs.splice(0, specialRubs.length - 100);
}
handleRubReward();
}
}
if ((specialRub == "left-antenna" || specialRub == "right-antenna")
&& (_head.animation.name == "right-eye-swirl" || _head.animation.name == "left-eye-swirl"))
{
antennaHeartTimer -= elapsed;
if (antennaHeartTimer < 0)
{
// don't get a boner from antenna rubs
_heartBank._foreplayHeartReservoirCapacity = Math.max(_heartBank._foreplayHeartReservoirCapacity - 0.5, _heartBank._foreplayHeartReservoir);
// the fewer hearts are left, the slower they come out...
var maxTimer:Float = 0;
if (_heartBank._foreplayHeartReservoir < 2)
{
maxTimer = 8;
interruptBabbleWords();
}
else if (_heartBank._foreplayHeartReservoir < 4)
{
maxTimer = 5;
interruptBabbleWords();
}
else if (_heartBank._foreplayHeartReservoir < 6)
{
maxTimer = 3;
}
else if (_heartBank._foreplayHeartReservoir < 8)
{
maxTimer = 2;
}
else if (_heartBank._foreplayHeartReservoir < 12)
{
maxTimer = 1.3;
}
else if (_heartBank._foreplayHeartReservoir < 16)
{
maxTimer = 0.8;
}
else
{
maxTimer = 0.5;
}
if (maxTimer < 8)
{
_heartEmitCount += 0.25;
_heartBank._foreplayHeartReservoir -= 0.25;
}
antennaHeartTimer += maxTimer * Math.pow(FlxG.random.float(0, 1), 1.3);
}
}
}
override function handleCumShots(elapsed:Float):Void
{
super.handleCumShots(elapsed);
var spoogeEmitter:FlxEmitter = getSpoogeEmitter();
if (spoogeEmitter.emitting && _male && _dick != null && dickAngleArray[_dick.animation.frameIndex] != null)
{
// male heracross cums straight at the viewer; lower cum velocity for illusion of depth
var velocityNerf:Float = 0.7;
spoogeEmitter.velocity.start.min.x *= velocityNerf;
spoogeEmitter.velocity.start.max.x *= velocityNerf;
spoogeEmitter.velocity.start.min.y *= velocityNerf;
spoogeEmitter.velocity.start.max.y *= velocityNerf;
spoogeEmitter.velocity.end.set(spoogeEmitter.velocity.start.min, spoogeEmitter.velocity.start.max);
}
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && (touchedPart == _dick || !_male && touchedPart == _pokeWindow._torso0 && clickedPolygon(touchedPart, vagPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _head)
{
if (clickedPolygon(touchedPart, leftAntennaPolyArray))
{
interactOn(_head, "rub-left-antenna");
_rubBodyAnim.enabled = false;
_head.animation.play("rub-left-antenna");
_pokeWindow.updateBlush();
return true;
}
else if (clickedPolygon(touchedPart, rightAntennaPolyArray))
{
interactOn(_head, "rub-right-antenna");
_rubBodyAnim.enabled = false;
_head.animation.play("rub-right-antenna");
_pokeWindow.updateBlush();
return true;
}
else if (clickedPolygon(touchedPart, hornPolyArray))
{
interactOn(_head, "rub-horn");
_rubBodyAnim.enabled = false;
if (_pokeWindow._arousal <= 1)
{
_head.animation.play("rub-horn");
}
else
{
_head.animation.play("rub-horn2");
}
_pokeWindow.updateBlush();
return true;
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
interactOn(_pokeWindow._balls, "rub-balls");
return true;
}
return false;
}
override function boredStuff():Void
{
super.boredStuff();
if (turnsUntilPrematureEjaculation < 1000 && wordManager.wordsInARow(boredWords) == 2)
{
resetPrematureEjaculationTrigger();
if (meanThings[0])
{
meanThings[0] = false;
doMeanThing(1.0);
}
else if (meanThings[1])
{
meanThings[1] = false;
doMeanThing(0.7);
}
else
{
doMeanThing(0.4);
}
}
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _head)
{
if (_head.animation.name == "right-eye-swirl" || _head.animation.name == "left-eye-swirl")
{
_newHeadTimer = FlxG.random.float(1.2, 2.4);
interruptBabbleWords();
}
else
{
_newHeadTimer = FlxG.random.float(0.4, 0.8);
}
}
}
function interruptBabbleWords()
{
if (babbleWordParticles != null)
{
wordManager.interruptWords(babbleWordParticles);
babbleWordParticles = null;
}
}
override function shouldInteractOff(targetSprite:FlxSprite)
{
if (targetSprite == _head)
{
// don't immediately snap the head back to normal; give it a little time
return false;
}
return true;
}
override public function initializeHitBoxes():Void
{
leftAntennaPolyArray = [];
leftAntennaPolyArray[0] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(111, 111)];
leftAntennaPolyArray[1] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(111, 111)];
leftAntennaPolyArray[2] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(111, 111)];
leftAntennaPolyArray[3] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(130, 74), new FlxPoint(106, 111)];
leftAntennaPolyArray[4] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(130, 74), new FlxPoint(106, 111)];
leftAntennaPolyArray[6] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(130, 74), new FlxPoint(106, 111)];
leftAntennaPolyArray[7] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(130, 74), new FlxPoint(106, 111)];
leftAntennaPolyArray[8] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(130, 74), new FlxPoint(106, 111)];
leftAntennaPolyArray[9] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 88), new FlxPoint(114, 110)];
leftAntennaPolyArray[10] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 88), new FlxPoint(114, 110)];
leftAntennaPolyArray[11] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 88), new FlxPoint(114, 110)];
leftAntennaPolyArray[12] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(123, 102)];
leftAntennaPolyArray[13] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(123, 102)];
leftAntennaPolyArray[14] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(135, 85), new FlxPoint(123, 102)];
leftAntennaPolyArray[15] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(132, 89), new FlxPoint(116, 106)];
leftAntennaPolyArray[16] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(132, 89), new FlxPoint(116, 106)];
leftAntennaPolyArray[17] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(132, 89), new FlxPoint(116, 106)];
leftAntennaPolyArray[18] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(128, 84), new FlxPoint(114, 102)];
leftAntennaPolyArray[19] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(128, 84), new FlxPoint(114, 102)];
leftAntennaPolyArray[20] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(128, 84), new FlxPoint(114, 102)];
leftAntennaPolyArray[21] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 85), new FlxPoint(115, 102)];
leftAntennaPolyArray[22] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 85), new FlxPoint(115, 102)];
leftAntennaPolyArray[23] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(131, 85), new FlxPoint(115, 102)];
leftAntennaPolyArray[24] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(137, 91), new FlxPoint(124, 105)];
leftAntennaPolyArray[25] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(137, 91), new FlxPoint(124, 105)];
leftAntennaPolyArray[26] = [new FlxPoint(56, 98), new FlxPoint(57, 21), new FlxPoint(132, 22), new FlxPoint(137, 91), new FlxPoint(124, 105)];
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hornPolyArray[52] = [new FlxPoint(172, 83), new FlxPoint(158, 10), new FlxPoint(230, 10), new FlxPoint(232, 90)];
hornPolyArray[53] = [new FlxPoint(172, 83), new FlxPoint(158, 10), new FlxPoint(230, 10), new FlxPoint(232, 90)];
hornPolyArray[54] = [new FlxPoint(152, 87), new FlxPoint(147, 10), new FlxPoint(225, 10), new FlxPoint(214, 87)];
hornPolyArray[55] = [new FlxPoint(152, 87), new FlxPoint(147, 10), new FlxPoint(225, 10), new FlxPoint(214, 87)];
hornPolyArray[56] = [new FlxPoint(152, 87), new FlxPoint(147, 10), new FlxPoint(225, 10), new FlxPoint(214, 87)];
hornPolyArray[57] = [new FlxPoint(150, 93), new FlxPoint(137, 10), new FlxPoint(215, 10), new FlxPoint(208, 88)];
hornPolyArray[58] = [new FlxPoint(150, 93), new FlxPoint(137, 10), new FlxPoint(215, 10), new FlxPoint(208, 88)];
hornPolyArray[59] = [new FlxPoint(150, 93), new FlxPoint(137, 10), new FlxPoint(215, 10), new FlxPoint(208, 88)];
hornPolyArray[60] = [new FlxPoint(133, 90), new FlxPoint(134, 10), new FlxPoint(204, 10), new FlxPoint(191, 83)];
hornPolyArray[61] = [new FlxPoint(133, 90), new FlxPoint(134, 10), new FlxPoint(204, 10), new FlxPoint(191, 83)];
hornPolyArray[63] = [new FlxPoint(163, 92), new FlxPoint(148, 10), new FlxPoint(220, 10), new FlxPoint(222, 96)];
hornPolyArray[64] = [new FlxPoint(163, 92), new FlxPoint(148, 10), new FlxPoint(220, 10), new FlxPoint(222, 96)];
hornPolyArray[66] = [new FlxPoint(156, 87), new FlxPoint(154, 10), new FlxPoint(229, 10), new FlxPoint(214, 93)];
hornPolyArray[67] = [new FlxPoint(156, 87), new FlxPoint(154, 10), new FlxPoint(229, 10), new FlxPoint(214, 93)];
vagPolyArray = [];
vagPolyArray[0] = [new FlxPoint(147, 427), new FlxPoint(165, 363), new FlxPoint(203, 364), new FlxPoint(220, 427)];
if (_male)
{
dickAngleArray[0] = [new FlxPoint(182, 405), new FlxPoint(63, 252), new FlxPoint(-43, 256)];
dickAngleArray[1] = [new FlxPoint(190, 383), new FlxPoint(259, -24), new FlxPoint(116, 233)];
dickAngleArray[2] = [new FlxPoint(179, 372), new FlxPoint(255, -51), new FlxPoint(-255, -51)];
dickAngleArray[3] = [new FlxPoint(178, 334), new FlxPoint(82, -247), new FlxPoint(-122, -229)];
dickAngleArray[4] = [new FlxPoint(180, 388), new FlxPoint(216, 144), new FlxPoint(-203, 162)];
dickAngleArray[5] = [new FlxPoint(180, 386), new FlxPoint(233, 116), new FlxPoint(-200, 166)];
dickAngleArray[6] = [new FlxPoint(180, 386), new FlxPoint(233, 116), new FlxPoint(-200, 166)];
dickAngleArray[7] = [new FlxPoint(180, 386), new FlxPoint(233, 116), new FlxPoint(-200, 166)];
dickAngleArray[8] = [new FlxPoint(180, 386), new FlxPoint(233, 116), new FlxPoint(-200, 166)];
dickAngleArray[9] = [new FlxPoint(178, 338), new FlxPoint(71, -250), new FlxPoint(-116, -233)];
dickAngleArray[10] = [new FlxPoint(178, 337), new FlxPoint(76, -249), new FlxPoint(-93, -243)];
dickAngleArray[11] = [new FlxPoint(178, 336), new FlxPoint(76, -249), new FlxPoint(-93, -243)];
dickAngleArray[12] = [new FlxPoint(178, 332), new FlxPoint(93, -243), new FlxPoint(-109, -236)];
dickAngleArray[13] = [new FlxPoint(178, 331), new FlxPoint(93, -243), new FlxPoint(-102, -239)];
dickAngleArray[14] = [new FlxPoint(178, 329), new FlxPoint(82, -247), new FlxPoint(-109, -236)];
dickAngleArray[15] = [new FlxPoint(178, 326), new FlxPoint(194, -173), new FlxPoint( -203, -162)];
dickVibeAngleArray[0] = [new FlxPoint(181, 406), new FlxPoint(108, 237), new FlxPoint(-102, 239)];
dickVibeAngleArray[1] = [new FlxPoint(181, 406), new FlxPoint(203, 162), new FlxPoint(-201, 165)];
dickVibeAngleArray[2] = [new FlxPoint(181, 406), new FlxPoint(119, 231), new FlxPoint(-255, 52)];
dickVibeAngleArray[3] = [new FlxPoint(181, 406), new FlxPoint(260, 10), new FlxPoint(-139, 220)];
dickVibeAngleArray[4] = [new FlxPoint(181, 404), new FlxPoint(229, 123), new FlxPoint(-205, 160)];
dickVibeAngleArray[5] = [new FlxPoint(179, 371), new FlxPoint(256, -48), new FlxPoint(-255, -49)];
dickVibeAngleArray[6] = [new FlxPoint(179, 371), new FlxPoint(247, -82), new FlxPoint(-246, -85)];
dickVibeAngleArray[7] = [new FlxPoint(179, 371), new FlxPoint(247, -82), new FlxPoint(-246, -85)];
dickVibeAngleArray[8] = [new FlxPoint(179, 371), new FlxPoint(247, -82), new FlxPoint(-246, -85)];
dickVibeAngleArray[9] = [new FlxPoint(179, 371), new FlxPoint(247, -82), new FlxPoint(-246, -85)];
dickVibeAngleArray[10] = [new FlxPoint(178, 336), new FlxPoint(37, -257), new FlxPoint(-54, -254)];
dickVibeAngleArray[11] = [new FlxPoint(178, 336), new FlxPoint(140, -219), new FlxPoint(-156, -208)];
dickVibeAngleArray[12] = [new FlxPoint(178, 336), new FlxPoint(-19, -259), new FlxPoint(-254, -54)];
dickVibeAngleArray[13] = [new FlxPoint(181, 336), new FlxPoint(198, -169), new FlxPoint(-20, -259)];
dickVibeAngleArray[14] = [new FlxPoint(178, 332), new FlxPoint(175, -192), new FlxPoint( -188, -180)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(152, 359), new FlxPoint(148, 386), new FlxPoint(222, 388), new FlxPoint(218, 360)];
electricPolyArray[1] = [new FlxPoint(152, 359), new FlxPoint(148, 386), new FlxPoint(222, 388), new FlxPoint(218, 360)];
electricPolyArray[2] = [new FlxPoint(152, 359), new FlxPoint(148, 386), new FlxPoint(222, 388), new FlxPoint(218, 360)];
electricPolyArray[3] = [new FlxPoint(152, 359), new FlxPoint(148, 386), new FlxPoint(222, 388), new FlxPoint(218, 360)];
electricPolyArray[4] = [new FlxPoint(152, 359), new FlxPoint(148, 386), new FlxPoint(222, 388), new FlxPoint(218, 360)];
electricPolyArray[5] = [new FlxPoint(150, 354), new FlxPoint(142, 369), new FlxPoint(148, 386), new FlxPoint(214, 386), new FlxPoint(222, 369), new FlxPoint(214, 351)];
electricPolyArray[6] = [new FlxPoint(150, 354), new FlxPoint(142, 369), new FlxPoint(148, 386), new FlxPoint(214, 386), new FlxPoint(222, 369), new FlxPoint(214, 351)];
electricPolyArray[7] = [new FlxPoint(150, 354), new FlxPoint(142, 369), new FlxPoint(148, 386), new FlxPoint(214, 386), new FlxPoint(222, 369), new FlxPoint(214, 351)];
electricPolyArray[8] = [new FlxPoint(150, 354), new FlxPoint(142, 369), new FlxPoint(148, 386), new FlxPoint(214, 386), new FlxPoint(222, 369), new FlxPoint(214, 351)];
electricPolyArray[9] = [new FlxPoint(150, 354), new FlxPoint(142, 369), new FlxPoint(148, 386), new FlxPoint(214, 386), new FlxPoint(222, 369), new FlxPoint(214, 351)];
electricPolyArray[10] = [new FlxPoint(150, 335), new FlxPoint(136, 347), new FlxPoint(146, 372), new FlxPoint(220, 370), new FlxPoint(228, 348), new FlxPoint(212, 334)];
electricPolyArray[11] = [new FlxPoint(150, 335), new FlxPoint(136, 347), new FlxPoint(146, 372), new FlxPoint(220, 370), new FlxPoint(228, 348), new FlxPoint(212, 334)];
electricPolyArray[12] = [new FlxPoint(150, 335), new FlxPoint(136, 347), new FlxPoint(146, 372), new FlxPoint(220, 370), new FlxPoint(228, 348), new FlxPoint(212, 334)];
electricPolyArray[13] = [new FlxPoint(150, 335), new FlxPoint(136, 347), new FlxPoint(146, 372), new FlxPoint(220, 370), new FlxPoint(228, 348), new FlxPoint(212, 334)];
electricPolyArray[14] = [new FlxPoint(150, 335), new FlxPoint(136, 347), new FlxPoint(146, 372), new FlxPoint(220, 370), new FlxPoint(228, 348), new FlxPoint(212, 334)];
}
else {
dickAngleArray[0] = [new FlxPoint(178, 392), new FlxPoint(136, 221), new FlxPoint(-136, 221)];
dickAngleArray[1] = [new FlxPoint(178, 392), new FlxPoint(136, 221), new FlxPoint(-136, 221)];
dickAngleArray[2] = [new FlxPoint(178, 392), new FlxPoint(176, 192), new FlxPoint(-129, 226)];
dickAngleArray[3] = [new FlxPoint(178, 392), new FlxPoint(196, 170), new FlxPoint(-162, 203)];
dickAngleArray[4] = [new FlxPoint(179, 391), new FlxPoint(225, 131), new FlxPoint(-219, 140)];
dickAngleArray[5] = [new FlxPoint(178, 393), new FlxPoint(136, 221), new FlxPoint(-136, 221)];
dickAngleArray[6] = [new FlxPoint(178, 393), new FlxPoint(184, 184), new FlxPoint(-184, 184)];
dickAngleArray[7] = [new FlxPoint(178, 393), new FlxPoint(201, 165), new FlxPoint(-201, 165)];
dickAngleArray[8] = [new FlxPoint(178, 393), new FlxPoint(233, 116), new FlxPoint(-225, 130)];
dickAngleArray[9] = [new FlxPoint(178, 393), new FlxPoint(237, 106), new FlxPoint( -233, 116)];
dickVibeAngleArray[0] = [new FlxPoint(178, 391), new FlxPoint(142, 218), new FlxPoint(-142, 218)];
dickVibeAngleArray[1] = [new FlxPoint(178, 391), new FlxPoint(225, 131), new FlxPoint(-260, 7)];
dickVibeAngleArray[2] = [new FlxPoint(178, 391), new FlxPoint(225, 131), new FlxPoint(-236, 109)];
dickVibeAngleArray[3] = [new FlxPoint(178, 391), new FlxPoint(225, 131), new FlxPoint(-236, 109)];
dickVibeAngleArray[4] = [new FlxPoint(178, 391), new FlxPoint(225, 131), new FlxPoint(-236, 109)];
dickVibeAngleArray[5] = [new FlxPoint(178, 391), new FlxPoint(259, 24), new FlxPoint( -226, 128)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
electricPolyArray[1] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
electricPolyArray[2] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
electricPolyArray[3] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
electricPolyArray[4] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
electricPolyArray[5] = [new FlxPoint(170, 387), new FlxPoint(172, 405), new FlxPoint(196, 406), new FlxPoint(194, 386)];
}
headSweatArray = [];
headSweatArray[0] = [new FlxPoint(152, 91), new FlxPoint(124, 82), new FlxPoint(162, 59), new FlxPoint(210, 59), new FlxPoint(244, 82), new FlxPoint(207, 97), new FlxPoint(202, 122), new FlxPoint(163, 120)];
headSweatArray[1] = [new FlxPoint(152, 91), new FlxPoint(124, 82), new FlxPoint(162, 59), new FlxPoint(210, 59), new FlxPoint(244, 82), new FlxPoint(207, 97), new FlxPoint(202, 122), new FlxPoint(163, 120)];
headSweatArray[2] = [new FlxPoint(152, 91), new FlxPoint(124, 82), new FlxPoint(162, 59), new FlxPoint(210, 59), new FlxPoint(244, 82), new FlxPoint(207, 97), new FlxPoint(202, 122), new FlxPoint(163, 120)];
headSweatArray[3] = [new FlxPoint(148, 94), new FlxPoint(119, 80), new FlxPoint(156, 55), new FlxPoint(208, 57), new FlxPoint(240, 78), new FlxPoint(202, 97), new FlxPoint(196, 122), new FlxPoint(155, 124)];
headSweatArray[4] = [new FlxPoint(148, 94), new FlxPoint(119, 80), new FlxPoint(156, 55), new FlxPoint(208, 57), new FlxPoint(240, 78), new FlxPoint(202, 97), new FlxPoint(196, 122), new FlxPoint(155, 124)];
headSweatArray[6] = [new FlxPoint(148, 94), new FlxPoint(119, 80), new FlxPoint(156, 55), new FlxPoint(208, 57), new FlxPoint(240, 78), new FlxPoint(202, 97), new FlxPoint(196, 122), new FlxPoint(155, 124)];
headSweatArray[7] = [new FlxPoint(148, 94), new FlxPoint(119, 80), new FlxPoint(156, 55), new FlxPoint(208, 57), new FlxPoint(240, 78), new FlxPoint(202, 97), new FlxPoint(196, 122), new FlxPoint(155, 124)];
headSweatArray[8] = [new FlxPoint(148, 94), new FlxPoint(119, 80), new FlxPoint(156, 55), new FlxPoint(208, 57), new FlxPoint(240, 78), new FlxPoint(202, 97), new FlxPoint(196, 122), new FlxPoint(155, 124)];
headSweatArray[9] = [new FlxPoint(152, 95), new FlxPoint(118, 82), new FlxPoint(154, 61), new FlxPoint(202, 58), new FlxPoint(240, 77), new FlxPoint(207, 92), new FlxPoint(199, 117), new FlxPoint(162, 121)];
headSweatArray[10] = [new FlxPoint(152, 95), new FlxPoint(118, 82), new FlxPoint(154, 61), new FlxPoint(202, 58), new FlxPoint(240, 77), new FlxPoint(207, 92), new FlxPoint(199, 117), new FlxPoint(162, 121)];
headSweatArray[11] = [new FlxPoint(152, 95), new FlxPoint(118, 82), new FlxPoint(154, 61), new FlxPoint(202, 58), new FlxPoint(240, 77), new FlxPoint(207, 92), new FlxPoint(199, 117), new FlxPoint(162, 121)];
headSweatArray[12] = [new FlxPoint(157, 89), new FlxPoint(126, 75), new FlxPoint(163, 55), new FlxPoint(211, 60), new FlxPoint(243, 81), new FlxPoint(211, 98), new FlxPoint(204, 127), new FlxPoint(163, 122)];
headSweatArray[13] = [new FlxPoint(157, 89), new FlxPoint(126, 75), new FlxPoint(163, 55), new FlxPoint(211, 60), new FlxPoint(243, 81), new FlxPoint(211, 98), new FlxPoint(204, 127), new FlxPoint(163, 122)];
headSweatArray[14] = [new FlxPoint(157, 89), new FlxPoint(126, 75), new FlxPoint(163, 55), new FlxPoint(211, 60), new FlxPoint(243, 81), new FlxPoint(211, 98), new FlxPoint(204, 127), new FlxPoint(163, 122)];
headSweatArray[15] = [new FlxPoint(158, 90), new FlxPoint(123, 80), new FlxPoint(162, 57), new FlxPoint(205, 59), new FlxPoint(243, 81), new FlxPoint(208, 96), new FlxPoint(205, 120), new FlxPoint(163, 120)];
headSweatArray[16] = [new FlxPoint(158, 90), new FlxPoint(123, 80), new FlxPoint(162, 57), new FlxPoint(205, 59), new FlxPoint(243, 81), new FlxPoint(208, 96), new FlxPoint(205, 120), new FlxPoint(163, 120)];
headSweatArray[17] = [new FlxPoint(158, 90), new FlxPoint(123, 80), new FlxPoint(162, 57), new FlxPoint(205, 59), new FlxPoint(243, 81), new FlxPoint(208, 96), new FlxPoint(205, 120), new FlxPoint(163, 120)];
headSweatArray[18] = [new FlxPoint(151, 86), new FlxPoint(124, 76), new FlxPoint(156, 55), new FlxPoint(207, 59), new FlxPoint(240, 77), new FlxPoint(206, 93), new FlxPoint(199, 113), new FlxPoint(165, 113)];
headSweatArray[19] = [new FlxPoint(151, 86), new FlxPoint(124, 76), new FlxPoint(156, 55), new FlxPoint(207, 59), new FlxPoint(240, 77), new FlxPoint(206, 93), new FlxPoint(199, 113), new FlxPoint(165, 113)];
headSweatArray[20] = [new FlxPoint(151, 86), new FlxPoint(124, 76), new FlxPoint(156, 55), new FlxPoint(207, 59), new FlxPoint(240, 77), new FlxPoint(206, 93), new FlxPoint(199, 113), new FlxPoint(165, 113)];
headSweatArray[21] = [new FlxPoint(158, 91), new FlxPoint(126, 76), new FlxPoint(159, 56), new FlxPoint(212, 59), new FlxPoint(243, 81), new FlxPoint(207, 93), new FlxPoint(202, 118), new FlxPoint(164, 117)];
headSweatArray[22] = [new FlxPoint(158, 91), new FlxPoint(126, 76), new FlxPoint(159, 56), new FlxPoint(212, 59), new FlxPoint(243, 81), new FlxPoint(207, 93), new FlxPoint(202, 118), new FlxPoint(164, 117)];
headSweatArray[23] = [new FlxPoint(158, 91), new FlxPoint(126, 76), new FlxPoint(159, 56), new FlxPoint(212, 59), new FlxPoint(243, 81), new FlxPoint(207, 93), new FlxPoint(202, 118), new FlxPoint(164, 117)];
headSweatArray[24] = [new FlxPoint(163, 93), new FlxPoint(128, 76), new FlxPoint(164, 59), new FlxPoint(218, 64), new FlxPoint(243, 84), new FlxPoint(219, 100), new FlxPoint(215, 121), new FlxPoint(170, 123)];
headSweatArray[25] = [new FlxPoint(163, 93), new FlxPoint(128, 76), new FlxPoint(164, 59), new FlxPoint(218, 64), new FlxPoint(243, 84), new FlxPoint(219, 100), new FlxPoint(215, 121), new FlxPoint(170, 123)];
headSweatArray[26] = [new FlxPoint(163, 93), new FlxPoint(128, 76), new FlxPoint(164, 59), new FlxPoint(218, 64), new FlxPoint(243, 84), new FlxPoint(219, 100), new FlxPoint(215, 121), new FlxPoint(170, 123)];
headSweatArray[27] = [new FlxPoint(158, 87), new FlxPoint(127, 74), new FlxPoint(162, 51), new FlxPoint(209, 57), new FlxPoint(244, 80), new FlxPoint(215, 97), new FlxPoint(214, 117), new FlxPoint(168, 116)];
headSweatArray[28] = [new FlxPoint(158, 87), new FlxPoint(127, 74), new FlxPoint(162, 51), new FlxPoint(209, 57), new FlxPoint(244, 80), new FlxPoint(215, 97), new FlxPoint(214, 117), new FlxPoint(168, 116)];
headSweatArray[29] = [new FlxPoint(158, 87), new FlxPoint(127, 74), new FlxPoint(162, 51), new FlxPoint(209, 57), new FlxPoint(244, 80), new FlxPoint(215, 97), new FlxPoint(214, 117), new FlxPoint(168, 116)];
headSweatArray[30] = [new FlxPoint(133, 93), new FlxPoint(121, 82), new FlxPoint(138, 65), new FlxPoint(196, 57), new FlxPoint(220, 79), new FlxPoint(184, 98), new FlxPoint(180, 115), new FlxPoint(136, 114)];
headSweatArray[31] = [new FlxPoint(133, 93), new FlxPoint(121, 82), new FlxPoint(138, 65), new FlxPoint(196, 57), new FlxPoint(220, 79), new FlxPoint(184, 98), new FlxPoint(180, 115), new FlxPoint(136, 114)];
headSweatArray[32] = [new FlxPoint(133, 93), new FlxPoint(121, 82), new FlxPoint(138, 65), new FlxPoint(196, 57), new FlxPoint(220, 79), new FlxPoint(184, 98), new FlxPoint(180, 115), new FlxPoint(136, 114)];
headSweatArray[33] = [new FlxPoint(156, 85), new FlxPoint(122, 77), new FlxPoint(159, 57), new FlxPoint(208, 55), new FlxPoint(244, 81), new FlxPoint(207, 90), new FlxPoint(199, 110), new FlxPoint(166, 114)];
headSweatArray[34] = [new FlxPoint(156, 85), new FlxPoint(122, 77), new FlxPoint(159, 57), new FlxPoint(208, 55), new FlxPoint(244, 81), new FlxPoint(207, 90), new FlxPoint(199, 110), new FlxPoint(166, 114)];
headSweatArray[35] = [new FlxPoint(156, 85), new FlxPoint(122, 77), new FlxPoint(159, 57), new FlxPoint(208, 55), new FlxPoint(244, 81), new FlxPoint(207, 90), new FlxPoint(199, 110), new FlxPoint(166, 114)];
headSweatArray[36] = [new FlxPoint(152, 84), new FlxPoint(123, 76), new FlxPoint(157, 57), new FlxPoint(207, 57), new FlxPoint(241, 79), new FlxPoint(206, 91), new FlxPoint(201, 111), new FlxPoint(164, 113)];
headSweatArray[37] = [new FlxPoint(152, 84), new FlxPoint(123, 76), new FlxPoint(157, 57), new FlxPoint(207, 57), new FlxPoint(241, 79), new FlxPoint(206, 91), new FlxPoint(201, 111), new FlxPoint(164, 113)];
headSweatArray[39] = [new FlxPoint(143, 96), new FlxPoint(121, 83), new FlxPoint(148, 63), new FlxPoint(202, 59), new FlxPoint(234, 84), new FlxPoint(201, 99), new FlxPoint(196, 124), new FlxPoint(152, 121)];
headSweatArray[40] = [new FlxPoint(143, 96), new FlxPoint(121, 83), new FlxPoint(148, 63), new FlxPoint(202, 59), new FlxPoint(234, 84), new FlxPoint(201, 99), new FlxPoint(196, 124), new FlxPoint(152, 121)];
headSweatArray[42] = [new FlxPoint(158, 91), new FlxPoint(122, 81), new FlxPoint(158, 58), new FlxPoint(208, 60), new FlxPoint(241, 79), new FlxPoint(205, 96), new FlxPoint(201, 121), new FlxPoint(161, 119)];
headSweatArray[43] = [new FlxPoint(158, 91), new FlxPoint(122, 81), new FlxPoint(158, 58), new FlxPoint(208, 60), new FlxPoint(241, 79), new FlxPoint(205, 96), new FlxPoint(201, 121), new FlxPoint(161, 119)];
headSweatArray[45] = [new FlxPoint(150, 93), new FlxPoint(120, 83), new FlxPoint(152, 59), new FlxPoint(202, 59), new FlxPoint(238, 78), new FlxPoint(205, 97), new FlxPoint(202, 121), new FlxPoint(162, 124)];
headSweatArray[46] = [new FlxPoint(150, 93), new FlxPoint(120, 83), new FlxPoint(152, 59), new FlxPoint(202, 59), new FlxPoint(238, 78), new FlxPoint(205, 97), new FlxPoint(202, 121), new FlxPoint(162, 124)];
headSweatArray[47] = [new FlxPoint(150, 93), new FlxPoint(120, 83), new FlxPoint(152, 59), new FlxPoint(202, 59), new FlxPoint(238, 78), new FlxPoint(205, 97), new FlxPoint(202, 121), new FlxPoint(162, 124)];
headSweatArray[48] = [new FlxPoint(150, 90), new FlxPoint(121, 78), new FlxPoint(155, 53), new FlxPoint(205, 56), new FlxPoint(239, 77), new FlxPoint(202, 94), new FlxPoint(197, 120), new FlxPoint(152, 117)];
headSweatArray[49] = [new FlxPoint(150, 90), new FlxPoint(121, 78), new FlxPoint(155, 53), new FlxPoint(205, 56), new FlxPoint(239, 77), new FlxPoint(202, 94), new FlxPoint(197, 120), new FlxPoint(152, 117)];
headSweatArray[50] = [new FlxPoint(150, 90), new FlxPoint(121, 78), new FlxPoint(155, 53), new FlxPoint(205, 56), new FlxPoint(239, 77), new FlxPoint(202, 94), new FlxPoint(197, 120), new FlxPoint(152, 117)];
headSweatArray[51] = [new FlxPoint(178, 87), new FlxPoint(135, 67), new FlxPoint(174, 56), new FlxPoint(228, 70), new FlxPoint(251, 91), new FlxPoint(230, 94), new FlxPoint(231, 121), new FlxPoint(185, 119)];
headSweatArray[52] = [new FlxPoint(178, 87), new FlxPoint(135, 67), new FlxPoint(174, 56), new FlxPoint(228, 70), new FlxPoint(251, 91), new FlxPoint(230, 94), new FlxPoint(231, 121), new FlxPoint(185, 119)];
headSweatArray[53] = [new FlxPoint(178, 87), new FlxPoint(135, 67), new FlxPoint(174, 56), new FlxPoint(228, 70), new FlxPoint(251, 91), new FlxPoint(230, 94), new FlxPoint(231, 121), new FlxPoint(185, 119)];
headSweatArray[54] = [new FlxPoint(160, 90), new FlxPoint(121, 77), new FlxPoint(159, 56), new FlxPoint(211, 58), new FlxPoint(244, 79), new FlxPoint(207, 93), new FlxPoint(201, 116), new FlxPoint(166, 120)];
headSweatArray[55] = [new FlxPoint(160, 90), new FlxPoint(121, 77), new FlxPoint(159, 56), new FlxPoint(211, 58), new FlxPoint(244, 79), new FlxPoint(207, 93), new FlxPoint(201, 116), new FlxPoint(166, 120)];
headSweatArray[56] = [new FlxPoint(160, 90), new FlxPoint(121, 77), new FlxPoint(159, 56), new FlxPoint(211, 58), new FlxPoint(244, 79), new FlxPoint(207, 93), new FlxPoint(201, 116), new FlxPoint(166, 120)];
headSweatArray[57] = [new FlxPoint(152, 96), new FlxPoint(117, 82), new FlxPoint(154, 58), new FlxPoint(202, 56), new FlxPoint(242, 76), new FlxPoint(204, 94), new FlxPoint(201, 121), new FlxPoint(162, 121)];
headSweatArray[58] = [new FlxPoint(152, 96), new FlxPoint(117, 82), new FlxPoint(154, 58), new FlxPoint(202, 56), new FlxPoint(242, 76), new FlxPoint(204, 94), new FlxPoint(201, 121), new FlxPoint(162, 121)];
headSweatArray[59] = [new FlxPoint(152, 96), new FlxPoint(117, 82), new FlxPoint(154, 58), new FlxPoint(202, 56), new FlxPoint(242, 76), new FlxPoint(204, 94), new FlxPoint(201, 121), new FlxPoint(162, 121)];
headSweatArray[60] = [new FlxPoint(132, 92), new FlxPoint(122, 81), new FlxPoint(136, 66), new FlxPoint(190, 55), new FlxPoint(222, 80), new FlxPoint(185, 92), new FlxPoint(180, 119), new FlxPoint(135, 122)];
headSweatArray[61] = [new FlxPoint(132, 92), new FlxPoint(122, 81), new FlxPoint(136, 66), new FlxPoint(190, 55), new FlxPoint(222, 80), new FlxPoint(185, 92), new FlxPoint(180, 119), new FlxPoint(135, 122)];
headSweatArray[63] = [new FlxPoint(166, 97), new FlxPoint(127, 79), new FlxPoint(163, 58), new FlxPoint(218, 61), new FlxPoint(243, 79), new FlxPoint(219, 102), new FlxPoint(217, 127), new FlxPoint(168, 130)];
headSweatArray[64] = [new FlxPoint(166, 97), new FlxPoint(127, 79), new FlxPoint(163, 58), new FlxPoint(218, 61), new FlxPoint(243, 79), new FlxPoint(219, 102), new FlxPoint(217, 127), new FlxPoint(168, 130)];
headSweatArray[66] = [new FlxPoint(160, 94), new FlxPoint(124, 75), new FlxPoint(165, 54), new FlxPoint(212, 60), new FlxPoint(243, 82), new FlxPoint(210, 101), new FlxPoint(204, 124), new FlxPoint(163, 121)];
headSweatArray[67] = [new FlxPoint(160, 94), new FlxPoint(124, 75), new FlxPoint(165, 54), new FlxPoint(212, 60), new FlxPoint(243, 82), new FlxPoint(210, 101), new FlxPoint(204, 124), new FlxPoint(163, 121)];
torsoSweatArray = [];
torsoSweatArray[0] = [new FlxPoint(135, 323), new FlxPoint(127, 173), new FlxPoint(243, 173), new FlxPoint(241, 324)];
breathAngleArray[0] = [new FlxPoint(176, 159), new FlxPoint(0, 80)];
breathAngleArray[1] = [new FlxPoint(176, 159), new FlxPoint(0, 80)];
breathAngleArray[2] = [new FlxPoint(176, 159), new FlxPoint(0, 80)];
breathAngleArray[3] = [new FlxPoint(142, 156), new FlxPoint(-78, 16)];
breathAngleArray[4] = [new FlxPoint(142, 156), new FlxPoint(-78, 16)];
breathAngleArray[6] = [new FlxPoint(152, 146), new FlxPoint(-79, 14)];
breathAngleArray[6] = [new FlxPoint(138, 154), new FlxPoint(-77, 21)];
breathAngleArray[7] = [new FlxPoint(138, 154), new FlxPoint(-77, 21)];
breathAngleArray[8] = [new FlxPoint(138, 154), new FlxPoint(-77, 21)];
breathAngleArray[9] = [new FlxPoint(197, 158), new FlxPoint(75, 27)];
breathAngleArray[10] = [new FlxPoint(197, 158), new FlxPoint(75, 27)];
breathAngleArray[11] = [new FlxPoint(197, 158), new FlxPoint(75, 27)];
breathAngleArray[12] = [new FlxPoint(161, 166), new FlxPoint(-29, 75)];
breathAngleArray[13] = [new FlxPoint(161, 166), new FlxPoint(-29, 75)];
breathAngleArray[14] = [new FlxPoint(161, 166), new FlxPoint(-29, 75)];
breathAngleArray[15] = [new FlxPoint(190, 169), new FlxPoint(35, 72)];
breathAngleArray[16] = [new FlxPoint(190, 169), new FlxPoint(35, 72)];
breathAngleArray[17] = [new FlxPoint(190, 169), new FlxPoint(35, 72)];
breathAngleArray[18] = [new FlxPoint(165, 156), new FlxPoint(-48, 64)];
breathAngleArray[19] = [new FlxPoint(165, 156), new FlxPoint(-48, 64)];
breathAngleArray[20] = [new FlxPoint(165, 156), new FlxPoint(-48, 64)];
breathAngleArray[21] = [new FlxPoint(181, 158), new FlxPoint(7, 80)];
breathAngleArray[22] = [new FlxPoint(181, 158), new FlxPoint(7, 80)];
breathAngleArray[23] = [new FlxPoint(181, 158), new FlxPoint(7, 80)];
breathAngleArray[24] = [new FlxPoint(224, 163), new FlxPoint(75, 27)];
breathAngleArray[25] = [new FlxPoint(224, 163), new FlxPoint(75, 27)];
breathAngleArray[26] = [new FlxPoint(224, 163), new FlxPoint(75, 27)];
breathAngleArray[27] = [new FlxPoint(196, 158), new FlxPoint(34, 72)];
breathAngleArray[28] = [new FlxPoint(196, 158), new FlxPoint(34, 72)];
breathAngleArray[29] = [new FlxPoint(196, 158), new FlxPoint(34, 72)];
breathAngleArray[30] = [new FlxPoint(114, 143), new FlxPoint(-79, -11)];
breathAngleArray[31] = [new FlxPoint(114, 143), new FlxPoint(-79, -11)];
breathAngleArray[32] = [new FlxPoint(114, 143), new FlxPoint(-79, -11)];
breathAngleArray[33] = [new FlxPoint(182, 154), new FlxPoint(16, 78)];
breathAngleArray[34] = [new FlxPoint(182, 154), new FlxPoint(16, 78)];
breathAngleArray[35] = [new FlxPoint(182, 154), new FlxPoint(16, 78)];
breathAngleArray[36] = [new FlxPoint(169, 151), new FlxPoint(-5, 80)];
breathAngleArray[37] = [new FlxPoint(169, 151), new FlxPoint(-5, 80)];
breathAngleArray[39] = [new FlxPoint(141, 159), new FlxPoint(-69, 40)];
breathAngleArray[40] = [new FlxPoint(141, 159), new FlxPoint(-69, 40)];
breathAngleArray[42] = [new FlxPoint(176, 150), new FlxPoint(2, 80)];
breathAngleArray[43] = [new FlxPoint(176, 150), new FlxPoint(2, 80)];
breathAngleArray[45] = [new FlxPoint(196, 160), new FlxPoint(54, 59)];
breathAngleArray[46] = [new FlxPoint(196, 160), new FlxPoint(54, 59)];
breathAngleArray[47] = [new FlxPoint(196, 160), new FlxPoint(54, 59)];
breathAngleArray[48] = [new FlxPoint(165, 160), new FlxPoint(-6, 80)];
breathAngleArray[49] = [new FlxPoint(165, 160), new FlxPoint(-6, 80)];
breathAngleArray[50] = [new FlxPoint(165, 160), new FlxPoint(-6, 80)];
breathAngleArray[51] = [new FlxPoint(244, 153), new FlxPoint(76, 24)];
breathAngleArray[52] = [new FlxPoint(244, 153), new FlxPoint(76, 24)];
breathAngleArray[53] = [new FlxPoint(244, 153), new FlxPoint(76, 24)];
breathAngleArray[54] = [new FlxPoint(177, 153), new FlxPoint(-5, 80)];
breathAngleArray[55] = [new FlxPoint(177, 153), new FlxPoint(-5, 80)];
breathAngleArray[56] = [new FlxPoint(177, 153), new FlxPoint(-5, 80)];
breathAngleArray[57] = [new FlxPoint(190, 168), new FlxPoint(28, 75)];
breathAngleArray[58] = [new FlxPoint(190, 168), new FlxPoint(28, 75)];
breathAngleArray[59] = [new FlxPoint(190, 168), new FlxPoint(28, 75)];
breathAngleArray[60] = [new FlxPoint(119, 144), new FlxPoint(-80, -5)];
breathAngleArray[61] = [new FlxPoint(119, 144), new FlxPoint(-80, -5)];
breathAngleArray[63] = [new FlxPoint(222, 155), new FlxPoint(80, 3)];
breathAngleArray[64] = [new FlxPoint(222, 155), new FlxPoint(80, 3)];
breathAngleArray[66] = [new FlxPoint(166, 171), new FlxPoint(-14, 79)];
breathAngleArray[67] = [new FlxPoint(166, 171), new FlxPoint( -14, 79)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:8 } ]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.hera_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.hera_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.hera_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.hera_words_large__png, frame:4, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ // sp-spock's beaAAAHHH!! AH!
{ graphic:AssetPaths.hera_words_large__png, frame:3, width:200, height:150, yOffset:0, chunkSize:5 },
{ graphic:AssetPaths.hera_words_large__png, frame:5, width:200, height:150, yOffset:0, chunkSize:5, delay:0.5 }
]);
pleasureWords = wordManager.newWords();
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:0, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:4, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:5, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:8, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:11, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:15, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:16, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium0__png, frame:17, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium1__png, frame:15, height:48, chunkSize:5 }]);
pleasureWords.words.push([{ graphic:AssetPaths.hera_words_medium1__png, frame:17, height:48, chunkSize:5 }]);
sillyPleasureWords = wordManager.newWords();
// gwehHH!! ...g-grapefruits!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:0, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:2, height:48, chunkSize:5, yOffset:32, delay:1.2 }
]);
// ahHH! He- -HELICOPTERS!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:1, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:3, height:48, chunkSize:5, yOffset:26, delay:1.2 }
]);
// nghhHhh! ...lunchboxes!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:4, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:6, height:48, chunkSize:5, yOffset:30, delay:1.0 }
]);
// gwehHH! ..crispy whispers!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:5, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:7, height:48, chunkSize:5, yOffset:27, delay:1.0 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:9, height:48, chunkSize:5, yOffset:45, delay:1.3 }
]);
// Hahhh..... ...HAILSTORMS!!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:8, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:10, height:48, chunkSize:5, yOffset:28, delay:0.8 }
]);
// ohhHHHh! Odin's raven!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:11, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:13, height:48, chunkSize:5, yOffset:28, delay:1.2 }
]);
// G-gahh! sh- -SHOELACES!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium0__png, frame:12, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium0__png, frame:14, height:48, chunkSize:5, yOffset:28, delay:1.2 }
]);
// ~Ooughh! Sweet... summer SAUSAGES!!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium1__png, frame:0, width:256, height:48, chunkSize:5, delay:-0.3 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:1, width:256, height:48, chunkSize:5, yOffset:28, delay:0.4 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:2, width:256, height:48, chunkSize:5, yOffset:56, delay:0.9 },
]);
// MmmmmMARShmallows!!
sillyPleasureWords.words.push([ { graphic:AssetPaths.hera_words_medium1__png, frame:3, width:256, height:48, chunkSize:5 } ]);
almostWords = wordManager.newWords(30);
// oh gosh, i... ...i might be...
almostWords.words.push([
{ graphic:AssetPaths.hera_words_medium1__png, frame:8, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:10, height:48, chunkSize:5, yOffset:28, delay:1.2 }
]);
// mmmMmyeah, that's... i think i'm...
almostWords.words.push([
{ graphic:AssetPaths.hera_words_medium1__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:11, height:48, chunkSize:5, yOffset:26, delay:0.9 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:13, height:48, chunkSize:5, yOffset:52, delay:1.9 }
]);
// Ooough, i'm soo close... i might....
almostWords.words.push([
{ graphic:AssetPaths.hera_words_medium1__png, frame:12, height:48, chunkSize:5 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:14, height:48, chunkSize:5, yOffset:22, delay:0.9 },
{ graphic:AssetPaths.hera_words_medium1__png, frame:16, height:48, chunkSize:5, yOffset:48, delay:2.2 }
]);
boredWords = wordManager.newWords();
boredWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:9 } ]);
boredWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:10 } ]);
boredWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:11 } ]);
// what are you... ...umm?
boredWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:12},
{ graphic:AssetPaths.hera_words_small__png, frame:14, yOffset:20, delay:0.7 }
]);
// don't forget about meeeee! ...gweh!
boredWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:13},
{ graphic:AssetPaths.hera_words_small__png, frame:15, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.hera_words_small__png, frame:17, yOffset:42, delay:2.0 }
]);
// can you set it on "low"? ...or maybe "off"!
toyStartWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:0 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:2, yOffset:23, delay:0.8 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:4, yOffset:44, delay:2.1 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:6, yOffset:65, delay:2.6 },
]);
// gwehh! that's not faaairrrrr~
toyStartWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:1 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:3, yOffset:20, delay:0.8 },
]);
// but i already.... ...oh, okaaayyyy
toyStartWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:5 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:7, yOffset:22, delay:1.2 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:9, yOffset:42, delay:2.4 },
]);
// phew! did i do a good job?
toyInterruptWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:8 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:10, yOffset:20, delay:0.8 },
]);
// oh! that wasn't so bad~
toyInterruptWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:11 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:13, yOffset:20, delay:0.7 },
]);
// i made it? ...oh it's a miracle!!
toyInterruptWords.words.push([ { graphic:AssetPaths.hera_vibe_words_small__png, frame:12 },
{ graphic:AssetPaths.hera_vibe_words_small__png, frame:14, yOffset:18, delay:0.9 },
]);
toyAlmostWords = wordManager.newWords(30);
// ...HOT HAM SANDWICHES! that's.... ....oooough~
toyAlmostWords.words.push([ { graphic:AssetPaths.hera_vibe_words_medium__png, frame:0, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:1, width:256, height:48, chunkSize:8, yOffset:34, delay:1.3 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:2, width:256, height:48, chunkSize:8, yOffset:34, delay:1.6 },
]);
// ...HOLY HAMBURGERS!! y- you really... gwahh~
toyAlmostWords.words.push([ { graphic:AssetPaths.hera_vibe_words_medium__png, frame:3, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:4, width:256, height:48, chunkSize:8, yOffset:40, delay:1.3 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:5, width:256, height:48, chunkSize:8, yOffset:40, delay:1.6 },
]);
// ...OHH TALCUM POWDER! you surrre... -phwooph-
toyAlmostWords.words.push([ { graphic:AssetPaths.hera_vibe_words_medium__png, frame:6, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:7, width:256, height:48, chunkSize:8, yOffset:40, delay:1.3 },
{ graphic:AssetPaths.hera_vibe_words_medium__png, frame:8, width:256, height:48, chunkSize:8, yOffset:36, delay:1.6 },
]);
babbleWords = wordManager.newWords();
// bllll bbl...
for (i in 0...8)
{
var words:Array<Word> = [];
for (j in 0...50)
{
words.push({ graphic:AssetPaths.hera_words_small__png, frame:16 + 2 * (i + j) % 8, chunkSize:5, yOffset:j * 20, delay: j * 0.75});
}
babbleWords.words.push(words);
}
badAntennaWords = wordManager.newWords(10);
// ...ack! quit it!
badAntennaWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:19},
{ graphic:AssetPaths.hera_words_small__png, frame:21, yOffset:20, delay:1.1 },
]);
// ...agh!
badAntennaWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:23 } ]);
// -gllkh! cut that out!
badAntennaWords.words.push([ { graphic:AssetPaths.hera_words_small__png, frame:25},
{ graphic:AssetPaths.hera_words_small__png, frame:27, yOffset:20, delay:1.3 },
]);
}
override function penetrating():Bool
{
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name == "default")
{
// he's already soft
}
else if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [2, 2, 2, 2, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.name != "boner2")
{
_dick.animation.play("boner2");
}
}
else if (_heartBank.getForeplayPercent() < 0.6)
{
if (_dick.animation.name != "boner1")
{
_dick.animation.play("boner1");
}
}
else
{
if (_dick.animation.name != "default")
{
_dick.animation.play("default");
}
}
}
else {
if (_dick.animation.frameIndex != 0)
{
_dick.animation.play("default");
}
}
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "rub-left-antenna")
{
specialRub = "left-antenna";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-antenna")
{
specialRub = "right-antenna";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-horn")
{
specialRub = "horn";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-balls")
{
specialRub = "balls";
}
}
else
{
var leftSideRub:Bool = touchedPart == null ? false : (FlxG.mouse.x - touchedPart.x + touchedPart.offset.x <= 185);
if (touchedPart == _pokeWindow._torso0)
{
specialRub = leftSideRub ? "left-torso0" : "right-torso0";
}
else if (touchedPart == _pokeWindow._torso1)
{
specialRub = leftSideRub ? "left-torso1" : "right-torso1";
}
else if (touchedPart == _pokeWindow._legs)
{
specialRub = leftSideRub ? "left-leg" : "right-leg";
}
else if (touchedPart == _pokeWindow._arms1)
{
specialRub = leftSideRub ? "left-shoulder" : "right-shoulder";
}
else if (touchedPart == _head)
{
specialRub = "head";
}
}
}
override function canChangeHead():Bool
{
return !fancyRubbing(_pokeWindow._head);
}
override function foreplayFactor():Float
{
var bonusCapacity:Int = computeBonusCapacity();
var foreplayAmount:Int = PlayerData.pokemonLibido == 1 ? 20 : 10;
return foreplayAmount / (bonusCapacity + 30);
}
override function generateCumshots():Void
{
if (!came && turnsUntilPrematureEjaculation < 1000)
{
if (turnsUntilPrematureEjaculation <= 3 || !pastBonerThreshold())
{
// REALLY premature; make sure to complain
didReallyPrematurelyEjaculate = true;
}
didKindaPrematurelyEjaculate = true;
var prematurePenalty:Float = FlxMath.bound(1 - Math.pow(0.8, specialRub.length * 0.3), 0.1, 1.0);
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(prematurePenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(prematurePenalty * _heartBank._foreplayHeartReservoir);
// also lower capacity, so that heracross doesn't get a sudden boner
_heartBank._foreplayHeartReservoirCapacity = SexyState.roundUpToQuarter(prematurePenalty * _heartBank._foreplayHeartReservoirCapacity);
}
if (addToyHeartsToOrgasm && _remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
}
turnsUntilPrematureEjaculation = 9999;
prematureEjaculationTrigger = 9999;
prematureEjaculationTriggers.splice(0, prematureEjaculationTriggers.length);
super.generateCumshots();
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (didReallyPrematurelyEjaculate)
{
complaints.push(0);
complaints.push(1);
complaints.push(2);
}
else if (didKindaPrematurelyEjaculate)
{
complaints.push(FlxG.random.getObject([0, 1, 2]));
}
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (displayingToyWindow())
{
if (FlxG.random.float(0, Math.max(1, turnsUntilPrematureEjaculation)) < 1)
{
precumAmount++;
}
if (turnsUntilPrematureEjaculation < 1000 || FlxG.random.float(0, Math.max(1, prematureEjaculationTrigger)) < 1)
{
precumAmount++;
}
if (FlxG.random.float(1, 15) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(0, consecutiveVibeCount) >= 2.5)
{
precumAmount++;
}
return precumAmount;
}
if (FlxG.random.float(0, Math.max(1, turnsUntilPrematureEjaculation)) < 1)
{
precumAmount++;
}
if (turnsUntilPrematureEjaculation < 1000 || FlxG.random.float(0, Math.max(1, prematureEjaculationTrigger)) < 1)
{
precumAmount++;
}
if (FlxG.random.float(1, 15) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 45) < _heartEmitCount)
{
precumAmount++;
}
if (specialRub == "left-antenna" || specialRub == "right-antenna")
{
precumAmount = 0;
}
if (_gameState >= 400)
{
precumAmount = 0;
}
return precumAmount;
}
override function getSpoogeSource():FlxSprite
{
return displayingToyWindow() ? _pokeWindow._vibe.dickVibe : _dick;
}
override function getSpoogeAngleArray():Array<Array<FlxPoint>>
{
return displayingToyWindow() ? dickVibeAngleArray : dickAngleArray;
}
override function handleRubReward():Void
{
if (specialRub == "left-antenna")
{
if (specialRubs.indexOf("left-antenna") == specialRubs.length - 1)
{
_head.animation.play("right-eye-swirl");
babbleWordParticles = emitWords(babbleWords);
}
else if (_head.animation.name == "right-eye-swirl")
{
// still talking; delay word timers
encouragementWords.timer = encouragementWords.frequency;
boredWords.timer = boredWords.frequency;
}
else
{
maybeEmitWords(badAntennaWords);
}
}
else if (specialRub == "right-antenna")
{
if (specialRubs.indexOf("right-antenna") == specialRubs.length - 1)
{
_head.animation.play("left-eye-swirl");
babbleWordParticles = emitWords(babbleWords);
}
else if (_head.animation.name == "left-eye-swirl")
{
// still talking; delay word timers
encouragementWords.timer = encouragementWords.frequency;
boredWords.timer = boredWords.frequency;
}
else
{
maybeEmitWords(badAntennaWords);
}
}
var specialSpotIndex:Int = specialSpots.indexOf(specialRub);
var verySpecialSpotIndex:Int = verySpecialSpots.indexOf(specialRub);
if (specialRub == "left-antenna" || specialRub == "right-antenna")
{
if (specialRubs.indexOf(specialRub) < specialRubs.length - 1)
{
// they've rubbed that particular antenna before...
}
else
{
if (turnsUntilPrematureEjaculation >= 1000)
{
// not in the process of prematurely ejaculating
prematureEjaculationTrigger += 3;
}
else
{
resetPrematureEjaculationTrigger();
}
}
}
else if (specialRub == "horn")
{
if (specialRubs.indexOf("left-antenna") == -1 && specialRubs.indexOf("right-antenna") == -1)
{
// they've never rubbed our antenna; rubbing our horn feels nice
hitTheSpotTrigger -= 4;
}
else
{
// they've rubbed our antenna before; rubbing our horn sets us off
prematureEjaculationTrigger -= 4;
}
var amount:Float = FlxG.random.getObject([0.25, 0.5]);
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
else if (specialRub == "rub-dick" || specialRub == "jack-off")
{
if (niceThings[2] && !came && specialRubs.indexOf("jack-off") != -1)
{
niceThings[2] = false;
doNiceThing(0.66667);
maybeEmitWords(sillyPleasureWords);
}
if (specialRubs.indexOf(specialRub) < specialRubs.length - 1)
{
// they've rubbed our dick before
hitTheSpotTrigger = Std.int(Math.max(hitTheSpotTrigger - 1, 1));
prematureEjaculationTrigger -= 4;
}
else
{
// it's a new rub
hitTheSpotTrigger = Std.int(Math.max(hitTheSpotTrigger - 4, 1));
prematureEjaculationTrigger -= 4;
}
if (specialRub == "rub-dick")
{
var amount:Float = FlxG.random.getObject([0.25, 0.5]);
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
// increase dick heart capacity, so that he gets hard quickly
_heartBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoirCapacity * 0.18);
_heartBank._foreplayHeartReservoirCapacity = FlxMath.bound(_heartBank._foreplayHeartReservoirCapacity, 0, 1000);
}
else if (specialRub == "jack-off")
{
var lucky:Float = lucky(0.7, 1.43, 0.08);
var amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
}
}
else if (verySpecialSpots.indexOf(specialRub) != -1)
{
// just rubbing a nice spot again...
var lucky:Float = lucky(0.7, 1.43, 0.12);
if (_gameState > 200)
{
// game is over; can't hit new special spots
}
else if (niceThings[0] && verySpecialSpotIndex == 0 && specialRubsInARow() >= 2)
{
niceThings[0] = false;
justHitTheSpot();
lucky *= 2;
}
else if (niceThings[1] && verySpecialSpotIndex == 1 && specialRubsInARow() >= 2)
{
niceThings[1] = false;
justHitTheSpot();
lucky *= 2;
}
var amount:Float;
if (verySpecialSpotIndex == 0 && niceThings[0] || verySpecialSpotIndex == 1 && niceThings[1])
{
// just brushing past an undiscovered sensitive spot...?
amount = 0.75;
}
else
{
// revisiting an already-established sensitive spot
amount = SexyState.roundUpToQuarter(lucky * (_heartBank._foreplayHeartReservoir - 5));
}
amount = Math.max(amount, 0);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
else if (specialSpotIndex != -1)
{
var amount:Float = 0.25;
// they rubbed a sensitive area...
if (specialRubsInARow() > 1)
{
// it was someplace they just rubbed
hitTheSpotTrigger = Std.int(Math.max(hitTheSpotTrigger - 1, 1));
prematureEjaculationTrigger -= 3;
}
else
{
amount += 0.25;
if (specialRubs.indexOf(specialRub) < specialRubs.length - 1)
{
// it was someplace they rubbed in the past
hitTheSpotTrigger -= 3;
prematureEjaculationTrigger -= 3;
}
else
{
// it's a new rub
hitTheSpotTrigger -= 3;
prematureEjaculationTrigger -= 1;
}
if (hitTheSpotTrigger <= 0 && verySpecialSpots[0] != specialRub)
{
amount += 0.25;
hitTheSpotTrigger = 9999;
verySpecialSpots.push(specialRub);
prematureEjaculationTrigger = Std.int(Math.max(prematureEjaculationTrigger, 3));
}
}
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
else {
// they just rubbed somewhere weird...
var amount:Float = FlxG.random.getObject([0.25, 0.5]);
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
if (_gameState > 200)
{
// premature ejaculation logic doesn't apply after game is over
}
else {
if (turnsUntilPrematureEjaculation < 1000)
{
var percent:Float = 0.067;
if (turnsUntilPrematureEjaculation == 3)
{
percent = 0.100;
}
else if (turnsUntilPrematureEjaculation == 2)
{
percent = 0.222;
}
else if (turnsUntilPrematureEjaculation == 1)
{
percent = 0.429;
}
else if (turnsUntilPrematureEjaculation <= 0)
{
percent = 1.000;
// make sure he ejaculates before another rubreward
_newHeadTimer = Math.min(_newHeadTimer, FlxG.random.float(0, _rubRewardFrequency));
}
var amount:Float = Math.ceil(percent * (_heartBank._dickHeartReservoir - (_heartBank._dickHeartReservoirCapacity * _cumThreshold - 1)));
amount = Math.max(amount, 1);
amount = Math.min(amount, _heartBank._dickHeartReservoirCapacity);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += Math.min(amount, Math.ceil(amount * 0.4));
if (FlxG.random.float(0, Math.pow(FlxMath.bound(turnsUntilPrematureEjaculation, 0, 10), 2)) <= 4)
{
blushTimer = FlxG.random.float(12, 15);
_pokeWindow._armsUpTimer = FlxG.random.float(6, 9);
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
turnsUntilPrematureEjaculation--;
}
if (prematureEjaculationTrigger <= 0 && turnsUntilPrematureEjaculation >= 1000)
{
_autoSweatRate = FlxMath.bound(_autoSweatRate + 0.3, 0, 1);
for (i in 0...3)
{
emitSweat();
}
turnsUntilPrematureEjaculation = [9, 7, 5, 3][bonusCapacityIndex];
var amount:Float = 1;
amount = Math.min(amount, _heartBank._dickHeartReservoirCapacity);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
// temporarily force big hearts
_heartEmitFudgeFloor = 1.0;
eventStack.addEvent({time:eventStack._time + 1.0, callback:eventSetHeartEmitFudgeFloor, args:[0.3]});
}
}
if (!isEjaculating() && _gameState == 200)
{
if (_remainingOrgasms > 0)
{
// emit "almost" words?
if (turnsUntilPrematureEjaculation <= 1)
{
maybeEmitWords(almostWords);
}
else if (_heartBank.getDickPercent() * 0.86 < _cumThreshold)
{
maybeEmitWords(almostWords);
}
}
}
if (hitTheSpotTrigger >= 1000)
{
hitTheSpotTrigger = 9999;
}
if (prematureEjaculationTrigger >= 1000)
{
prematureEjaculationTrigger = 9999;
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
function eventSetHeartEmitFudgeFloor(args:Dynamic)
{
_heartEmitFudgeFloor = args[0];
}
function justHitTheSpot():Void
{
doNiceThing(0.66667);
maybeEmitWords(sillyPleasureWords);
maybePlayPokeSfx(sfxPleasure);
_pokeWindow.setArousal(3);
_newHeadTimer = _newHeadTimer = FlxG.random.float(3, 5) * _headTimerFactor;
var transferAmount:Float = SexyState.roundUpToQuarter(_heartBank._defaultDickHeartReservoir * 0.4);
_heartBank._dickHeartReservoir -= transferAmount;
_heartBank._dickHeartReservoirCapacity -= transferAmount;
_heartBank._foreplayHeartReservoir += transferAmount;
_heartBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(transferAmount / _bonerThreshold);
resetHitTheSpotTrigger();
}
override public function determineArousal():Int
{
if (displayingToyWindow() && microTurnsUntilPrematureEjaculation < 10000 && _pokeWindow._vibe.vibeSfx.mode != VibeSfx.VibeMode.Off)
{
// oof, coming soon
return 4;
}
if (_heartBank.getDickPercent() < 0.77)
{
return 4;
}
else if (_heartBank.getDickPercent() < 0.9)
{
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? FlxG.random.getObject([2, 3]) : FlxG.random.getObject([2, 3]);
}
else if (_heartBank.getForeplayPercent() < _bonerThreshold)
{
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? FlxG.random.getObject([2, 3]) : 2;
}
else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 2 : 1;
}
else {
return _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 1 : 0;
}
}
override function handleOrgasmReward(elapsed:Float):Void
{
var tmpForeplayHeartReservoir:Float = 0;
if (didKindaPrematurelyEjaculate)
{
// premature orgasm doesn't deplete foreplay heart reservoir
tmpForeplayHeartReservoir = _heartBank._foreplayHeartReservoir;
_heartBank._foreplayHeartReservoir = 0;
}
super.handleOrgasmReward(elapsed);
if (didKindaPrematurelyEjaculate)
{
_heartBank._foreplayHeartReservoir = tmpForeplayHeartReservoir;
}
}
override function endSexyStuff():Void
{
var tmpForeplayHeartReservoir:Float = 0;
if (didKindaPrematurelyEjaculate)
{
// premature orgasm doesn't deplete foreplay heart reservoir
tmpForeplayHeartReservoir = _heartBank._foreplayHeartReservoir;
_heartBank._foreplayHeartReservoir = 0;
}
super.endSexyStuff();
if (didKindaPrematurelyEjaculate)
{
_heartBank._foreplayHeartReservoir = tmpForeplayHeartReservoir;
}
// restore default sfx frequency
_characterSfxFrequency = 4.0;
pleasureWords.frequency = 4.0;
encouragementWords.frequency = 4.0;
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
_pokeWindow.setVibe(true);
if (!_male)
{
_pokeWindow._vibe.loadShadow(_shadowGloveBlackGroup, AssetPaths.hera_dick_vibe_shadow_f__png);
}
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
_pokeWindow.setVibe(false);
if (!_male)
{
_pokeWindow._vibe.unloadShadow(_shadowGloveBlackGroup);
}
}
override public function back():Void
{
// if the foreplayHeartReservoir is empty (or half empty), empty the
// dick heart reservoir too -- that way the toy meter won't stay full.
_toyBank._dickHeartReservoir = Math.min(_toyBank._dickHeartReservoir, SexyState.roundDownToQuarter(_toyBank._defaultDickHeartReservoir * _toyBank.getForeplayPercent()));
super.back();
}
override function cursorSmellPenaltyAmount():Int
{
return 35;
}
override public function destroy():Void
{
super.destroy();
leftAntennaPolyArray = null;
rightAntennaPolyArray = null;
hornPolyArray = null;
vagPolyArray = null;
electricPolyArray = null;
torsoSweatArray = null;
headSweatArray = null;
specialSpots = null;
verySpecialSpots = null;
hitTheSpotTriggers = null;
prematureEjaculationTriggers = null;
niceThings = null;
meanThings = null;
sillyPleasureWords = null;
babbleWords = null;
badAntennaWords = null;
toyAlmostWords = null;
babbleWordParticles = null;
_beadButton = FlxDestroyUtil.destroy(_beadButton);
_bigBeadButton = FlxDestroyUtil.destroy(_bigBeadButton);
_vibeButton = FlxDestroyUtil.destroy(_vibeButton);
_elecvibeButton = FlxDestroyUtil.destroy(_elecvibeButton);
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
dickVibeAngleArray = null;
lastFewVibeSettings = null;
acceptableVibesPerPhase = null;
}
}
|
argonvile/monster
|
source/poke/hera/HeraSexyState.hx
|
hx
|
unknown
| 111,786 |
package poke.hera;
import MmStringTools.*;
import flixel.FlxG;
import poke.magn.MagnDialog;
import openfl.utils.Object;
/**
* Heracross shop dialog. This includes dialog he says when selling items, as
* well as dialog for buying your porn videos and other special shop events
*/
class HeraShopDialog
{
/**
* Begin store conversations
*/
public static function firstVideo(tree:Array<Array<Object>>)
{
tree[0] = ["#hera02#Well hello! I don't believe we've really spoken before... <name>? I've been meaning to ask you something important-"];
tree[1] = ["#hera05#I run a Pokemon daycare center a few blocks away, where Pokemon come to hook up."];
tree[2] = ["#hera06#And while I don't charge customers any MONEY per se, I DO monetize the security videos."];
tree[3] = ["#hera04#Sometimes people ask to buy the videos, or sometimes I just upload them to sites like pokepornlive.com for the advertising revenue!"];
if (PlayerData.videoStatus == PlayerData.VideoStatus.Clean)
{
DialogTree.replace(tree, 3, "pokepornlive.com", "pokevideos.com");
}
tree[4] = ["#hera10#...Hey, don't look at me like that! Of course I ALWAYS tell customers they're being filmed! ...I mean, if they ask..."];
tree[5] = ["#hera02#Anyway I was thinking, maybe I could do that same thing here! Earn a little extra money, you know?"];
var bestVideo:PlayerData.PokeVideo = getBestVideo();
tree[6] = ["#hera05#Like I could upload that last video I recorded of you and " + bestVideo.name + " to the site, and see if people like it. What do you think?"];
tree[7] = [60, 70, 80, 20, 40];
tree[20] = ["Okay"];
tree[21] = ["#hera02#Well hooray then! And of course I'll give you a cut of the advertising revenue."];
tree[22] = ["#hera04#It'll take me a little while to get set up, so be patient with me. I'm only one bug!!"];
tree[23] = [200];
tree[40] = ["Okay, but I\nwant a cut"];
tree[41] = ["#hera02#Well hooray then! And yes of COURSE I was going to give you a cut of the advertising revenue.... Gweh-heh-heh!"];
tree[42] = ["#hera04#Anyway it'll take me a little while to get set up, so be patient with me. I'm only one bug!!"];
tree[43] = [200];
tree[60] = ["No, I don't\nlike it"];
tree[61] = ["#hera06#Aww really? I think you'll change your mind once you see how much money I can make!"];
tree[62] = ["#hera11#...I mean, how much money WE can make! ...Of course I was going to cut you into the advertising revenue!"];
tree[63] = ["#hera03#Doesn't that change your mind a little?"];
tree[64] = [140, 100, 120];
tree[70] = ["No, people\nmight\nrecognize me"];
tree[71] = [61];
tree[80] = ["No, and stop\ntaping me"];
tree[81] = [61];
tree[100] = ["Yes, but I\nwant 100% of\nthe revenue"];
tree[101] = ["#hera06#...Well gosh, you drive a hard booger!"];
tree[102] = ["#hera02#Of COURSE I'll give you 100% of this ambiguous amount of advertising revenue that you have no insight into. Gweh-heh heh heh!"];
tree[103] = [200];
tree[120] = ["Yes, if we\nsplit it\n50/50"];
tree[121] = ["#hera06#...Well gosh, you drive a hard booger!"];
tree[122] = ["#hera02#Of COURSE I'll give you 50% of this ambiguous amount of advertising revenue that you have no insight into. Gweh-heh heh heh!"];
tree[123] = [200];
tree[140] = ["No, I don't\nlike it"];
tree[141] = ["#hera09#Hmmmm... Hmm, hmmmm...."];
tree[142] = ["#hera02#You know, I think I'll just do it anyways! I bet you'll change your mind."];
tree[143] = [200];
tree[200] = ["#hera03#Now go try to make some nice videos! I'll upload them to the site and see what kind of money we can get."];
tree[201] = ["%set-started-taping%"];
tree[10000] = ["%set-started-taping%"];
}
public static function firstVideoReward(tree:Array<Array<Object>>)
{
var videoReward:String = moneyString(PlayerData.getPokeVideoReward());
tree[0] = ["#hera03#Gweeeeeehhh, " + stretch(PlayerData.name) + "!!! Your videoooos!! Oh my grapes~"];
tree[1] = ["#hera00#I watched them like three times before uploading them to the site. They were soooooo gooooooood~"];
tree[2] = ["%pay-videos%"];
tree[3] = ["#hera04#They're doing really well online too. The advertising revenue keeps pouring in!!! And after my feeeeeees, your cut comes to... " + videoReward + ". Hooray!"];
tree[4] = [40, 30, 20, 10];
tree[10] = ["...Don't\nupload\nany more\nof my\nvideos"];
tree[11] = ["#hera02#No, no, it's much too late for that. What's done is done!"];
tree[12] = [50];
tree[20] = ["You're\nonly giving\nme " + videoReward + "!?\nYou selfish\nbug!"];
tree[21] = ["#hera10#Gweh! I'm sorry! I know it looks like I'm taking a nasty cut out of what should be YOUR money. I promise I'm not trying to steal from you!"];
tree[22] = ["#hera11#But ehhh, I can't just give you more money either. ...Otherwise I'd be stealing from me! Gwehhhhhh! What can we doooo?"];
tree[23] = ["#hera06#Maybe there's a way to make our videos more popular? You're doing great, but the Pokemon you're with could maaaaaybe be a little more... Gwehh--"];
tree[24] = [51];
tree[30] = ["Hmm " + videoReward + ",\nthat's not\nbad I guess"];
tree[31] = ["#hera02#Right? And all you had to do was show a few Pokemon a good time. You were probably going to do that anyway!"];
tree[32] = [50];
tree[40] = ["Wow " + videoReward + ",\nI can buy\nalmost\nanything\nin the\nstore"];
tree[41] = ["#hera02#Right? It's crazy how much money you can make from porn! Especially considering it's so easy to get it for free nowadays."];
tree[42] = [50];
tree[50] = ["#hera06#Although, I was thinking of ways I could earn even MORE money! You're doing great, but the Pokemon you're with could maaaaaybe be a little more... Gwehh--"];
tree[51] = ["#hera05#--Well like maybe if you catch them on a day where they're BURSTING with energy, I bet our video would do even better! What do you think?"];
tree[52] = ["#hera04#I meeeeeean, you might have noticed those little green and yellow meters right?"];
tree[53] = [80, 60, 90, 70];
tree[60] = ["What are\nthose?"];
tree[61] = [71];
tree[70] = ["The ones\non the title\nscreen?"];
tree[71] = ["#hera05#Yeah! The little green and yellow meters below the Pokemon on the title screen, well they're sort of like little friskiness meters."];
tree[72] = [100];
tree[80] = ["No, where\nare they?"];
tree[81] = ["#hera05#Oh, there are these little green and yellow meters below the Pokemon on the title screen. They're sort of like little friskiness meters."];
tree[82] = [100];
tree[90] = ["I know\nwhat those\nare"];
tree[91] = [101];
tree[100] = ["#hera06#They tell you which Pokemon are feeling more energetic sooooo... Well, It's not something you HAVE to think about but maybeeee..."];
tree[101] = ["#hera01#Gweh, whatever! You did really good for your first day. Talking about this makes me want to watch those videos again~"];
if (PlayerData.pokeVideos.length == 1)
{
DialogTree.replace(tree, 0, "Your videoooos", "Your videoooo");
DialogTree.replace(tree, 1, "watched them", "watched it");
DialogTree.replace(tree, 1, "uploading them", "uploading it");
DialogTree.replace(tree, 1, "They were", "It was");
DialogTree.replace(tree, 3, "They're doing", "It's doing");
DialogTree.replace(tree, 31, "a few Pokemon", "that one Pokemon");
DialogTree.replace(tree, 101, "those videos", "that video");
}
tree[10000] = ["%pay-videos%"];
}
public static function injectPhoneResponses(tree:Array<Array<Object>>, index:Int)
{
tree[index] = [10, 20, 30, 40];
FlxG.random.shuffle(tree[index]);
// aloof responses
tree[10] = [FlxG.random.getObject([
"It just\nslipped\nin there",
"It all\nhappened\nso fast",
"I'm as\nconfused\nas you are",
"Was that\nwrong?",
"I don't\nunderstand\nthe problem"])];
tree[11] = [50];
// mean responses
tree[20] = [FlxG.random.getObject([
"You should\nbe nicer to\nSandslash",
"You need\nto keep a\nbetter eye\non your stuff",
"Oh,\nloosen up",
"Ha ha ha\nha ha ha ha\nha ha ha"])];
tree[21] = [50];
// innocent responses
tree[30] = [FlxG.random.getObject([
"It wasn't me",
"I didn't\ndo it",
"I don't know\nwhat you're\ntalking about"
])];
tree[31] = [50];
// apologetic responses
tree[40] = [FlxG.random.getObject([
"I'm sorry,\nit won't\nhappen again",
"Oh oops,\nI'm sorry",
"Sorry, that\nwas wrong\nof me",
"Sorry, I\nthought\nyou'd be\ninto it"
])];
tree[41] = [50];
}
public static function videoReward0(tree:Array<Array<Object>>)
{
if (PlayerData.sandPhone == 10)
{
tree[0] = ["#hera11#" + stretch(PlayerData.name) + "! Gweh!!! ...I SAW what you two did!"];
injectPhoneResponses(tree, 1);
tree[50] = ["#hera12#How dare you. Only *I* get to masturbate with my phone!"];
tree[51] = ["%pay-videos%"];
tree[52] = ["%reset-sandphone%"];
tree[53] = ["#hera09#I almost don't want to give you the " + moneyString(PlayerData.getPokeVideoReward()) + " I owe you uploading for the video, but well..."];
tree[54] = ["#hera05#...It was pretty hot. And it made me a lot of money~"];
tree[10000] = ["%pay-videos%"];
tree[10001] = ["%reset-sandphone%"];
}
else if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#Oh, it's you again <name>! Here's, uhh... Here's the " + moneyString(PlayerData.getPokeVideoReward()) + " I owed you for... that thing you helped me with."];
tree[1] = ["%pay-videos%"];
tree[2] = ["#magn05#...?"];
tree[10000] = ["%pay-videos%"];
}
else
{
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_STREAMING_PACKAGE))
{
tree[0] = ["#hera05#Oh, it's you again <name>! Those last " + englishNumber(PlayerData.pokeVideos.length) + " streams earned you " + moneyString(PlayerData.getPokeVideoReward()) + "."];
DialogTree.replace(tree, 0, "Those last one streams", "That last stream");
}
else
{
tree[0] = ["#hera05#Oh, it's you again <name>! I just uploaded those " + englishNumber(PlayerData.pokeVideos.length) + " videos to pokepornlive.com,"
+ " and your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + "."];
DialogTree.replace(tree, 0, "those one videos", "that video");
if (PlayerData.videoStatus == PlayerData.VideoStatus.Clean)
{
DialogTree.replace(tree, 0, "pokepornlive.com", "pokevideos.com");
}
}
tree[1] = ["%pay-videos%"];
tree[2] = ["#hera03#Not bad for a day's work, right?"];
tree[10000] = ["%pay-videos%"];
}
}
public static function videoReward1(tree:Array<Array<Object>>)
{
var bestVideo:PlayerData.PokeVideo = getBestVideo();
if (PlayerData.sandPhone == 10)
{
tree[0] = ["#hera13#...!"];
tree[1] = ["#hera12#You DO remember I have cameras in there, right? RIGHT???"];
injectPhoneResponses(tree, 2);
tree[50] = ["#hera08#Well anyway, your video still made " + moneyString(PlayerData.getPokeVideoReward()) + " so... Here, I guess."];
tree[51] = ["%pay-videos%"];
tree[52] = ["%reset-sandphone%"];
tree[53] = ["#hera06#But there are some things more important than money!"];
tree[54] = ["#hera04#...Like, err... mystery boxes, for example!"];
tree[10000] = ["%pay-videos%"];
tree[10001] = ["%reset-sandphone%"];
}
else if (ItemDatabase.isMagnezonePresent())
{
if (bestVideo.name == "Magnezone")
{
tree[0] = ["#hera05#Oh, here's the " + moneyString(PlayerData.getPokeVideoReward()) + " for that video of Mag-"];
tree[1] = ["#hera10#I mean, ehhh, gwuh...."];
tree[2] = ["#hera06#Hi Magnezone! I believe you've met my friend <name>."];
tree[3] = ["%pay-videos%"];
tree[4] = ["#magn04#... ..."];
tree[4] = ["#magn14#Yes. " + MagnDialog.PLAYER + " and I have... ...met."];
}
else if (bestVideo.name == "Heracross")
{
tree[0] = ["#hera00#Oh, here's the " + moneyString(PlayerData.getPokeVideoReward()) + " for... helping me review those security videos of ummm... Oh, you know who~"];
tree[1] = ["%pay-videos%"];
tree[2] = ["#magn04#...Security videos? ...I can assist with that."];
}
else
{
tree[0] = ["#hera06#Oh, here's the " + moneyString(PlayerData.getPokeVideoReward()) + " for... helping me review those security videos of " + bestVideo.name + "!"];
tree[1] = ["%pay-videos%"];
tree[2] = ["#magn04#...Security videos? ...I can assist with that."];
}
tree[10000] = ["%pay-videos%"];
}
else
{
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_STREAMING_PACKAGE))
{
tree[0] = ["#hera05#I got the money for those last " + englishNumber(PlayerData.pokeVideos.length) + " streams on pokepornlive.com."
+ " Your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + "!"];
DialogTree.replace(tree, 0, "those last one streams", "that last stream");
if (PlayerData.videoStatus == PlayerData.VideoStatus.Clean)
{
DialogTree.replace(tree, 0, "pokepornlive.com", "pokevideos.com");
}
}
else
{
tree[0] = ["#hera05#I went ahead and uploaded those last " + englishNumber(PlayerData.pokeVideos.length) + " videos to pokepornlive.com."
+ " Your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + "!"];
DialogTree.replace(tree, 0, "those last one videos", "that last video");
if (PlayerData.videoStatus == PlayerData.VideoStatus.Clean)
{
DialogTree.replace(tree, 0, "pokepornlive.com", "pokevideos.com");
}
}
tree[1] = ["%pay-videos%"];
if (bestVideo.name == "Magnezone" && PlayerData.videoStatus != PlayerData.VideoStatus.Clean)
{
var which:Int = FlxG.random.int(0, 7);
if (which == 0)
{
tree[2] = ["#hera06#We'll see how long the Magnezone videos stay up, since they're not technically porn..."];
}
else if (which == 1)
{
tree[2] = ["#hera06#I have NO idea what that was you did with Magnezone... Or whether it's porn or not..."];
}
else if (which == 2)
{
tree[2] = ["#hera06#Those Magnezone videos seem kind of, uhh... Just... Don't get yourself killed, okay?"];
}
else if (which == 3)
{
tree[2] = ["#hera06#But... Magnezone? Seriously <name>, Magnezone?"];
}
else if (which == 4)
{
tree[2] = ["#hera12#And umm... I'm just going to pretend I wasn't aroused by your weird robot video."];
}
else if (which == 5)
{
tree[2] = ["#hera12#...Although if Magnezone finds out I uploaded his videos there, he's going to tie my antennae in a knot!!"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 2, "uploaded his", "uploaded her");
DialogTree.replace(tree, 2, "there, he's", "there, she's");
}
}
else if (which == 6)
{
tree[2] = ["#hera12#Those Magnezone videos are gathering kind of a... weird... niche following that I'm not sure I want to cater to."];
}
else if (which == 7)
{
tree[2] = ["#hera06#I don't know how you made Magnezone look sexy but... you deserve some kind of porn Oscar for that one."];
}
}
else if (bestVideo.name == "Heracross")
{
tree[2] = ["#hera01#I'm sort of getting my own little fanbase over there. Gweh-heh-heh!"];
}
else
{
tree[2] = ["#hera03#" + bestVideo.name + "'s getting his own little fanbase over there. Gweh-heh-heh!"];
}
if (!bestVideo.male)
{
DialogTree.replace(tree, 2, "his own", "her own");
}
tree[10000] = ["%pay-videos%"];
}
}
public static function videoReward2(tree:Array<Array<Object>>)
{
if (PlayerData.sandPhone == 10)
{
tree[0] = ["#hera13#<name>...!?! ...I'd expect something like that from Sandslash... but you!?!"];
tree[1] = ["#hera12#You KNEW I could see everything, right?"];
injectPhoneResponses(tree, 2);
tree[50] = ["#hera06#Whatever just ehhh... don't do it again! ...Now I have to figure out how I'm going to clean this thing..."];
tree[51] = ["%pay-videos%"];
tree[52] = ["%reset-sandphone%"];
tree[53] = ["#hera05#Oh yeah and here's your gwuhh... " + moneyString(PlayerData.getPokeVideoReward()) + "!?! Gosh! I can't believe the video did THAT well..."];
tree[10000] = ["%pay-videos%"];
tree[10001] = ["%reset-sandphone%"];
}
else if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera04#Hey, I got the revenue for that last set of uhhh... stock... options! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + " this time."];
tree[1] = ["%pay-videos%"];
tree[2] = ["#magn05#...Stock options? ..." + moneyString(PlayerData.getPokeVideoReward()) + "?"];
tree[10000] = ["%pay-videos%"];
}
else
{
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_STREAMING_PACKAGE))
{
tree[0] = ["#hera04#Hey, I got the revenue for those recent streams you did! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + " this time."];
if (PlayerData.pokeVideos.length == 1)
{
DialogTree.replace(tree, 0, "those recent streams", "that recent stream");
}
}
else
{
tree[0] = ["#hera04#Hey, I uploaded that last set of videos! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward()) + " this time."];
if (PlayerData.pokeVideos.length == 1)
{
DialogTree.replace(tree, 0, "last set of videos", "last video");
}
}
tree[1] = ["%pay-videos%"];
tree[2] = ["#hera02#Don't spend it all in one place! ...As if you had a choice! Gweh! Heheheheh."];
tree[10000] = ["%pay-videos%"];
}
}
public static function videoReward3(tree:Array<Array<Object>>)
{
if (PlayerData.sandPhone == 10)
{
tree[0] = ["#hera11#Hey, you! Did you REALLY think you'd get away with doing THAT? With my PHONE!?!"];
tree[1] = ["#hera14#You're in big big trouble!"];
injectPhoneResponses(tree, 2);
tree[50] = ["#hera13#I gave you FOUR different dildos, and still you have to go and use my phone!! I can't BELIEVE that you could--"];
tree[51] = ["#hera10#--err, wait... was it four dildos??? Well anyway, I gave you three different dildos! THREE!!!"];
tree[52] = ["%pay-videos%"];
tree[53] = ["%reset-sandphone%"];
tree[54] = ["#hera06#... ...I accidentally counted my phone as a dildo..."];
tree[10000] = ["%pay-videos%"];
tree[10001] = ["%reset-sandphone%"];
}
else if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera04#Hey, I got the revenue for that last set of uhhh... stock... options! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward() * 7) + " this time."];
tree[1] = ["%pay-videos%"];
tree[2] = ["#hera02#Oh wait, I mean " + moneyString(PlayerData.getPokeVideoReward()) + "!! I forgot about... taxes???"];
tree[3] = ["#magn05#...You must NEVER forget about taxes, " + MagnDialog.HERA + ". Tax evasion is a very serious offense."];
tree[10000] = ["%pay-videos%"];
}
else
{
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_STREAMING_PACKAGE))
{
tree[0] = ["#hera04#Hey, I got the revenue for those recent streams you did! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward() * 7) + " this time."];
if (PlayerData.pokeVideos.length == 1)
{
DialogTree.replace(tree, 0, "those recent streams", "that recent stream");
}
}
else
{
tree[0] = ["#hera04#Hey, I uploaded that last set of videos! Your cut comes to " + moneyString(PlayerData.getPokeVideoReward() * 7) + " this time."];
if (PlayerData.pokeVideos.length == 1)
{
DialogTree.replace(tree, 0, "last set of videos", "last video");
}
}
tree[1] = ["%pay-videos%"];
tree[2] = ["#hera02#Oh wait, I mean " + moneyString(PlayerData.getPokeVideoReward()) + "!! I forgot about... taxes??? Sure, taxes!"];
tree[10000] = ["%pay-videos%"];
}
}
public static function howWasKecleon(tree:Array<Array<Object>>)
{
if (PlayerData.videoStatus != PlayerData.VideoStatus.Empty)
{
tree[0] = ["#hera05#Oops, sorry about that <name>! I guess I missed you. ...Here's the " + moneyString(PlayerData.getPokeVideoReward()) + " I owe you."];
tree[1] = ["%pay-videos%"];
tree[2] = ["#hera04#I hope I didn't miss anything else while I was out! ...How was Kecleon?"];
}
else
{
tree[0] = [2];
tree[2] = ["#hera04#Oh hello <name>! I hope I didn't miss anything while I was out. ...How was Kecleon?"];
}
tree[3] = [40, 10, 30, 20, 50];
tree[10] = ["...He\nneeds\nmore\ntraining"];
tree[11] = ["#hera02#Training? Peh! ...He should be training me! Kecleons have a knack for this stuff."];
tree[12] = ["#hera05#...He was probably employing a complex sales technique that went over your head. Did you buy a lot of things?"];
tree[13] = [130, 100, 120, 110];
tree[20] = ["...He\nlikes the\nhard sale"];
tree[21] = ["#hera02#The hard sale? Ooooh he'll have to teach me that one! Kecleons have a knack for this stuff."];
tree[22] = ["#hera05#Did that \"hard sale\" thing work on you? Did you buy a lot of things?"];
tree[23] = [130, 100, 120, 110];
tree[30] = ["...I'm glad\nyou're back"];
tree[31] = ["#hera01#Oh! You missed me? That's really sweet of you~"];
tree[32] = ["#hera02#But well... I can't be here 24/7. Even a workaholic bug like me needs a break every once in awhile!"];
tree[33] = ["#hera05#I haven't checked the till though, how did Kecleon do numbers-wise? Did you buy a lot of things?"];
tree[34] = [130, 100, 120, 110];
tree[40] = ["...He might\nhave a\nneurological\ndisorder"];
tree[41] = ["#hera02#Gweh! Heh-heh-heh. ...He was probably employing a complex sales technique that went over your head."];
tree[42] = ["#hera05#I guess what matters is, did it work? Did you buy a lot of things?"];
tree[43] = [130, 100, 120, 110];
tree[50] = ["Kecleon\nwas great!"];
tree[51] = ["#hera02#Gweh! Heh-heh-heh. Well that's good to hear. I could tell right away he was a great fit to run the store!"];
tree[52] = ["#hera03#He seemed so knowledgable and trustworthy! I was just getting a good... shopkeeper kind of vibe from him. Hard to put my finger on!"];
tree[53] = ["#hera05#How were his sales? Did you buy a lot of things?"];
tree[54] = [130, 100, 120, 110];
tree[100] = ["I didn't\nknow what\nI was\nbuying..."];
tree[101] = ["#hera03#Yeah, he's got that kind of quality doesn't he? He's the kind of guy who could sell paper to a tree!"];
tree[102] = [150];
tree[110] = ["I didn't\ntrust him..."];
tree[111] = [101];
tree[120] = ["I didn't\nhave any\nmoney..."];
tree[121] = ["#hera03#Aww! Well it was nice of you to stop in to visit him. ...And what matters is that you brought money today!"];
tree[122] = ["#hera06#... ...You DID bring money, right?"];
tree[123] = [150];
tree[130] = ["Yeah! I\nbought some\nstuff"];
tree[131] = ["#hera03#Hey, see! I knew he'd pull it off."];
tree[132] = [150];
tree[150] = ["#hera04#Well as long as he's working out, I'll try to get him to watch the store again soon. It's nice to get out from behind this desk."];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 10, "...He", "...She");
DialogTree.replace(tree, 11, "...He", "...She");
DialogTree.replace(tree, 12, "...He", "...She");
DialogTree.replace(tree, 20, "...He", "...She");
DialogTree.replace(tree, 21, "Ooooh he'll", "Ooooh she'll");
DialogTree.replace(tree, 40, "...He", "...She");
DialogTree.replace(tree, 41, "...He", "...She");
DialogTree.replace(tree, 51, "away he", "away she");
DialogTree.replace(tree, 52, "He seemed", "She seemed");
DialogTree.replace(tree, 52, "from him", "from her");
DialogTree.replace(tree, 53, "were his", "were her");
DialogTree.replace(tree, 101, "Yeah, he's", "Yeah, she's");
DialogTree.replace(tree, 101, "he? He's", "she? She's");
DialogTree.replace(tree, 101, "of guy", "of girl");
DialogTree.replace(tree, 110, "trust him", "trust her");
DialogTree.replace(tree, 121, "visit him", "visit her");
DialogTree.replace(tree, 131, "knew he'd", "knew she'd");
DialogTree.replace(tree, 150, "as he's", "as she's");
DialogTree.replace(tree, 150, "get him", "get her");
}
}
static private function getBestVideo():PlayerData.PokeVideo
{
var bestVideo:PlayerData.PokeVideo = {name:"Abra", reward: -1, male:true};
for (video in PlayerData.pokeVideos)
{
if (video.reward > bestVideo.reward)
{
bestVideo = video;
}
}
return bestVideo;
}
/**
* Begin item descriptions
*/
public static function cornstarchCookies(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Those are cornstarch cookies! They're good for lowering Pokemon's sex drives. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! Did you want me to put some out for everyone?"];
tree[101] = [105, 110, 115, 120];
tree[105] = ["No"];
tree[106] = ["#hera09#Aww phooey, well I'll leave them locked up with the rest of your items then! I suppose they'll stay fresher that way..."];
tree[110] = ["Just a\nfew"];
tree[111] = ["%pokemon-libido-3%"];
tree[112] = ["#hera05#Great, I'll put a couple cookies out for people! Maybe I'll have one for myself too..."];
tree[115] = ["A dozen\nor so"];
tree[116] = ["%pokemon-libido-2%"];
tree[117] = ["#hera05#Okay, I'll put out a bunch! You won't mind if I take a couple for myself too...?"];
tree[120] = ["As many\nas you\ncan"];
tree[121] = ["%pokemon-libido-1%"];
tree[122] = ["#hera03#Goodness, I'll go ahead and put them all out then! I'll get a head start on a second batch for you, too."];
tree[123] = ["#hera06#...Don't worry, I won't charge you extra money for those! Heracroosss!"];
tree[300] = ["Lowering\nPokemon's\nsex drives?"];
if (ItemDatabase.isMagnezonePresent())
{
tree[301] = ["#magn06#Fzzzzt- I believe I can explain this one, " + MagnDialog.HERA + "."];
tree[302] = ["#hera06#Ehh...?"];
tree[303] = ["#magn05#Mechanical Pokemon store their data on radially sectioned drives, or \"sect drives\" which are manipulated with two drive heads."];
tree[304] = ["#magn10#However, some -bzzt-... newer models of electric Pokemon have issues with their sect drives being overly sensitive."];
tree[305] = ["#magn06#This is a defect which resolves itself when the Pokemon matures, as the polymeric lubricant layer on the platter naturally thickens, reducing its sensitivity."];
tree[306] = ["#magn04#...But as a short term fix, you can lower the drives a few millimeters to widen the gap between the platter and drive heads."];
tree[307] = ["#magn01#Widening this gap reduces the platter's sensitivity, allowing the Pokemon to conduct... -bzzt-... prolonged strenuous activities without rest."];
tree[308] = ["#magn05#...Does that sound accurate, " + MagnDialog.HERA + "? (Y/N)"];
tree[309] = ["#hera10#Ehhhh... ...Eerily accurate, actually."];
tree[310] = ["#hera05#So... How does that sound, <name>? Did you want to buy these sex drive lowering-"];
tree[311] = ["#magn12#-Sect drive."];
tree[312] = ["#hera06#Riiight. Did you want to buy the sect drive lowering cookies for " + moneyString(itemPrice) + "?"];
}
else
{
tree[301] = ["#hera05#Cornstarch cookies are SUPER tasty but we've noticed they also tamper with our libido! And the more cookies we eat the stronger the effect is."];
tree[302] = ["#hera04#If we eat one or two they have a subtle effect on our sex drive. Metaphorically it's sort of like... leaving a can of soda out for a few hours."];
tree[303] = ["#hera06#Like, it still SEEMS like soda? ...But it doesn't taste quite right and some of the fizz is gone. Like something's missing, you know?"];
tree[304] = ["#hera10#And if we eat a whole bunch of cornstarch cookies, we can't get aroused whatsoever! Like leaving a can of soda out for a WEEK. Ha! Ha!"];
tree[305] = ["#hera05#You can shake it and shake it but it's completely flat! Crazy, right?! I can't believe the effect is that strong for just a bunch of cookies."];
tree[306] = ["#hera04#Anyways it's up to you how many cookies you put out. You can put out a whole bunch or none at all. So, did you want to buy them for " + moneyString(itemPrice) + "?"];
}
}
public static function calculator(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's a graphing calculator! It can calculate some useful information when you're deciding on a 'rank chance'. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll go ahead and turn it on for you."];
tree[300] = ["Useful\ninformation?"];
tree[301] = ["#hera05#So I asked Abra how the ranking algorithm works, and he told me the details. It's basically a weighted average of your last few solves, factoring in difficulty."];
tree[302] = ["#hera06#This graphing calculator has a program I wrote which factors in your current rank, the puzzle difficulty, your last few solves, and stuff like that..."];
tree[303] = ["#hera04#That way on the Rank Chance screen, it'll give you information like \"You'll rank up if you solve this puzzle in 2:19!\" Isn't that nifty?"];
tree[304] = [310, 320, 330, 340];
tree[310] = ["You're a\nprogrammer?"];
tree[311] = ["#hera00#Oh, a programmer? I'm not really... I mean, graphing calculators are a lot easier than, well..."];
tree[312] = ["#hera06#...I just looked up everything on the internet and typed in a formula! It wasn't real programming, I think anybody could do it..."];
tree[313] = ["#hera00#..."];
tree[314] = ["#hera11#Aaaaa, stop looking at me that way! I'm not a dork!!"];
tree[315] = [310, 320, 330, 340];
tree[320] = ["\"Your last\nfew solves?\""];
tree[321] = ["#hera05#Yeah, your rank is based on your last few solves! Abra told me the algorithm takes your last eight solves and averages them."];
tree[322] = ["#hera10#Oh wait, I lied-- so actually it only averages FIVE of the last eight."];
tree[323] = ["#hera06#I don't understand why, but the algorithm throws away the two puzzles you did worst on... and the one you did best on!"];
tree[324] = ["#hera04#You'd have to ask Abra why he made it that way... I just wrote the program. Heracroosss!"];
tree[325] = [310, 320, 330, 340];
tree[330] = ["\"Factoring in\ndifficulty?\""];
tree[331] = ["#hera05#You might have noticed how different puzzles give you different rewards when you solve them."];
tree[332] = ["#hera04#That reward isn't random, it scales with the puzzle's difficulty. And, your rank scales with puzzle difficulty too!"];
tree[333] = ["#hera02#Abra gave me the difficulty for each puzzle, it's stored in a big table in my program. So that part was pretty easy."];
tree[334] = ["#hera06#I don't know how he calculated those difficulties though... They're different for every single puzzle!"];
tree[335] = ["#hera04#And the difficulty numbers are pretty accurate, harder puzzles usually have higher numbers. But not always, it's a little weird."];
tree[336] = [310, 320, 330, 340];
tree[340] = ["Alright, I\nunderstand"];
tree[341] = ["#hera05#Great! So did you want to buy it for " + moneyString(itemPrice) + "? It comes with the calculator AND the cool program I wrote!"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 301, "and he", "and she");
DialogTree.replace(tree, 324, "why he", "why she");
DialogTree.replace(tree, 334, "how he", "how she");
}
}
public static function hydrogenPeroxide(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's hydrogen peroxide! It calms down peg bugs when they drink it. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! Did you want me to put some out for the little guys to drink?"];
tree[101] = [110, 120, 130, 140];
tree[110] = ["No"];
tree[111] = ["#hera05#Well that's fine! I'll just leave the bottle with the rest of your stuff in case you change your mind."];
tree[120] = ["Only a\nlittle"];
tree[121] = ["%peg-activity-3%"];
tree[122] = [142];
tree[130] = ["A medium\namount"];
tree[131] = ["%peg-activity-2%"];
tree[132] = [142];
tree[140] = ["A whole\nlot"];
tree[141] = ["%peg-activity-1%"];
tree[142] = ["#hera05#Alrighty! Now I THINK this stuff is safe, but you should probably watch for side effects, you know? Just in case. Heracroosss!!"];
tree[300] = ["Calms them\ndown?"];
tree[301] = ["#hera05#So we share our basement with those peg bug creatures... I'd call it an infestation if they weren't so gosh darn cute!"];
tree[302] = ["#hera10#But there's a lot of weird stuff in our basement, and sometimes the bugs find their way into boxes of cleaning stuff or household chemicals..."];
tree[303] = ["#hera06#One time I found several of them passed out around a container of hydrogen peroxide. I was worried at first, but-- it doesn't seem to hurt them!"];
tree[304] = ["#hera04#It just messes with their head a little, makes them, gosh, a little slow. A little bit nappy."];
tree[305] = ["#hera06#Maybe it can make those peg bugs easier to manage if they're moving around too much during puzzles? Gweh! Heheheh."];
if (ItemDatabase.isMagnezonePresent())
{
tree[306] = ["#magn13#Transporting, importing or selling narcotic substances is a direct violation of section 11-360 of the-"];
tree[307] = ["#hera10#No, No! These aren't narcotics! They're more like... ineffective pesticides."];
tree[308] = ["#magn13#..."];
tree[309] = ["#hera06#Ineffective pesticides which also happen to have... some minor... questionable side effects?"];
var line:Int = logInfraction(tree, 310);
tree[line+0] = ["#hera06#Anyway <name>, did you want to buy that hydrogen peroxide for " + moneyString(itemPrice) + "?"];
}
else
{
tree[306] = ["#hera04#So did you want to buy that hydrogen peroxide for " + moneyString(itemPrice) + "?"];
}
}
public static function logInfraction(tree:Array<Array<Object>>, line:Int):Int
{
var newLine:Int = line;
if (ItemDatabase._magnezoneStatus == ItemDatabase.MagnezoneStatus.Angry || ItemDatabase._magnezoneStatus == ItemDatabase.MagnezoneStatus.Suspicious)
{
var penalty:Int = 0;
if (ItemDatabase._magnezoneStatus == ItemDatabase.MagnezoneStatus.Angry)
{
penalty = FlxG.random.getObject([3500, 5500, 6500, 7500]);
}
else
{
penalty = FlxG.random.getObject([650, 950, 1150, 1350]);
}
var dots:String = FlxG.random.getObject(["...", ".....", "... ...", "... ... ...", "...... ... ...", ". . . . . . . . . . ."]);
var warning:String = FlxG.random.getObject([
"Fines which remain unpaid after 30 days may result in additional civil penalties.",
"Repeated infractions may result in escalating penalties.",
"This fine is not deemed to include any fee assessed by the court under the profisions of 182-271.1.",
"You will receive a letter for your records which includes a court date. Failure to appear in court will result in additional citations.",
"You can elect to receive a physical or electronic copy of documents pertaining to the infraction.",
"The city accepts payments by cash, personal check, certified bank check, or money order."]);
var heraResponse:String = FlxG.random.getObject([
"#hera08#Oof. Can't win 'em all.",
"#hera08#Sheesh, time to hike up my prices again.",
"#hera06#Ehh, see you in court I guess.",
"#hera06#Ehh, I can probably fight this thing.",
"#hera10#Where am I supposed to get that kind of money! I only get paid in these weird gems...",
"#hera12#Well, that's just great.",
"#hera12#Aww, phooey."]);
tree[line++] = ["#magn12#...Interfacing with remote MXWEB misdemeanor database" + dots];
tree[line++] = ["#magn13#You have been assessed a fine of ^" + commaSeparatedNumber(penalty) + ". " + warning];
tree[line++] = [heraResponse];
}
else if (ItemDatabase._magnezoneStatus == ItemDatabase.MagnezoneStatus.Calm)
{
var dots:String = FlxG.random.getObject(["...", ".....", "... ...", "... ... ...", "...... ... ...", ". . . . . . . . . . ."]);
//%20 = space
//%0A = newline
var error:String = FlxG.random.getObject([
"GET VALUE FROM AGENT FAILED: %0A CANNOT CONNECT TO 172.23.168.35:10050: [113]%20NO ROUTE TO HOST--",
"PKIX PATH BUILDING FAILED: HAXE.SECURITY.CERT.CERTPATHBUILDEREXCEPTION: %0A UNABLE TO FIND VALID CERTIFICATION PATH TO REQUESTED TARGET--",
"HAXE.COMWAVE.MXWEB.CLIENTEXCEPTION: %0A MXWEB: E175002: SSL HANDSHAKE FAILED: 'RECEIVED FATAL ALERT: HANDSHAKE_FAILURE'--",
"EXCEPTION DETAILS: SYSTEM.NET.WEBEXCEPTION: THE REMOTE SERVER RETURNED AN ERROR: (500) INTERNAL SERVER ERROR--",
"ERR-502%20BAD%20GATEWAY: THE PROXY SERVER %0A%0A RECEIVED AN INVALID RESPONSE FROM AN %0A%0A UPSTREAM SERVER--",
"CVC-PATTERN-VALID: %0A%0A VALUE 'MAGNEZONE%20' IS NOT FACET-VALID WITH RESPECT TO PATTERN '^[A-Z0-9]*$--'"
]);
tree[line++] = ["#magn12#...Interfacing with remote MXWEB misdemeanor database" + dots];
tree[line++] = [FlxG.random.getObject(["#magn14#...", "#magn15#...", "#magn06#... ..."])];
tree[line++] = ["#magn07#" + error];
var heraResponse:String = FlxG.random.getObject([
"#hera02#Gweh! Heh! My lucky day I guess.",
"#hera02#Whoa! What are the odds. Gweh! Heh!",
"#hera03#Oh! ...Lucky me!",
"#hera03#Aww! ...Is that your way of tearing up a ticket?",
"#hera04#Wait, that seemed intentional. ...Magnezone?",
"#hera06#...Did you do that on purpose? ...Thank you!",
"#hera06#...Magnezone?",
"#hera12#Hey! ...No smoking in my shop!"]);
tree[line++] = [heraResponse];
}
else if (ItemDatabase._magnezoneStatus == ItemDatabase.MagnezoneStatus.Happy)
{
var heraPronoun:String = PlayerData.heraMale ? "boy" : "girl";
var dontDoItAgain:Array<String> = FlxG.random.getObject([
["#magn05#...", "#magn14#...Don't do it again."],
["#magn05#...", "#magn15#-Fzzzzt- I'll let you off with a warning this time."],
["#magn04#...", "#magn15#The department is too understaffed to handle these kinds of minor infractions."],
["#magn04#...", "#magn14#-INFRACTION DELETED-"],
["#magn05#Well...", "#magn14#I suppose I can overlook this, given your positive impact on the community."],
["#magn05#Well...", "#magn15#You seem remorseful. That's punishment enough."],
["#magn04#Well...", "#magn15#I'll just pretend I didn't hear that."],
["#magn04#Well...", "#magn14#...I suppose I can look the other way just this once."],
["#magn04#... ...Bad " + heraPronoun + ".", "#magn12#...That's a very bad " + heraPronoun + ". You sit there and think about what you've done."],
["#magn12#... ...You're a very naughty " + heraPronoun + ".", "#magn04#Very very naughty. Nobody will shop at your store if you keep being naughty. Shame on you."],
["#magn12#... ...That was a very naughty thing you did. Very naughty. Look me in the eye and say you're sorry.", "#hera08#...I'm sorry, Magnezone...", "#magn12#Hmph."]
]);
for (s in dontDoItAgain)
{
tree[line++] = [s];
}
}
return line;
}
public static function acetone(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's nail polish remover! Peg bugs love drinking that stuff... Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! Did you want me to put some out for the pegs to drink?"];
tree[101] = [110, 120, 130, 140];
tree[110] = ["No"];
tree[111] = ["#hera05#Aww well, no biggie! I'll just leave this with the rest of your items in case you change your mind."];
tree[112] = ["#hera02#I'm PRETTY sure this stuff doesn't hurt them... but it's not like I'm some expert on insect physiology or anything!"];
tree[113] = [143];
tree[120] = ["Only a\nlittle"];
tree[121] = ["%peg-activity-5%"];
tree[122] = [142];
tree[130] = ["A medium\namount"];
tree[131] = ["%peg-activity-6%"];
tree[132] = [142];
tree[140] = ["A whole\nlot"];
tree[141] = ["%peg-activity-7%"];
tree[142] = ["#hera03#Woo! Party time! I'm PRETTY sure this stuff doesn't hurt them... but it's not like I'm some expert on insect physiology or anything!"];
tree[143] = ["#hera05#..."];
tree[144] = ["#hera11#...Hey, don't give me that look!"];
tree[300] = ["...They\ndrink it?"];
tree[301] = ["#hera05#So those tiny bugs live in our basement, and SOMETIMES they get into things they really shouldn't be drinking. Tsk, it's like they don't even read warning labels!"];
tree[302] = ["#hera10#One time I was coming down the stairs and I heard a bunch of frenzied clicking noises..."];
tree[303] = ["#hera03#...When I turned the lights on I saw a bunch of them dancing wildly around a small container of nail polish remover!"];
tree[304] = ["#hera06#I think the chemical in nail polish remover... Is it acetone?"];
tree[305] = ["#hera04#I think acetone makes them act a little weird. Not dangerously weird, just like, maybe somewhere between red bull and catnip?"];
if (ItemDatabase.isMagnezonePresent())
{
tree[306] = ["#magn13#Administering consumable stimulants without the purview of the FDA is a direct violation of statute 12-373B of the-"];
tree[307] = ["#hera10#Consumable stimulants? No, no, it's acetone! Acetone!! It's highly toxic, DEFINITELY not consumable..."];
tree[308] = ["#magn13#..."];
tree[309] = ["#hera12#You know, you're a real pain in the acetone."];
var line:Int = logInfraction(tree, 310);
tree[line+0] = ["#hera06#Anyway <name>, did you want to buy the nail polish remover for " + moneyString(itemPrice) + "?"];
}
else
{
tree[306] = ["#hera05#So did you want to buy the nail polish remover for " + moneyString(itemPrice) + "?"];
}
}
public static function justCrackers(tree:Array<Array<Object>>, crackerClickCount:Int)
{
var responses:Array<String> = [
"#hera10#Umm really, those crackers aren't for sale. They're just my snack for while I'm watching the shop.",
"#hera10#Umm really, those crackers aren't for sale. They're just my snack for while I'm watching the shop.",
"#hera11#Stop poking at them! You're getting germs everywhere.",
"#hera12#Seriously I have cameras! I know where that hand's been. Get your filthy hand out of my food!",
"#hera12#...I have to eat those things, you know! It's unsanitary!",
"#hera12#Okay seriously! Let me explain how this works.",
"#hera13#WHY ARE YOU DOING THIS!!"
];
var response:String = responses[crackerClickCount];
if (response == null)
{
response = "#hera13#...!";
}
tree[0] = [response];
if (response == "#hera12#Okay seriously! Let me explain how this works.")
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#magn04#If " + MagnDialog.PLAYER + " gets a cracker, then " + MagnDialog.MAGN + " would like a cracker as well. Bzzt."];
tree[1] = ["#hera13#NO! NO!! None of you can have crackers! They're my crackers! MINE!"];
tree[2] = ["#hera12#Besides, you don't have a mouth! NEITHER OF YOU HAS A MOUTH! What do you want with a cracker!?"];
tree[3] = ["#magn04#..."];
tree[4] = ["#magn06#...Calculating... ... ..."];
tree[5] = ["#magn05#..."];
tree[6] = ["#magn15#I just think they're neat."];
}
else
{
tree[1] = ["#hera08#When you touch Grovyle's dick... and then you touch a cracker... and I EAT that cracker..."];
tree[2] = ["#hera13#It's like you're putting his dick RIGHT in my mouth!"];
tree[3] = ["#hera00#Hmm... well actually..."];
tree[4] = ["#hera13#NO it's still gross and NOT VERY SEXY this way. STOP IT!!!"];
tree[5] = ["#hera04#..."];
tree[6] = ["#hera05#Also if you see Grovyle, tell him I said hi!"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 1, "touch Grovyle's dick", "rub Grovyle's pussy");
DialogTree.replace(tree, 2, "his dick", "her pussy");
DialogTree.replace(tree, 6, "tell him", "tell her");
}
}
}
}
public static function diamondPuzzleKey(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's a diamond puzzle key! It unlocks the hardest puzzles in the game. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["%diamond-key-default%"];
tree[101] = ["#hera02#Here you go! So diamond puzzles will now be mixed in with your 5-peg puzzles. And each time they come up, it's going to ask you whether you want to chicken out or not."];
tree[102] = ["#hera05#But if you think you'll want to play every diamond puzzle that comes up, I can switch it so it doesn't even ask you!"];
tree[103] = [111, 105];
tree[105] = ["Yes, just\ngive me the\ndiamond\npuzzles"];
tree[106] = ["%diamond-key-AlwaysYes%"];
tree[107] = ["#hera03#Wow!! ...Well, good luck!"];
tree[111] = ["No, I want\nit to ask"];
tree[112] = ["%diamond-key-Ask%"];
tree[113] = ["#hera03#Alright, good luck!"];
tree[300] = ["...The hardest\npuzzles?"];
tree[301] = ["#hera05#So if you've tried the hardest 5-peg puzzles and they're still too easy for you... This diamond key unlocks even harder puzzles than that!"];
tree[302] = ["#hera03#Beating one of these puzzles gives you a diamond chest, which has CRAZY amounts of money -- we're talking 1,000$ or more!"];
tree[303] = ["#hera07#But diamond puzzles are CRAZY hard. Grovyle was telling me some of them took him ten minutes or longer. And I mean, that's Grovyle! He's usually fast at these things."];
tree[304] = ["#hera06#So anyway it's up to you, did you want to buy the diamond puzzle key for " + moneyString(itemPrice) + "?"];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 303, "took him", "took her");
DialogTree.replace(tree, 303, "He's usually", "She's usually");
}
}
public static function goldPuzzleKey(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Oh, those are puzzle keys! They unlock harder puzzles. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["%crackers0%"];
tree[101] = ["%gold-key-default%"];
tree[102] = ["#hera02#Here you go! So if there's a harder version of a puzzle, it's going to ask you each time whether you want to try it or not."];
tree[103] = ["#hera05#But if you think you'll always want to try the harder version, I can switch it so it doesn't even ask you!"];
tree[104] = [111, 106, 117];
tree[106] = ["Yes, just\ngive me the\nhard puzzles"];
tree[107] = ["%gold-key-AlwaysYes%"];
tree[108] = ["#hera03#Alright, good luck!"];
tree[111] = ["No, have\nit ask me"];
tree[112] = ["%gold-key-Ask%"];
tree[113] = ["#hera03#Alright, good luck!"];
tree[117] = ["I want\na cracker"];
tree[118] = ["#hera13#Those are MY crackers! MY CRACKERS! Not for customers!"];
tree[119] = ["#hera12#You wouldn't even be able to eat them! Your mouth isn't anywhere NEAR here!"];
tree[120] = [158, 193, 123];
tree[123] = ["Squish\nit into\nmy hand,\nlike how\na puppet\neats"];
tree[124] = ["#hera06#Okay fine, you DID just give me " + moneyString(itemPrice) + ", I guess I can spare ONE cracker..."];
tree[125] = ["%crackers1%"];
tree[126] = ["%crumbs1%"];
tree[127] = ["#hera09#*smush* *crush* Great, now I have a mess on my counter."];
tree[128] = [149, 131];
tree[131] = ["I want\nanother one"];
tree[132] = ["#hera12#Oh, you're still hungry? Gosh how am I not surprised."];
tree[133] = ["#hera13#Oh I know why I'm not surprised, because of all the cracker crumbs which are ON MY COUNTER AND NOT IN YOUR STOMACH!!"];
tree[134] = [137, 193];
tree[137] = ["But I want\nanother one"];
tree[138] = ["#hera06#Okay, I guess I can give you ONE more cracker. I have no idea what you're getting from this."];
tree[139] = ["%crackers2%"];
tree[140] = ["%crumbs2%"];
tree[141] = ["#hera09#*smush* *crush* There, are you happy now?"];
tree[142] = [145, 149];
tree[145] = ["I want\nanother one"];
tree[146] = ["#hera13#Stop making me waste food!!"];
tree[149] = ["Thank\nyou"];
tree[150] = ["#hera14#Hmph."];
tree[158] = ["Just throw\nit to my\nmouth, I'll\ncatch it"];
tree[159] = ["#hera04#Okay fine, you DID just give me " + moneyString(itemPrice) + ", I guess I can spare ONE cracker. Get ready, I'm throwing it as hard as I can!!"];
tree[160] = ["%crackers1%"];
tree[161] = ["#hera15#HUWAAHHHH!!!"];
tree[162] = ["#hera05#Did you catch it? Did the cracker make it all the way to your universe?"];
tree[163] = [170, 175, 166];
tree[166] = ["Yes, and\nI caught it"];
tree[167] = ["#hera02#Whoa! First try too. Heracrooooossss!!"];
tree[170] = ["No, it didn't\nget here"];
tree[171] = ["#hera04#Rats, I must have thrown it into the wrong universe. Okay, I'll try ONE more time. Get ready for it!"];
tree[172] = [177];
tree[175] = ["Yes, but\nit barely\nmissed my\nmouth"];
tree[176] = ["#hera04#Aww radishes! Here, I'll try ONE more time. Get ready for it!"];
tree[177] = ["%crackers2%"];
tree[178] = ["#hera15#HUWAAHHHH!!!"];
tree[179] = ["#hera05#Did you catch it? Did the cracker make it all the way to your universe?"];
tree[180] = [190, 182, 186];
tree[182] = ["Yes, and\nI caught it"];
tree[183] = ["#hera10#Whoa! ...I didn't know I could do that."];
tree[184] = ["#hera11#...I'm scared!"];
tree[186] = ["No, don't\nworry about\nit"];
tree[187] = ["#hera14#Hmph."];
tree[190] = ["No, let's\ntry again"];
tree[191] = ["#hera13#Stop making me waste food!!"];
tree[193] = ["Alright,\nnevermind"];
tree[194] = ["#hera14#Hmph."];
tree[300] = ["...Harder\npuzzles?"];
tree[301] = ["#hera05#So if you've tried 5-peg puzzles, and even THOSE are too easy... Well, this gold key unlocks harder versions of 5-peg puzzles which give you gold chests!"];
tree[302] = ["#hera04#Every few 5-peg puzzles you solve, you'll be asked if you want to try for a gold chest... and if so, you'll get a harder puzzle worth way more money."];
tree[303] = ["#hera05#The silver key does the same thing for 4-peg puzzles... It unlocks harder puzzles which give you, you guessed it, silver chests."];
tree[304] = ["#hera03#Now if you're still sticking with 3-peg puzzles for now, don't worry! You can still buy the keys and give me money."];
tree[305] = ["#hera02#They won't do anything useful... but I'll still get your money. Pretty cool right?"];
tree[306] = ["#hera06#So what do you say, do you want to buy the puzzle keys for " + moneyString(itemPrice) + "?"];
tree[400] = ["What about\nthe crackers?"];
tree[401] = ["#hera10#Oh, those crackers aren't for sale, they're for me! They're my snack."];
tree[402] = ["#hera04#I know what you're thinking, and no, you can't have one! ...They're employee-only crackers, just for Heracross!"];
tree[403] = ["#hera12#...Hey, don't give me that look! You wouldn't be able to eat them anyways. What, do you want me to crumble them into your hand?"];
tree[404] = ["#hera13#Your mouth is like a million light years away in the non-Pokemon universe. Get your own crackers!"];
tree[405] = ["#hera06#So, ahem... How about JUST the puzzle keys for " + moneyString(itemPrice) + "? Without the crackers?"];
}
public static function romanticIncense(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's romantic incense! It puts everyone in well, a certain kind of mood. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! Did you want me to light some for you?"];
tree[101] = [110, 120, 130, 140];
tree[110] = ["No"];
tree[111] = ["#hera05#Aww well, no biggie! I'll just leave this with the rest of your items in case you change your mind."];
tree[112] = ["#hera01#Sayyy if you know anybody who can cover the store, then maybe you and I could, umm... Well we could, ummmm..."];
tree[113] = ["#hera00#...Oh nevermind!!"];
tree[120] = ["Only a\nlittle"];
tree[121] = ["%pokemon-libido-5%"];
tree[122] = ["%pokemon-libboost-30%"];
tree[123] = [143];
tree[130] = ["A medium\namount"];
tree[131] = ["%pokemon-libido-6%"];
tree[132] = ["%pokemon-libboost-90%"];
tree[133] = [143];
tree[140] = ["A whole\nlot"];
tree[141] = ["%pokemon-libido-7%"];
tree[142] = ["%pokemon-libboost-210%"];
tree[143] = ["#hera01#Woo! Sounds like you got a speeeecial little night ahead of you~"];
tree[144] = ["#hera06#If you know anybody who can cover the store, then, umm... Maybe I'll join in later...? ...Maybe..."];
tree[145] = ["#hera11#...Gah, why am I always stuck here when the good stuff's going on!?"];
tree[300] = ["...A certain\nkind of mood?"];
tree[301] = ["#hera02#So, this romantic incense will make everyone get horny way faster. You might wonder how you can tell if a Pokemon's horny or not! Well..."];
if (ItemDatabase.isMagnezonePresent())
{
tree[302] = ["#magn13#VIOLATION. VIOLATION. UNAUTHORIZED DISTRIBUTION OF APHRODISIAC."];
tree[303] = ["#hera11#What!? No!! It doesn't even have any psychoactive effects... It's just a placebo!!"];
tree[304] = ["#magn12#..."];
tree[305] = ["#magn13#UNAUTHORIZED DISTRIBUTION OF PLACEBO."];
var line:Int = logInfraction(tree, 306);
tree[line+0] = ["#hera06#So uhh anyways <name>, did you want to buy the romantic incense for " + moneyString(itemPrice) + "?"];
}
else
{
tree[302] = ["#hera06#That's what all those Pokemon meters are on the main menu! When the meter's in the green, it means they're not very horny."];
tree[303] = ["#hera05#But when it's in the red, that marks their peak fecundity! It means their sexual fluids will be more voluminous and, also you'll get more money!"];
tree[304] = ["#hera11#...Agh, it doesn't sound romantic at ALL when I say it that way!! ...This is why guys like me need the incense..."];
tree[305] = ["#hera06#So did you want to buy the romantic incense for " + moneyString(itemPrice) + "?"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 304, "guys like me", "girls like me");
}
}
}
public static function marsSoftware(tree:Array<Array<Object>>, itemPrice:Int)
{
if (PlayerData.buizMale && !PlayerData.isAbraNice())
{
/*
* If they started in "all boy mode", and Abra still finds a need
* to lie to them...
*/
tree[0] = ["#hera05#Well, this is hmm... Umm, let me get Abra for this one."];
tree[1] = ["#hera15#HEY ABRA!"];
tree[2] = ["#hera04#..."];
tree[3] = ["%enterabra%"];
tree[4] = ["#abra05#Hmm? Oh yes. This is... A webcam filter I hacked together which makes some of us look like females."];
tree[5] = ["#abra04#And if you don't like it, you can toggle it off to switch us back to being males again."];
tree[6] = ["#hera06#...Err, so did you want to buy the software for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll go ahead and put this with the rest of your items."];
tree[101] = ["#hera06#Now you can... manipulate our genitals however you see fit. Gweh! Heh."];
tree[300] = ["It makes you\nlook like\nfemales?"];
tree[301] = ["#hera08#Umm... I guess it-"];
tree[302] = ["#abra05#-Yes, our webcam uses an RGB-D sensor to generate a parametric model of genitals..."];
tree[303] = ["#abra04#And once they're modelled in memory, we can manipulate our genitals in real-time!"];
if (ItemDatabase.isMagnezonePresent())
{
tree[304] = ["#magn13#..."];
tree[305] = ["#abra10#...Figuratively, Magnezone! FIGURATIVELY manipulate our genitals."];
tree[306] = ["#magn06#... Bzzzt-"];
tree[307] = ["#hera06#So would you like to buy the software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[304] = ["#abra05#..."];
tree[305] = ["#abra02#...Figuratively! FIGURATIVELY manipulate our genitals. Eh-hee-hee."];
tree[306] = ["#hera06#So would you like to buy the software for " + moneyString(itemPrice) + "?"];
}
tree[400] = ["Why does it\nhave the\nmale symbol,\nif it's for\nfemales?"];
tree[401] = ["#abra06#Oh! The male symbol, I see. Yes, that's not the male symbol, that's... the astrological sign for Mars!"];
tree[402] = ["#abra09#Why Mars? Because, hmmm..."];
tree[403] = ["#abra03#...Because the software mars our penises before covering them up with vaginas! Ee-heh-heh~"];
tree[404] = ["#abra05#On second thought, it's because I carelessly drew the wrong symbol on the box."];
tree[405] = ["#hera02#Wait, you confused the signs for \"male\" and \"female\"!?"];
tree[406] = ["#abra12#...!"];
tree[407] = ["#hera11#Uhh... nevermind! What am I talking about? ...Anyways <name>, did you want to buy the software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera05#Well, this is hmm... Umm, let me get Abra for this one."];
tree[1] = ["#hera15#HEY ABRA!"];
tree[2] = ["#hera04#..."];
tree[3] = ["%enterabra%"];
tree[4] = ["#abra05#Hmm? Oh yes. This is... A webcam filter I hacked together which makes some of us look like males."];
tree[5] = ["#abra04#And if you don't like it, you can toggle it off to switch us back to being females again."];
tree[6] = ["#hera06#...Err, so did you want to buy the software for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll go ahead and put this with the rest of your items."];
tree[101] = ["#hera06#Now you can... manipulate our genitals however you see fit. Gweh! Heh."];
tree[300] = ["It makes you\nlook like\nmales?"];
tree[301] = ["#hera08#Umm... I guess it-"];
tree[302] = ["#abra05#-Yes, our webcam uses an RGB-D sensor to generate a parametric model of genitals..."];
tree[303] = ["#abra04#And once they're modelled in memory, we can manipulate our genitals in real-time!"];
if (ItemDatabase.isMagnezonePresent())
{
tree[304] = ["#magn13#..."];
tree[305] = ["#abra10#...Figuratively, Magnezone! FIGURATIVELY manipulate our genitals."];
tree[306] = ["#magn06#... Bzzzt-"];
tree[307] = ["#hera06#So would you like to buy the software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[304] = ["#abra05#..."];
tree[305] = ["#abra02#...Figuratively! FIGURATIVELY manipulate our genitals. Eh-hee-hee."];
tree[306] = ["#hera06#So would you like to buy the software for " + moneyString(itemPrice) + "?"];
}
}
}
public static function venusSoftware(tree:Array<Array<Object>>, itemPrice:Int)
{
if (!PlayerData.grovMale && !PlayerData.isAbraNice())
{
/*
* if they started in "all girl mode", and Abra still finds a need
* to lie to them...
*/
tree[0] = ["#hera05#Well, this is hmm... Umm, let me get Abra for this one."];
tree[1] = ["#hera15#HEY ABRA!"];
tree[2] = ["#hera04#..."];
tree[3] = ["%enterabra%"];
tree[4] = ["#abra05#Hmm? Oh yes. This is a set of webcam filters I configured, which makes some of us look like males."];
tree[5] = ["#abra04#And if you don't like it, you can toggle it off to switch us back to being females again."];
tree[6] = ["#hera04#..."];
tree[7] = ["#hera10#...Oh, is it my turn again? Alright <name>, did you want to buy the software for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll stick the software with the rest of your items if you want to configure it."];
tree[101] = ["#hera10#I'm kind of curious to take a peek myself... What kind of dick did Abra give herself?"];
tree[300] = ["It makes you\nlook like\nmales?"];
tree[301] = ["#hera06#Yeah, wait, how does that work? Does it look okay?"];
tree[302] = ["#abra05#Well, our webcam uses pulse wave emissions to track the depth of each capture pixel. So it's not just storing a picture, but an entire 3D model."];
tree[303] = ["#abra04#We can alter that model in memory to change our clothes, or physical appearance..."];
tree[304] = ["#abra02#Or, yes, we can overlay a big floppy abra weiner where my vagina should be. Ee-heh-heh~"];
if (ItemDatabase.isMagnezonePresent())
{
tree[305] = ["#magn04#If " + MagnDialog.ABRA + " gets to overlay a big floppy weiner, then " + MagnDialog.MAGN + " would like a floppy weiner as well."];
tree[306] = ["#abra06#Well ehh... I can't believe I'm asking this but, exactly what type of weiner were you envisioning, Magnezone? ...Did you want an Abra weiner as well?"];
tree[307] = ["#magn05#..."];
tree[308] = ["#magn06#...Calculating... ... ..."];
tree[309] = ["#magn04#No, I do not want an Abra weiner. I want something exceptionally long and girthy, suspended straight down like a cargo hook."];
tree[310] = ["#magn05#A long girthy dangling weiner that makes " + MagnDialog.MAGN + " resemble the Seattle Space Needle. -bweeep-"];
tree[311] = ["#abra06#..."];
tree[312] = ["#abra05#Ehh... Okay. I'll see what I can do."];
tree[313] = ["#magn03#Bzzz~"];
tree[314] = ["#hera05#Well! Anyway uhh... So <name>, did you wanna buy the fancy weiner overlay software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[305] = ["#hera06#..."];
tree[306] = ["#abra03#Don't judge me! ...I just wanted to see what it looked like."];
tree[307] = ["#hera05#Well! Anyway uhh... So <name>, did you wanna buy the fancy weiner overlay software for " + moneyString(itemPrice) + "?"];
}
tree[400] = ["Why does it\nhave the\nfemale symbol,\nif it's for\nmales?"];
tree[401] = ["#abra06#Oh! The female symbol, I see. Yes, that's not the female symbol, that's... the operating system logo!"];
tree[402] = ["#abra03#Yes, yes, if you turn your head it's clearly an O and an X... for OS X. The webcam filters will only work on OS X."];
tree[403] = ["#abra05#On second thought, it's because I carelessly drew the wrong symbol on the box."];
tree[404] = ["#hera02#Wait, you confused the signs for \"male\" and \"female\"!?"];
tree[405] = ["#abra12#...!"];
tree[406] = ["#hera11#Uhh... nevermind! What am I talking about? ...Anyways <name>, did you want to buy the software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera05#Well, this is hmm... Umm, let me get Abra for this one."];
tree[1] = ["#hera15#HEY ABRA!"];
tree[2] = ["#hera04#..."];
tree[3] = ["%enterabra%"];
tree[4] = ["#abra05#Hmm? Oh yes. This is a set of webcam filters I configured, which makes some of us look like females."];
tree[5] = ["#abra04#And if you don't like it, you can toggle it off to switch us back to being males again."];
tree[6] = ["#hera04#..."];
tree[7] = ["#hera10#...Oh, is it my turn again? Alright <name>, did you want to buy the software for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll stick the software with the rest of your items if you want to configure it."];
tree[300] = ["It makes you\nlook like\nfemales?"];
tree[301] = ["#hera06#Yeah, wait, how does that work? Does it look okay?"];
tree[302] = ["#abra05#Well, our webcam uses pulse wave emissions to track the depth of each capture pixel. So it's not just storing a picture, but an entire 3D model."];
tree[303] = ["#abra04#We can alter that model in memory to change our clothes, or physical appearance..."];
tree[304] = ["#abra02#Or, yes, we can overlay an enormous gaping charizard vagina where my face should be. Ee-heh-heh~"];
if (ItemDatabase.isMagnezonePresent())
{
tree[305] = ["#magn14#Intriguing. Fzzz- Can you also add extra clothing, such as hats? Mountains and mountains of hats? (Y/N)"];
tree[306] = ["#magn15#Is it possible to remove genitals entirely, leaving only a featureless smooth surface? (Y/N)"];
tree[307] = ["#abra08#..."];
tree[308] = ["#abra09#Magnezone, I don't think you're grasping this software's intended purpose."];
tree[309] = ["#magn09#-sad beep-"];
tree[310] = ["#hera06#Well! Anyway uhh... So <name>, did you wanna buy the fancy charizard vagina software for " + moneyString(itemPrice) + "?"];
}
else
{
tree[305] = ["#hera07#..."];
tree[306] = ["#abra03#Don't judge me! ...I just wanted to see what it looked like."];
tree[307] = ["#hera06#Well! Anyway uhh... So <name>, did you wanna buy the fancy charizard vagina software for " + moneyString(itemPrice) + "?"];
}
}
}
public static function magneticDeskToy(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#That's a magnetic desk toy! It would make a good gift for... nobody in particular. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["%gift-magn%"];
tree[101] = ["#hera02#Here you go! I'll give it to... somebody... as soon as I get a chance to gift wrap it."];
tree[300] = ["...Nobody\nin particular?"];
tree[301] = ["#hera05#Well, you know! If there's, ehhh... somebody... you want around more often, well, a nice gift might send them the right kind of message."];
tree[302] = ["#magn12#" + MagnDialog.MAGN + " wants that. Sell it to. Sell it to " + MagnDialog.MAGN + ". Does it require batteries."];
tree[303] = ["#hera12#Please Magnezone, I'm with a customer! ...Now anyways, I'll gift wrap it and-"];
tree[304] = ["#magn13#Is the base the only magnetic part. What kind of shapes can you make. " + MagnDialog.MAGN + " wants it. " +MagnDialog.MAGN + " wants to purchase it. " + MagnDialog.MAGN + " will give you ^1,000."];
tree[305] = ["#hera06#Would you just shush! ...And no real money, gems only! C'mon Magnezone, you of all people should know better."];
tree[306] = ["#hera04#The price is " + moneyString(itemPrice) + ". That's " + commaSeparatedNumber(itemPrice) + " gems. Do you have " + commaSeparatedNumber(itemPrice) + " gems?"];
tree[307] = ["#magn10#...But... ... ...But..."];
tree[308] = ["#hera05#How about you <name>, do you have " + commaSeparatedNumber(itemPrice) + " gems?"];
}
else
{
tree[0] = ["#hera04#That's a magnetic desk toy! It would make a good gift for Magnezone. Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["%gift-magn%"];
tree[101] = ["#hera02#Here you go! I'll gift wrap it and give it to Magnezone next time I see him."];
tree[300] = ["...For\nMagnezone?"];
tree[301] = ["#hera05#Well sure! If you enjoy Magnezone's company... And you want him around more often... Well, a nice gift like this might send the right kind of message!"];
tree[302] = ["#hera03#Plus you know, the more time he spends hanging around with you, the less time he'll at my shop doling out fines. Gweh-heh-heh!"];
tree[303] = ["#hera04#I'll also find a nice box for it, gift wrap it, and put a card that says \"<name>\" on it. That's all included in the " + moneyString(itemPrice) + "."];
tree[304] = ["#hera05#So how about it, did you want to buy the magnetic desk toy for " + moneyString(itemPrice) + "?"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 101, "see him", "see her");
DialogTree.replace(tree, 301, "want him", "want her");
DialogTree.replace(tree, 302, "time he", "time she");
}
}
}
public static function smallPurpleBeads(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera04#That's a giant pile of ehhh... Mardi Gras beads! Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera05#Here you go! I'll have my cameras rolling, so try to put on a good show."];
tree[101] = ["#magn04#A good Mardi Gras show."];
tree[102] = ["#hera02#... ...Yes! ...A good Mardi Gras show. Gweh-heh-heh!"];
tree[300] = ["...Mardi Gras\nbeads?"];
tree[301] = ["#hera05#Yeah! Mardi Gras is an annual celebration where people parade around wearing cheap jewelry, like these plastic beads!"];
tree[302] = ["#hera02#...They DEFINITELY don't insert these beads into any particular orifices. Nope! They just wear them around like normal. Gweh-heh-heh."];
tree[303] = ["#magn06#-fzzzzzt- This jewelry seems markedly drab. Aren't Mardi Gras beads meant to be colorful?"];
tree[304] = ["#hera04#Well, errrr... They look better when you're actually wearing them!"];
tree[305] = ["#hera05#Let me show you- I'll just drape some of these around my neck, so you can see how they..."];
tree[306] = ["#hera08#..."];
tree[307] = ["#hera11#... ...On second thought I... I really don't want to do that."];
tree[308] = ["#hera06#But anyway <name>, did you want to buy the anal- ...err... An-nual... Annual celebration beads for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera06#That's a giant pile of anal beads! Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll have my cameras rolling, so try to put on a good show."];
tree[300] = ["...Anal\nbeads?"];
tree[301] = ["#hera04#Let's see, so these are the... \"Eternus Maximus Pleasure Beads from ButtStuffInc\". They look a little fancier than most anal beads, let's see. Hmm..."];
tree[302] = ["#hera06#Okay so... The beads themselves vary in size from pea size to ehhh... capital pea size."];
tree[303] = ["#hera09#Also, they're a little bit see-through, just in case ehh... Just in case there's something you want to see... that's through? Eegh."];
tree[304] = ["#hera10#...Sorry! This isn't my best pitch, I know. I'm not really into anal beads."];
tree[305] = ["#hera11#I prefer when things go INTO a butt. I know! I know. I'm a total prude."];
tree[306] = ["#hera06#Abra's way more into these kinds of toys than I am. Maybe you could talk to him?"];
tree[307] = ["#hera05#But still... Did you maybe want to buy the giant pile of anal beads for " + moneyString(itemPrice) + "? I mean, that's like 1$ per bead!"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 306, "to him", "to her");
}
}
}
public static function smallGreyBeads(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera04#That's the gwuhh... ... ...jump rope? The beaded jump rope! ...Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here, have fun! Gweh-heh-heh~"];
tree[101] = ["#magn12#Fun!? ..." + MagnDialog.MAGN + " wants to see what possible use " + MagnDialog.PLAYER + " finds for that jump rope."];
tree[102] = ["#hera06#... ...Magnezone, I'm pretty sure you DON'T want to see that."];
tree[300] = ["...Beaded\njump rope?"];
tree[301] = ["#magn06#Why would " + MagnDialog.PLAYER + " purchase a jump rope? He can't use it with only one free hand..."];
tree[302] = ["#hera10#Oh uhh, well... Mmmmm..."];
tree[303] = ["#hera06#Okay, well bear with me here... Maybe <name> could hold onto one end of this rope, and insert the other end into, hmm..."];
tree[304] = ["#hera03#...Some kind of... tight rigid hole that's just the right size for this rope. That would do!"];
tree[305] = ["#magn12#... ...Well that's a ludicrous proposition. Just where is " + MagnDialog.PLAYER + " going to find this hypothetical... magic hole!?"];
tree[306] = ["#hera04#Well, Abra told me to stock this particular item... so I suppose the onus is on Abra to find <name> a suitable hole."];
tree[307] = ["#hera05#Okay <name>? It's Abra's onus to find a hole. His onus! ... ...Go poke Abra about his onus."];
tree[308] = ["#magn14#...?"];
tree[309] = ["#hera06#A-hem, anyway <name>, did you want to buy the ehhh... beaded jump rope... for " + moneyString(itemPrice) + "?"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 301, "He can't", "She can't");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 301, "He can't", "They can't");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 307, "His onus", "Her onus");
DialogTree.replace(tree, 307, "his onus", "her onus");
}
}
else
{
tree[0] = ["#hera06#That's a giant pile of anal beads! Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go!"];
tree[300] = ["...Anal beads?"];
tree[301] = ["#hera05#Oh sure. Have you used anal beads before? Well. You see this end that looks like a tiny handle? So you grab that end with your thumb and forefinger..."];
tree[302] = ["#hera03#And then... You swing the beads over your head like a helicopter! Around and around in a circle. The faster, the better!"];
tree[303] = ["#hera02#It's great exercise! ...Really works the anus."];
tree[304] = ["#hera06#... ... ..."];
tree[305] = ["#hera10#Okay, to be honest I've never messed around with anal beads, I have no idea how they work."];
tree[306] = ["#hera06#But you know, Abra might have some ideas. It was his idea to stock these in the first place. Maybe you can ask him?"];
tree[307] = ["#hera04#Anyways... Did you maybe want to buy the giant pile of anal beads for " + moneyString(itemPrice) + "?"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 306, "was his", "was her");
DialogTree.replace(tree, 306, "ask him", "ask her");
}
}
}
public static function vibrator(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#That's a, ehh... gwuhh... Well that's vibrating Venonat. It's a children's toy! Did you want it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Ooh, have fun!"];
tree[300] = ["A vibrating\ntoy?"];
tree[301] = ["#hera04#Yeah a toy, you know! It vibrates and it's... it's silly!"];
tree[302] = ["#hera06#The children, well... Gwehhhh... They turn it on and then they... they rub its silly feelers on th-"];
tree[303] = ["#magn07#--ERR-1085%20INFRACTION%20OVERFLOW... CALL TRACE [<C0156C24>] COMPUTE_INFRACTION_SEVERITY (1.845E19 TOO LARGE FOR DATA TYPE INT)"];
tree[304] = ["#hera04#...?"];
tree[305] = ["#magn12#... ..."+MagnDialog.HERA+". Whatever you were talking about was so illegal that it crashed my kernel. ...Please refrain from discussing such matters again."];
tree[306] = ["#hera10#But I didn't mean-"];
tree[307] = ["#magn13#...!"];
tree[308] = ["#hera11#-Gweh! ...So anywayyyyys.... Did you want the... vibrating toy for " + moneyString(itemPrice) + "?"];
tree[450] = ["A vibrating\ntoy?"];
tree[451] = ["#hera06#Yeah it's umm..."];
tree[452] = ["#magn12#..."];
tree[453] = ["#hera04#...It's an... adult toy? ...It's an adult toy! An adult toy for adults."];
tree[454] = ["#hera10#Ack, no, wait!"];
var line:Int = logInfraction(tree, 455);
tree[line+0] = ["#hera06#Anyway <name>, did you want the vibrating toy for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera01#Oh that's the \"Bug Buzz\" vibrator! Trust meeeeee, you WANT this vibrator. How does " + moneyString(itemPrice) + " sound?"];
tree[100] = ["#hera02#Ooh, have fun!"];
tree[300] = ["...Bug Buzz\nvibrator?"];
tree[301] = ["#hera05#So vibrators don't have to just be for taking care of yourself, you know!"];
tree[302] = ["#hera04#Like this Bug Buzz vibrator has a handheld remote control, so it's great for two people to experiment with."];
tree[303] = ["#hera05#One of you gets to be the test subject, while the other one takes the controls. Ooh, or you could role play..."];
tree[304] = ["#hera06#Like ehh... ..."];
tree[305] = ["#hera03#...One of you could be a hostile witness, and the other's conducting the worst cross-examination ever?"];
tree[306] = ["#hera15#\"How long have you known the plaintiff? Answer me!\" \"Gwehh, you'll never vibrate it out of me! Never!\""];
tree[307] = ["#hera02#Gweheheheh! ... ...Oh! But yes, it's got a lot of little buttons and settings too. Maybe you can figure out everybody's favorite!"];
tree[308] = ["#hera04#So what do you think, do you want to try out the Bug Buzz vibrator for " + moneyString(itemPrice) + "?"];
}
}
public static function largeGlassBeads(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#That's a, gwuhhh.... clicky clacky desk toy! One of those... what are they called? You know! It's uhhh... " + moneyString(itemPrice) + "! Did you want it?"];
tree[100] = ["#hera02#Here you are! Have fun~"];
tree[300] = ["Newton's\nCradle?"];
tree[301] = ["#hera05#Yeah! Newton's Cradle! They uhh, you know! You pick up one end, and they clack together..."];
tree[302] = ["#magn06#...Analyzing... ... ..." + MagnDialog.HERA + ", that is most certainly not a <Newton's Cradle>."];
tree[303] = ["#magn12#That item is absent from " + MagnDialog.MAGN + "'s optical recognition database. Based on your hastily constructed lie I ascertain it is some form of contraband."];
tree[304] = ["#hera08#Oh now I remember! It's ehhh... ...a beginner abacus! You see, you slide the beads back and forth and... it helps you count the errr..."];
tree[305] = ["#magn06#... ..."];
tree[306] = ["#hera10#No wait! It's a giant glass dildo. You see, the narrow goes into the..."];
tree[307] = ["#hera11#Ack, w-wait!!! Let me start over!"];
var line:Int = logInfraction(tree, 308);
tree[line+0] = ["#hera06#Well anyway <name>, did you want to buy the ehhh... whatever this thing is... for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera02#Those are some hujongous anal beads! ...Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera03#Here you are! Have fun~"];
tree[300] = ["Hujongous?"];
tree[301] = ["#hera06#Let's see, what brand are these? \"Pokefantasy Glass Cannon Beads XXXXXXXL...\""];
tree[302] = ["#hera07#Oh my land, that's a lot of Xs! ...But that explains it, I mean just look at these things! They're bigger than my fist..."];
tree[303] = ["#hera04#I don't even think you can call them \"anal beads\" once they're this size, they're like... anal boulders! ... ...Anal meteorites!!"];
tree[304] = ["#hera05#Anyways... Did you want to buy the hujongous anal meteorites for " + moneyString(itemPrice) + "?"];
}
}
public static function largeGreyBeads(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#That's the ehhh... tandem... bowling kit! Yeah! That's what it is. ...Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go!"];
tree[101] = ["#magn05#Bowl responsibly, " + MagnDialog.PLAYER + ". Remember, you should never reach your hand into the <Ball Return>."];
tree[102] = ["#hera01#Aw! But that sounds kind of fun."];
tree[103] = ["#magn12#...!"];
tree[300] = ["Tandem\nbowling?"];
tree[301] = ["#hera03#Yeah, like... with another person! See, these bowling balls are all attached with a string so... they're really clumsy to throw by yourself!"];
tree[302] = ["#hera06#...But, I guess you get a friend to throw them with you and... It's got sort of a three-legged-race sort of appeal. ...Doesn't that sound fun?"];
tree[303] = ["#magn06#-bzzt- That sounds like an utter waste of time and energy."];
if (PlayerData.hasMet("rhyd"))
{
tree[304] = ["#hera05#Hmm, well you know who loves utter wastes of time and energy? ...Rhydon does! <name>, I think this toy is just perfect for him."];
tree[305] = ["#magn04#Indeed. " + MagnDialog.RHYD + " revealed to me that he pays for a gym membership, and exercises six days a week."];
tree[306] = ["#magn15#...He wastes his money on a membership, so that he can waste his time wasting his energy. A wasteful toy like this would be right up " + MagnDialog.RHYD + "'s alley."];
tree[307] = ["#hera03#Gweh-heh-heh! Why that's a great way of putting it. <name>, this toy would be right up Rhydon's alley."];
tree[308] = ["#hera02#I mean, RIGHT up his alley. There's no way it would go up anybody else's alley. But with Rhydon, you might have a chance."];
tree[309] = ["#hera06#...So what do you think <name>? Do you want to get this tandem bowling kit so you can try it out with Rhydon? It's only " + moneyString(itemPrice) + "!"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 304, "for him", "for her");
DialogTree.replace(tree, 305, "that he", "that she");
DialogTree.replace(tree, 306, "He wastes", "She wastes");
DialogTree.replace(tree, 306, "that he", "that she");
DialogTree.replace(tree, 306, "waste his", "waste her");
DialogTree.replace(tree, 308, "up his", "up her");
}
}
else
{
tree[304] = ["#hera05#Hmm, well you know who loves utter wastes of time and energy?"];
tree[305] = ["#magn04#...?"];
tree[306] = ["#hera04#Actually, nevermind! I don't want to spoil the surprise."];
tree[307] = ["#hera05#...So what do you think <name>? Do you want to get this, ehhh.... tandem bowling kit, to play with... somebody? It's only " + moneyString(itemPrice) + "!"];
}
}
else
{
tree[0] = ["#hera05#Those are some absolutely terrifying anal beads! ...Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera06#Oh, gosh! ...Well, try not to hurt anyone!"];
tree[300] = ["Terrifying\nanal beads?"];
tree[301] = ["#hera06#So traditionally, anal beads are err, some kind of a sex thing. Stick 'em in, pull 'em out, something like that. But looking at these, well..."];
tree[302] = ["#hera04#These look like they're intended to have more of a scarecrow effect. You know, maybe ward away evil anuses? That's my best guess anyways."];
tree[303] = ["#hera10#Just... just LOOK at them! You show up somewhere with these beads and... anuses will LEAVE YOU ALONE. They'll scatter like cockroaches!"];
tree[304] = ["#hera09#..."];
tree[305] = ["#hera08#I'm sorry! I'm not doing the best job selling these am I? I just, err... ..."];
tree[306] = ["#hera11#... ...Well, anal beads are already a little gross. and I just don't understand why anybody would want something of this SIZE! ...But anyways..."];
tree[307] = ["#hera05#Did you want to buy the terrifying anal beads? ...Just for the novelty? I mean they're only " + moneyString(itemPrice) + "!"];
}
}
public static function fruitBugs(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Oh, those are fruity bugs! They'll make puzzle solving more fun and colorful. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Okay neat! I'll send a couple bugs over with your items so you can see what they look like."];
tree[101] = ["#hera05#You can disable different colors there too. Just in case having two green bugs confuses you or something!"];
tree[300] = ["Fun and\ncolorful?"];
if (ItemDatabase.isMagnezonePresent())
{
tree[301] = ["#hera05#Sure! These new bugs won't make the puzzles harder or anything, they'll just add a little extra variety."];
tree[302] = ["#magn06#\"New bugs?\" ...So now you're operating a pet store too? Hmm."];
tree[303] = ["#hera09#Well, I'm not selling them as pets! <name> doesn't KEEP them, he just, you know, uses them for awhile!"];
tree[304] = ["#magn12#..."];
tree[305] = ["#hera10#You know, what's that thing called where you pay someone to like... use them for awhile?"];
tree[306] = ["#hera11#... ...No, not like, not prostitution! ...The other thing! The thing that won't get me in trouble, what's that thing called? Gahh!"];
tree[307] = ["#magn15#-bzzt- You seem to be doing your best to incriminate yourself... despite the fact that you're in fact doing nothing unlawful."];
tree[308] = ["#magn04#...Sadly, " + MagnDialog.MAGN + " cannot issue you a citation for being an idiot."];
tree[309] = ["#hera06#Oh. Well that's a relief."];
tree[310] = ["#hera04#Ehh, so anyways.... What do you think <name>, do you want to make your puzzles more fun and colorful for " + moneyString(itemPrice) + "?"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 303, "them, he", "them, she");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 303, "them, he", "them, they");
}
}
else
{
tree[301] = ["#hera05#Sure! These new bugs won't make the puzzles harder or anything, they'll just add a little extra variety."];
tree[302] = ["#hera06#I mean gosh, don't you get bored of seeing the same six bugs every puzzle? So every once in awhile, these new colors will be mixed in."];
tree[303] = ["#hera04#What do you think, do you want to make your puzzles more fun and colorful for " + moneyString(itemPrice) + "?"];
}
}
public static function spookyBugs(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Oh, those are spooky bugs! They'll make puzzles way spookier. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Alright! I'll send a few bugs to sit with your items so you can see what they look like."];
tree[101] = ["#hera05#You can also go there to turn off different colors, just in case having two blue bugs confuses you or something!"];
tree[300] = ["Way\nspookier?"];
tree[301] = ["#hera06#Ooh, certainly! If you're growing accustomed to looking at the same bright cheery colors in your puzzles, these little guys will spook things up."];
tree[302] = ["#hera10#Just look at those glowing red eyes, that pitch black complexion. Oooh! That one's up to something!"];
tree[303] = ["#hera09#And that blue one has a certain mystique about him as well. He looks like some sort of creepy... crawly... night thing! Oh my days!"];
tree[304] = ["#hera06#Of course if they're too spooky for you, you can always turn them off by going into your items later. ...If you dare!"];
tree[305] = ["#hera04#So what do you think, do you want to make your puzzles way spookier for a mere " + moneyString(itemPrice) + "?"];
}
public static function marshmallowBugs(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera06#Oh, those are marshmallow bugs! They'll make your puzzles more errr, marshmallowy. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Ooh great! I'll send a couple bugs over with your items so you can see what they look like."];
tree[101] = ["#hera05#You can also go there to turn off certain colors, just in case you have trouble telling them apart!"];
tree[300] = ["Marshmallowy?"];
tree[301] = ["#hera03#Well of course they're not ACTUAL marshmallows. But... Don't they look sort of like little cereal marshmallows? I can't get enough of these little guys!"];
tree[302] = ["#hera08#I wonder if they... TASTE like marshmallows? I... I kind of want to lick one and find out... But..."];
tree[303] = ["#hera09#But of course you should NEVER lick a bug without their permission! That's just rude."];
tree[304] = ["#hera06#...So anyways, did you want to purchase the marshmallowy bugs for " + moneyString(itemPrice) + "?"];
tree[450] = ["Can I\nlick you,\nHeracross?"];
tree[451] = ["#hera01#Oh boy! Can you ever. Gweh-heh-heh~"];
if (ItemDatabase.isMagnezonePresent())
{
tree[452] = ["#magn12#..." + MagnDialog.MAGN + " presumes the licking of " + MagnDialog.HERA + " is contingent on the aforementioned monetary exchange, is that correct? (Y/N)"];
tree[453] = ["#hera10#I... wait what? We weren't being serious, that was just friendly banter! Friendly banter!"];
var line:Int = logInfraction(tree, 454);
tree[line+0] = ["#hera06#...So anyways <name>, did you want to purchase the marshmallowy bugs for " + moneyString(itemPrice) + "?"];
}
else
{
tree[452] = ["#hera03#Wait a moment, you don't even have a tongue you big goofball! What are you going to kiss me with? ...Your pinky finger?"];
tree[453] = ["#hera06#...So anyways, did you want to purchase the marshmallowy bugs for " + moneyString(itemPrice) + "?"];
}
}
public static function retroPie(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera05#Oh, that's a tiny computer that you can hook up to a TV to play old video games. It would make a nice gift! Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["%gift-kecl%"];
tree[101] = ["#hera00#Ah! <name>!! You're the best~"];
tree[102] = ["#hera01#I'm going to gift wrap this for him right now, okay? I'll make sure Kecleon knows it's from both of us!"];
tree[300] = ["A nice\ngift?"];
tree[301] = ["#hera06#So as much as I enjoy our time together <name>, I can't abandon the store or..."];
tree[302] = ["#hera10#...Well, the whole reason Abra brought me here was to peddle this merchandise! ...He might kick me out if I started neglecting the shop."];
tree[303] = ["#hera04#Kecleon doesn't mind watching this place every once in awhile but... Well, he'd rather watch Smeargle if you know what I mean! Gweh-heheh~"];
tree[304] = ["#hera05#But I was thinking... Maybe he'd be willing to cover for me more often if we butter him up a little!! So I bought this really nice gift..."];
tree[305] = ["#hera06#It's a retro gaming system that he and Smeargle can play together! But I think it would be more meaningful if it was a present from both of us, so... Well..."];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 102, "for him", "for her");
DialogTree.replace(tree, 303, "Well, he'd", "Well, she'd");
DialogTree.replace(tree, 304, "Maybe he'd", "Maybe she'd");
DialogTree.replace(tree, 304, "butter him", "butter her");
DialogTree.replace(tree, 305, "that he", "that she");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 302, "...He might", "...She might");
}
if (ItemDatabase.isMagnezonePresent())
{
tree[306] = ["#hera11#...I know! ...I know I'm asking for a lot of money but it was expensive! And a lot of work too!"];
tree[307] = ["#hera08#I had to run all these Linux commands, and download all these ROMs, and-"];
tree[308] = ["#magn12#ROMs!? ...This gaming device is pre-loaded with ROMs which you downloaded from the internet?"];
tree[309] = ["#hera10#Oh! I umm..."];
tree[310] = ["#magn13#Not only did you clearly violate copyright law in downloading these ROMs, But... Now you're attempting to profit from the endeavor!?"];
tree[311] = ["#hera11#No, I wasn't trying to make money! I just... I just wanted to spend more time with <name>..."];
tree[312] = ["#hera08#I thought if Kecleon felt indebted... Well if he would watch the store more, it would... ...Ohh, what am I saying, it would have never worked anyways."];
tree[313] = ["#magn12#... ..."];
tree[314] = ["#magn06#... ... ...Evaluating... -fzzzzrt- Mm. " + MagnDialog.MAGN + " finds this behavior endearing. Also adorable. -bweeooop-"];
tree[315] = ["#magn15#I suppose " + MagnDialog.MAGN + " doesn't need to punish someone for breaking the law... if it's for such an adorable reason. Carry on."];
tree[316] = ["#hera00#Gweh! Th-thank you."];
tree[317] = ["#hera05#So <name>... what do you think? Will you buy this... legally gray, but nice gift for Kecleon for " + moneyString(itemPrice) + "?"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 312, "if he", "if she");
}
}
else
{
tree[306] = ["#hera11#...I know! ...I know I'm asking for a lot of money but it was expensive! And a lot of work too!"];
tree[307] = ["#hera08#I had to run all these Linux commands, and download all these ROMs, and it wouldn't pick up my USB keyboard, so I had to set up SSH just to install stuff..."];
tree[308] = ["#hera09#...And... and the Bluetooth controllers didn't register, and when I fixed that, the left analog sticks stopped working... and I couldn't get the Neo Geo ROMs to run... Gweh..."];
tree[309] = ["#hera04#But it'll all be worth it if we get to see each other more often <name>! ...So... Will you buy this nice gift for Kecleon for " + moneyString(itemPrice) + "?"];
}
}
public static function assortedGloves(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Those are some assorted gloves! You can wear them over your usual glove to make a fashion statement. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Well here you go! I'll put these with your other items so you can try them on later."];
tree[300] = ["Fashion\nstatement?"];
tree[301] = ["#hera06#Well, you know! If the Mickey Mouse look works for you, that's none of my business. But if you feel like mixing things up a little..."];
tree[302] = ["#hera05#Just look at this nice brown leather glove! That'll give you more of a refined look. Or ooooh! This cream-colored glove is pretty calming, isn't it?"];
tree[303] = ["#hera04#You've got a whole handful of options to choose from here. Plus today, they're 50% off! Isn't that a bargain? Only " + moneyString(itemPrice) + " for the whole set!"];
if (ItemDatabase.isMagnezonePresent())
{
tree[304] = ["#magn05#Logically, they SHOULD be 50% off. -bweep- ... ...You're only selling <name> half of each pair."];
tree[305] = ["#hera11#Ack! ...You stay out of this. I'm trying to run a business!"];
tree[306] = ["#hera06#So what do you say? Do you want to change up your usual glove, maybe make a little fashion statement? Just " + moneyString(itemPrice) + "!"];
}
else
{
tree[304] = ["#hera06#So what do you say? Do you want to change up your usual glove, maybe make a little fashion statement? Just " + moneyString(itemPrice) + "!"];
}
}
public static function insulatedGloves(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Oh, those are insulated gloves! ...They'll protect your hand from electric shocks and other hazards. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! I'll leave these with your other items, so you can go play dress-up later. Have fun~"];
tree[300] = ["Other\nhazards?"];
tree[301] = ["#hera06#So these might not be the prettiest things to look at, but they offer protection when working with live electrical circuits."];
if (ItemDatabase.isMagnezonePresent())
{
tree[302] = ["#magn04#Well... -fzzt- That seems like a crucial safety consideration. Shouldn't these be provided to " + MagnDialog.PLAYER + " free of charge?"];
tree[303] = ["#hera04#Ehh? I hadn't thought of that! Hmmm... Hmmmmmm..."];
tree[304] = ["#hera02#... ...No, I think it's safer if <name> pays me for them!"];
tree[305] = ["#magn12#-bzzzzt-"];
tree[306] = ["#hera04#So what do you say? Just " + moneyString(itemPrice) + " and you'll be protected against electricity and any other hazards that come up!"];
}
else
{
tree[302] = ["#hera10#And I guess they could protect your hand against other stuff like ehh... spaghetti sauce? And umm... boogers?"];
tree[303] = ["#hera05#Just... anything yucky you don't want to get on your hand! They're non-absorbent so all that stuff washes right off. Easy peasy!"];
tree[304] = ["#hera04#So what do you say? Just " + moneyString(itemPrice) + " and you'll be protected against electricity and any other hazards that come up!"];
}
}
public static function ghostGloves(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera02#Oooh, those are some spooky ghost gloves! They're see-through, which might make... certain activities more enjoyable. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera03#Here you are! I'll put these with your items if you'd like to try them on later."];
tree[300] = ["...Certain\nactivities?"];
if (ItemDatabase.isMagnezonePresent())
{
tree[301] = ["#hera06#So one problem about stuffing your fingers inside someo- ehh... I mean, stuffing your fingers... inside a turkey? ... ..."];
tree[302] = ["#hera04#One problem about stuffing your fingers inside a turkey is, well, your fingers all get in the way and you can't see anything fun."];
tree[303] = ["#magn06#... ...Anything fun. Inside a turkey. -fzzt-"];
tree[304] = ["#hera10#D'ehhh, yeah! So ehh..."];
tree[305] = ["#hera04#...So these ghost gloves help with that since they're a little translucent. You can't see through them all the way, but it-"];
tree[306] = ["#magn05#QUERY: If the gloves are translucent, wouldn't we see " + MagnDialog.PLAYER + "'s bare hand blocking the turkey? (Y/N)"];
tree[307] = ["#hera11#Gweh? I'm... I'm not sure! I don't know how these things work. You're just... You're supposed to be able to see through to the other side!! I don't know!"];
tree[308] = ["#magn12#-DOES NOT COMPUTE-"];
tree[309] = ["#hera06#Hey, I just sell the things! ...<name>, it sounds like you'll have to try them out and let us know if they really work."];
tree[310] = ["#hera02#... ...I'm especially curious how they fare during... certain activities! What do you say, does " + moneyString(itemPrice) + " sound fair?"];
}
else
{
tree[301] = ["#hera06#So one problem about stuffing your fingers inside someone is, well, your fingers all get in the way! You can't see anything."];
tree[302] = ["#hera04#These ghost gloves help with that since they're a little translucent. You can't see all the way through, but it still gives you a better view."];
tree[303] = ["#hera05#They come in a few different colors, like a ghastly purple and this spooky shadowy black. Or if that's too spooky, there's this harmless icy looking one!"];
tree[304] = ["#hera02#What do you think? I bet you can think of... certain activities that will be more fun with these kinds of gloves! They're only " + moneyString(itemPrice) + ", how's that sound?"];
}
}
public static function vanishingGloves(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Those are vanishing gloves! They fade invisible when you're doing... certain activities. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Ooh, here you go! ...I'll put them with all your other items, if you want to go try them on."];
tree[300] = ["They fade\ninvisible?"];
tree[301] = ["#hera05#Yeah! They start out like regular gloves. But when they detect resistance in the manner of mmm... a rubbing, or... poking motion..."];
tree[302] = ["#hera00#...They become almost invisible so you can get a good view of what's being rubbed or... nngh, poked into. Pretty nifty, yes?"];
tree[303] = ["#hera04#Don't ask me how they work! Abra designs all this stuff. It may as well be magic for all I know!"];
if (ItemDatabase.isMagnezonePresent())
{
tree[304] = ["#magn05#How would one accomplish anything with invisible hands? That seems like it would be... -fzzt- disorienting."];
tree[305] = ["#hera05#Well, <name>'s already got his little telepresence obstacle in his way! I bet it wouldn't be any clumsier than that."];
}
else
{
tree[304] = ["#hera06#It probably involves some sort of... mirrors, or cameras or... chameleon blood? It's none of my business."];
tree[305] = ["#hera03#They come in a few different colors, ranging from a sort of a haunting purple to a more ragged looking grey. So many nifty choices!"];
}
tree[306] = ["#hera04#Hmm, so what do you think, wouldn't it be nifty seeing your hand fade invisible? ...They're only " + moneyString(itemPrice) + "! What do you say?"];
}
public static function streamingPackage(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera05#Oh, that's a " + ((PlayerData.pokemonLibido == 1) ? "pokevideos.com" : "pokepornlive.com") + " premium package. Premium users get to stream their videos! Did you want to upgrade for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Ooh, here you go!"];
tree[101] = ["#hera04#Oh and ehhh... I'll go ahead and set it up so it streams automatically. Don't worry about turning it on or anything, unless you wanna watch!"];
tree[300] = ["Wait, I can\nstream?"];
tree[301] = ["#hera04#That's right, if you upgrade to a premium account, " + ((PlayerData.pokemonLibido == 1) ? "pokevideos.com" : "pokepornlive.com") + " will let you stream!"];
tree[302] = ["#hera02#They USUALLY charge an arm and a leg for premium membership. But there's a loophole in their gift cards that lets us pay a discounted price up front for a full year!"];
tree[303] = ["#hera06#Now I don't think streaming is going to increase our popularity. Our fanbase is pretty niche! ...But,"];
tree[304] = ["#hera04#It might be a smart way to keep tabs on our audience so you can cater more closely to their interests!"];
tree[305] = ["#hera05#So far it probably seems pretty random why some videos get you more money sometimes..."];
tree[306] = ["#hera03#...But see, if you monitor the stream and keep track of how many viewers you're getting, you'll get a better handle on what's more popular!"];
tree[307] = ["#hera04#... ..."];
tree[308] = ["#hera06#Oh! Umm, and obviously you can't connect to this universe's internet to view the stream directly. So that's why I'm including a tablet."];
tree[309] = ["#hera08#Of course that means you'll be viewing the web site through a tablet, relayed through another webcam, and finally to your PC... Gwehhhh..."];
tree[310] = ["#hera04#Well I mean, hopefully it looks okay! So what do you think, did you want to try streaming your videos for " + moneyString(itemPrice) + "? The price includes the tablet too!"];
if (ItemDatabase.isMagnezonePresent() && PlayerData.pokemonLibido > 1)
{
tree[0] = ["#hera05#Oh, that's a uhhh... pokevideos.com premium package. Premium users get to stream their videos! Did you want to upgrade for " + moneyString(itemPrice) + "?"];
tree[301] = ["#hera06#That's right, if you upgrade to a premium account, pokevideos.com will let you stream! ...As will any of their ehhh, affiliate websites..."];
}
}
public static function mysteryBox(tree:Array<Array<Object>>, itemPrice:Int)
{
var boxCount:Int = ItemDatabase.getPurchasedMysteryBoxCount();
if (boxCount % 10 == 0)
{
tree[0] = ["#hera02#Ooooh, that's a mystery box! I wonder what could be inside? ...It'll cost you " + moneyString(itemPrice) + " to find out. Did you want to buy it?"];
}
else if (boxCount % 10 == 1)
{
tree[0] = ["#hera02#That's a mystery box! It could have ANYTHING inside it! ...How does " + moneyString(itemPrice) + " sound?"];
}
else if (boxCount % 10 == 2)
{
tree[0] = ["#hera02#Oh boy, another mystery box. I thought I had sold my last one! ...Did you want to buy it for " + moneyString(itemPrice) + "?"];
}
else if (boxCount % 10 == 3)
{
tree[0] = ["#hera06#Ohhhh, so you're interested in the mystery box? This mystery box is WAY heavier than the others! ...I think! How does " + moneyString(itemPrice) + " sound?"];
}
else if (boxCount % 10 == 4)
{
tree[0] = ["#hera04#That's a mystery box! For the low, low price of " + moneyString(itemPrice) + " you could have... Whatever the heck's in there! Do you want it?"];
}
else if (boxCount % 10 == 5)
{
tree[0] = ["#hera02#Oh boy, that's another mystery box! I wish I had thought of these earlier. Just think of all the time I wasted selling actual merchandise! Gweh-heh-heh!"];
tree[1] = ["#hera04#Okay, okay, well this one costs... " + moneyString(itemPrice) + ". Did you want to buy it?"];
}
else if (boxCount % 10 == 6)
{
tree[0] = ["#hera02#Wow, these mystery boxes are just flying off the shelves! This one costs " + moneyString(itemPrice) + ". ...Did you want it?"];
}
else if (boxCount % 10 == 7)
{
tree[0] = ["#hera05#It's another mystery box! You've had some bad luck with these so far, but I've got a good feeling about this one... Did you want it for " +moneyString(itemPrice) + "?"];
}
else if (boxCount % 10 == 8)
{
tree[0] = ["#hera04#That's a mystery box! What's inside? Don't you want to know? ...It'll cost you " + moneyString(itemPrice) + " this time. That's fair, isn't it?"];
}
else if (boxCount % 10 == 9)
{
tree[0] = ["#hera04#That's a mystery box! I wonder what could be inside that's so expensive? Did you want to buy it for " + moneyString(itemPrice) + "?"];
}
if (boxCount == 7)
{
// purchasing 8th mystery box; heracross has pity
tree[100] = ["#hera03#Ohhh boy! Time to open up the mystery box! Let's seeeee what's insiiiiiiide~"];
tree[101] = [115, 110, 125, 120];
tree[110] = ["Quit getting\nmy hopes up"];
tree[111] = ["#hera06#Getting your hopes up? Ohhhh it's not like ALL the boxes are empty! Look! This one has ehhh..."];
tree[112] = [130];
tree[115] = ["This is the\nbiggest scam"];
tree[116] = ["#hera06#No, no, it's not a scam, you've just had bad luck with empty boxes! Look! This one has ehhh..."];
tree[117] = [130];
tree[120] = ["Ugh, I\nknow it's\nempty"];
tree[121] = ["#hera06#No, no, don't get discouraged! Look! This one has ehh..."];
tree[122] = [130];
tree[125] = ["Are you\never going\nto actually\ngive me\nsomething?"];
tree[126] = ["#hera06#I always try to give you something, you just have bad luck! But... Wow, this one's actually not empty! It has ehh..."];
tree[127] = [130];
tree[130] = ["#hera10#...it has SOMETHING in it! ...Where is that thing... ..."];
tree[131] = ["#misc01#Wow, look! It's a super-fancy Elekid vibrator!"];
tree[132] = ["#hera02#Lucky you! I'll go put it with your other items."];
tree[133] = [150, 140, 145, 160];
tree[140] = ["Huh, so\nthey're NOT\nall empty!?"];
tree[141] = ["#hera03#Of course they're not all empty! If word got out that all my mystery boxes were empty, people might stop buying them."];
tree[142] = ["#hera02#Now make sure to go out there and tell everyone how not-empty all of my mystery boxes are! And congratulations~"];
tree[145] = ["Does it\nactually\nwork?"];
tree[146] = ["#hera06#I think so? Hmmm, it might need batteries..."];
tree[147] = ["#hera04#But hey, I bet you'll find batteries in one of these mystery boxes! ...Just buy more boxes, okay?"];
tree[150] = ["Wow, this\nis so\ncool!"];
tree[151] = ["#hera03#Gweh-heh-heh! See! Aren't mystery boxes fun?"];
tree[152] = ["#hera04#Just think how boring it would be if that vibrator was just sitting out on the table with a price in front of it!"];
tree[153] = ["#hera06#... ..."];
tree[154] = ["#hera02#...Gosh, I should probably be charging more for mystery boxes considering how fun they are! Hmmmm..."];
tree[155] = ["#hera03#Starting tomorrow, deluxe mystery boxes! Double the prices, double the fun!"];
tree[160] = ["WHAT!?"];
tree[161] = ["#hera03#And you didn't believe me when I said you were having bad luck! I've got like HUNDREDS of other toys back here..."];
tree[162] = ["#hera05#Bondage straps, this weird fleshlight thing, a remote-controlled Riolu..."];
tree[163] = ["#hera02#Wow! Think how cool that would be, you wouldn't even have to be a glove anymore. You could walk around as a Riolu!"];
tree[164] = ["#hera03#...But of course you have to find the correct mystery box first!!! That's half the fun."];
tree[165] = [142];
}
else
{
{
var box0:Int = Std.int(boxCount * 1.11);
if (box0 % 6 == 0)
{
tree[100] = ["#hera03#Ohhh boy! Time to open up the mystery box! Let's seeeee what's insiiiiiiide~"];
tree[101] = ["#hera04#... ..."];
tree[102] = ["#hera05#...Aaaaaaandd, the box contaaaains..."];
tree[103] = ["#hera03#Ta-da! There's nothing!! ...Oh gosh, that was exciting wasn't it?"];
tree[104] = [110, 125, 115, 120];
}
else if (box0 % 6 == 1)
{
tree[100] = ["#hera03#Oooohh time to open up the box! Oooopeniiiiiiiing~"];
tree[101] = ["#hera04#... ..."];
tree[102] = ["#hera05#...Whoa! It looks like there's something BIG this time..."];
tree[103] = ["#hera03#Oh look at that, it's nothing!! ...It looks like you gave me lots of money for no reason again! Gweh-heheheh~"];
tree[104] = [110, 125, 115, 120];
}
else if (box0 % 6 == 2)
{
tree[100] = ["#hera03#Ooh, let's see what's in the box THIS time! This one's REALLY heavy... ..."];
tree[101] = ["#hera04#... ..."];
tree[102] = ["#hera05#...It's almost open... ...Wow, what could weigh so much? And in such a small box?"];
tree[103] = ["#hera03#Oh nevermind, it's empty again! ...How embarrassing! I need to exercise more!"];
tree[104] = [110, 125, 115, 120];
}
else if (box0 % 6 == 3)
{
tree[100] = ["#hera03#Oh boy, this is it, I can feel it! This is the box!"];
tree[101] = ["#hera02#This one's going to have something REALLY good! ...Something which finally justifies all that disappointment!!"];
tree[102] = ["#hera04#... ..."];
tree[103] = ["#hera05#...Aaaaaandd, the box contaaains..."];
tree[104] = ["#hera03#Oh no! This one's empty too! I almost feel bad a little. What are the chances!"];
tree[105] = [110, 125, 115, 120];
}
else if (box0 % 6 == 4)
{
tree[100] = ["#hera03#Wow, I felt this one MOVE! Is there something alive inside of here? Let's get it open and find out..."];
tree[101] = ["#hera04#... ..."];
tree[102] = ["#hera05#...It's almost open, aaaaanddddd..."];
tree[103] = ["#hera03#Oh no, there's nothing in here! Just another empty box. Well, there's always tomorrow~"];
tree[104] = [110, 125, 115, 120];
}
else if (box0 % 6 == 5)
{
tree[100] = ["#hera03#Oooh, going to push your luck again, are you! A risk taker! I like it! ...Let's see, let's see... What's in the box this time..."];
tree[101] = ["#hera04#... ..."];
tree[102] = ["#hera05#...This one's not going to be empty too, is it? Oh no..."];
tree[103] = ["#hera03#Ack! I don't know what to tell you. You have the worst luck in the universe~"];
tree[104] = [110, 125, 115, 120];
}
}
{
var box0:Int = Std.int(boxCount * 1.17);
if (box0 % 5 == 0)
{
tree[110] = ["I thought\nit would be\nsomething\ngood"];
tree[111] = ["#hera02#Well hey, at least you got the joy of opening a box! You can't put a price on that, can you?"];
}
else if (box0 % 5 == 1)
{
tree[110] = ["You got my\nhopes up"];
tree[111] = ["#hera04#Aww well hey, I'm just as much a victim as you! ...Except that I have all your money!"];
}
else if (box0 % 5 == 2)
{
tree[110] = ["I thought it\nwould have\nsomething\nin it this\ntime"];
tree[111] = ["#hera06#I know, I know! I'm just as surprised as you. ...Has someone been stealing from my mystery boxes?"];
}
else if (box0 % 5 == 3)
{
tree[110] = ["I have the\nworst luck"];
tree[111] = ["#hera04#Aww, well you've opened so many empty boxes, your next one's bound to have something in it! ...That's just statistics 101."];
}
else if (box0 % 5 == 4)
{
tree[110] = ["I thought\nthis box\nwould be\ndifferent"];
tree[111] = ["#hera06#Hmm, yeah! I wonder if there's a lesson there. ...There probably isn't! But maybe."];
}
}
{
var box0:Int = Std.int(boxCount * 1.23);
if (box0 % 5 == 0)
{
tree[115] = ["Well I'm\nnot falling\nfor that\nagain"];
tree[116] = ["#hera02#Gweh-heheheheh! Don't be so sure. I'll bet you could fall for it a few more times~"];
}
else if (box0 % 5 == 1)
{
tree[115] = ["This is the\nbiggest scam"];
tree[116] = ["#hera02#Aww you'll win something next time! I can feel it! ... ...Just make sure to bring lots of money. Gweh-heheheh~"];
}
else if (box0 % 5 == 2)
{
tree[115] = ["You're\na jerk,\nHeracross"];
tree[116] = ["#hera02#Okay, okay, I'm sorry! ...I promise I'll put something really good in the next mystery box."];
}
else if (box0 % 5 == 3)
{
tree[115] = ["These mystery\nboxes are\nso stupid"];
tree[116] = ["#hera02#Stupid? ...Look at all the money I'm getting for them, this is the best idea I ever had! Gweh-heheheh~"];
}
else if (box0 % 5 == 4)
{
tree[115] = ["I'm never\nshopping\nhere again"];
tree[116] = ["#hera04#Aww, don't say that! I'll be sure to have some actual merchandise in stock next time, okay?"];
tree[117] = ["#hera06#...Just don't be too disappointed if it's inside an unlabeled box."];
}
}
{
var box0:Int = Std.int(boxCount * 1.29);
if (box0 % 5 == 0)
{
tree[120] = ["I thought\nit might be\nempty"];
tree[121] = ["#hera04#Aww, don't get discouraged! I'm sure your luck will turn around~"];
}
else if (box0 % 5 == 1)
{
tree[120] = ["Ugh, I\nknew it"];
tree[121] = ["#hera04#Yeah, but now you KNOW you knew! ...Isn't that feeling worth " + moneyString(itemPrice) + "?"];
}
else if (box0 % 5 == 2)
{
tree[120] = ["They're all\nempty, aren't\nthey"];
tree[121] = ["#hera04#No, of course not! You just randomly found all the empty ones first. You've been so unlucky!"];
tree[122] = ["#hera02#All the rest of the remaining boxes though... Oh my goodness! You're just going to love what's in the next box~"];
}
else if (box0 % 5 == 3)
{
tree[120] = ["I knew it\nwas going\nto be empty"];
tree[121] = ["#hera04#Aww, you're so pessimistic! Some of these boxes are just stuffed full of amazing merchandise. Your luck will turn around!"];
}
else if (box0 % 5 == 4)
{
tree[120] = ["Yep, just\nlike I\nthought"];
tree[121] = ["#hera04#I can't believe your bad luck! ...I don't know how to convince you that my mystery boxes aren't rigged. You'll just have to buy more boxes to see!"];
}
}
{
var box0:Int = Std.int(boxCount * 1.35);
if (box0 % 5 == 0)
{
tree[125] = ["Can I at\nleast keep\nthe box?"];
tree[126] = ["#hera06#...No, no you can't keep the box! This isn't a charity... ..."];
}
else if (box0 % 5 == 1)
{
tree[125] = ["Do I get a\nconsolation\nprize?"];
tree[126] = ["#hera05#...Sure, you can have a consolation prize!"];
tree[127] = ["#hera06#Your consolation prize is... ehhhhh... ...my consolation!"];
tree[128] = ["#hera04#There there, <name>. ...There, there."];
}
else if (box0 % 5 == 2)
{
tree[125] = ["You should\nat least\ngive me\nsomething"];
tree[126] = ["#hera06#I... I should? ...That sounds incredibly generous compared to what I had planned for my mystery box idea."];
tree[127] = ["#hera04#You know what? I think maybe I'll give you something NEXT time! I'll add it into my next mystery box."];
}
else if (box0 % 5 == 3)
{
tree[125] = ["I want my\nmoney back"];
tree[126] = ["#hera04#Hmmm... ... No you don't! You want me to have it~"];
}
else if (box0 % 5 == 4)
{
tree[125] = ["What are\nyou doing\nwith all\nmy money?"];
tree[126] = ["#hera04#Your money? Why... all of your money goes into buying merchandise for my mystery boxes!"];
tree[127] = ["#hera06#Everyone else's mystery boxes have been FULL of great stuff. ...You've just had the worst luck! I don't know what to say~"];
}
}
}
if (ItemDatabase.isMagnezonePresent())
{
if (boxCount % 5 == 0)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Oooh yeah, a mystery box! It's so mysterious that even I don't know what's inside!"];
tree[302] = ["#magn04#For police purposes, it is imperative for " + MagnDialog.MAGN + " to know the contents of the box. ...Is it... -fzzt- contraband?"];
tree[303] = ["#hera10#N-no, it's nothing at all!"];
tree[304] = ["#hera11#I mean, it's SOMETHING... There's something in the box! Something... very, very legal!"];
tree[305] = ["#magn12#... ..."];
tree[306] = ["#hera06#Okay, okay, sheesh! It's... -whisper, whisper- ... ..."];
tree[307] = ["#magn15#...?"];
tree[308] = ["#magn05#" + MagnDialog.MAGN + " would advise " + MagnDialog.PLAYER + " to avoid purchasing this particular item."];
tree[309] = ["#hera12#H-hey!!!"];
tree[310] = ["#hera06#Don't listen to Magnezone, <name>. You'll pay " + moneyString(itemPrice) + " for this mystery box, right?"];
}
else if (boxCount % 5 == 1)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Oh, sure! Mystery boxes are far more exciting than regular boring old boxless merchandise."];
tree[302] = ["#hera04#You neeeever know what's going to be in the box until you open it! It could be anything!"];
tree[303] = ["#magn04#" + MagnDialog.HERA + ", you are charging a tremendous premium for an empty box."];
tree[304] = ["#hera10#N-no, I'm not selling the empty box! I'm selling the CONTENTS of the empty box. ...Ehh, the contents of the box!"];
tree[305] = ["#magn05#" + MagnDialog.PLAYER + ", is this about the box? ..." + MagnDialog.MAGN + " can provide you with an empty box free of charge."];
tree[306] = ["#hera11#Hey! ...Get your own store!!!"];
tree[307] = ["#hera06#Anyway, you'll buy the mystery box for " + moneyString(itemPrice) + ", won't you?"];
}
else if (boxCount % 5 == 2)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Each mystery box has its own special surprise inside! ...You never know what's inside until you give me lots of money."];
tree[302] = ["#magn06#...Are you trying to swindle " + MagnDialog.PLAYER + " into paying for your empty boxes again?"];
tree[303] = ["#hera10#N-no, he's paying for the CONTENTS of my empty boxes! I mean... the contents of my boxes!"];
tree[304] = ["#hera06#It could have anything, <name>!! ...It might not be empty. You never know!"];
tree[305] = ["#magn14#It is empty. -beep-"];
tree[306] = ["#hera04#... ...But, ehhhh? What if? Ehhhh? Ehhhhhhh? ...Think about it!"];
tree[307] = ["#hera02#You should buy this box before you miss out! Only " + moneyString(itemPrice) + "!? If you saw what was inside it, you'd pay twice that! What do you say?"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 303, "he's paying", "she's paying");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 303, "he's paying", "they're paying");
}
}
else if (boxCount % 5 == 3)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#You never know what you're getting with a mystery box! It could be, let's see... something to help you solve puzzles faster? Or, it could be..."];
tree[302] = ["#magn04#-boop- Another day. Another empty mystery box."];
tree[303] = ["#hera14#Eh, what? ...Shush, you!"];
tree[304] = ["#hera04#Don't worry about Magnezone, <name>. ...He doesn't actually know what's in the box."];
tree[305] = ["#magn08#... ..."];
tree[306] = ["#magn09#..." + MagnDialog.MAGN + "'s entire life is an empty mystery box."];
tree[307] = ["#hera10#Geez louise! ...Lighten up a little, Magnezone!"];
tree[308] = ["#hera06#I mean, well... the box COULD be empty! You never know until you open it. That's the risk with a mystery box! But what do you say <name>, isn't that risk worth " + moneyString(itemPrice) + "?"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 304, "He doesn't", "She doesn't");
}
}
else if (boxCount % 5 == 4)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Oh, don't try to pretend you're new to the whole mystery box thing. You've already bought so many!"];
tree[302] = ["#magn05#-bwoooop?- " + MagnDialog.MAGN + "'s sensors are actually detecting something inside the box for once."];
tree[303] = ["#hera02#Ooohhh see? I think today's the day! I knew your luck would turn around, <name>!"];
tree[304] = ["#magn04#-beep- -boop-? Is this data accurate? Did " + MagnDialog.HERA + " actually put an item in the mystery box? " + MagnDialog.HERA + " isn't just selling an empty box? ... ... ..."];
tree[305] = ["#magn10#... ..." + MagnDialog.MAGN + " will schedule an urgent appointment for sensor maintenance."];
tree[306] = ["#hera11#N-no, don't say that! Your sensors are fine. There's something in the box this time, I promise!"];
tree[307] = ["#hera06#So what do you say, do you want to buy this mystery box for " + moneyString(itemPrice) + "?"];
}
}
else
{
if (boxCount % 5 == 0)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Oooh yeah, a mystery box! It's so mysterious that even I don't know what's inside!"];
tree[302] = ["#hera06#...Well, okay. Maybe I do know what's inside. ...But I'm sure as heck not telling you! Not without my " + moneyString(itemPrice) + "!"];
tree[303] = ["#hera04#It could be... a new puzzle nobody's ever seen before? Or a secret item to woo Kecleon so that you can play with him?"];
tree[304] = ["#hera05#Maybe it's even a key to unlocking a super secret Pokemon nobody ever knew was in this game!!! Wouldn't that be something."];
tree[305] = ["#hera04#Anyways, what do you think? Will you pay " + moneyString(itemPrice) + " for this mystery box?"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 303, "with him", "with her");
}
}
else if (boxCount % 5 == 1)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Oh, sure! Mystery boxes are far more exciting than regular boring old boxless merchandise."];
tree[302] = ["#hera04#You neeeever know what's going to be in the box until you open it! It could be anything!"];
tree[303] = ["#hera06#A crazy new cosmetic item? Or it could even be like... an online gift card for something in YOUR universe? Something worth ACTUAL money!?"];
tree[304] = ["#hera07#Did I say that? Who said that? Would someone program something worth ACTUAL money into this game? No way! That's crazy!"];
tree[305] = ["#hera03#If someone did something that crazy, it would have to be awfully rare! Like one out of every fifty boxes! Maybe one out of every thousand!"];
tree[306] = ["#hera04#...Well, you'll never know unless you fork over the " + moneyString(itemPrice) + "! So what do you say?"];
}
else if (boxCount % 5 == 2)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#Each mystery box has its own special surprise inside! ...You never know what's inside until you give me lots of money."];
tree[302] = ["#hera06#The only thing I can guarantee is that whatever's inside is definitely worth at least... How much am I charging for this thing again?"];
tree[303] = ["#hera02#" + moneyString(itemPrice) + "!?! Oh goodness, I'm going to be rich!"];
tree[304] = ["#hera04#...But ehhhhh yes, it's definitely worth more than " + moneyString(itemPrice) + ". Probably definitely."];
tree[305] = ["#hera06#You should buy this box before you miss out! Only " + moneyString(itemPrice) + "!? If you saw what was inside it, you'd pay twice that! What do you say?"];
}
else if (boxCount % 5 == 3)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera05#You never know what you're getting with a mystery box! It could be, let's see... something to help you solve puzzles faster?"];
tree[302] = ["#hera02#Maybe it's a special item that unlocks a super secret BONUS ending to the game, something nobody but you has ever seen before! ...Wow!! I'd want that!"];
tree[303] = ["#hera06#I mean, it could always be nothing! That's the risk with a mystery box. But what do you say, isn't that risk worth " + moneyString(itemPrice) + "?"];
}
else if (boxCount % 5 == 4)
{
tree[300] = ["Mystery\nbox?"];
tree[301] = ["#hera04#Oh, don't try to pretend you're new to the whole mystery box thing. You've already bought so many!"];
tree[302] = ["#hera05#...Wait, I know what you're doing! You're trying to get a hint about what's in the box aren't you? Hmmmm... Well, maybe I can give you a little hint... ..."];
tree[303] = ["#hera06#... ..."];
tree[304] = ["#hera02#You know what, I actually can't think of anything to say that wouldn't completely spoil it! You'll just have to be surprised."];
tree[305] = ["#hera04#So what do you say, do you want to buy this mystery box for " + moneyString(itemPrice) + "?"];
}
}
}
public static function blueDildo(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera06#That's a, ehhh... a masculinity totem! You can use it to ward away... gwehh... feminine energies? ...Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Phew! ...Hurry up and hide that someplace where Magnezone can't find it."];
if (PlayerData.hasMet("buiz"))
{
tree[101] = ["#hera01#...I think Buizel might know a good place~"];
}
tree[300] = ["Masculinity\ntotem?"];
tree[301] = ["#hera08#Ehhhh... yeah! It's a, it's a mystical totem which exudes a... negative resonant energy to cancel out... ... ambient... girl waves?"];
tree[302] = ["#hera11#... ...No, nobody would believe that. ...What does this darn thing do!? I'm usually better at coming up with this stuff."];
tree[303] = ["#magn06#I suppose it's sheer coincidence that this alleged <masculinity totem> is the same size and shape as an <organic reproductive dongle>?"];
tree[304] = ["#hera10#The same shape? ...N-no it isn't! Our... reproductive dongles... don't look anything like that."];
tree[305] = ["#magn045It's a near identical match. ...Let " + MagnDialog.MAGN + " see your dongle, so he can demonstrate the similarity. -boop-"];
if (PlayerData.heraMale)
{
tree[306] = ["#hera11#D-aaagh! Get away! Leave my dongle out of this!"];
tree[307] = ["#magn05#Let me see. Let me see your dongle. " + MagnDialog.MAGN + " wants to see. " + MagnDialog.MAGN + " wants. -boop- -boop-"];
}
else
{
tree[306] = ["#hera11#D-aaagh! Get away! I don't have a dongle!"];
tree[307] = ["#magn05#All organics have dongles. ..." + MagnDialog.MAGN + " demands to see your dongle. " + MagnDialog.MAGN + " wants to see. " + MagnDialog.MAGN + " wants. -boop- -boop-"];
}
tree[308] = ["#hera11#Gaaaggh! Leave me alone! ...You're being so weird!"];
tree[309] = ["#hera10#Hurry up and buy this stupid dildo so that Magnezone will leave me alone! ...I mean, this stupid masculinity totem! Masculinity totem!"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 305, "he can", "she can");
}
}
else
{
tree[0] = ["#hera04#That's a ridged dildo! Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go!"];
tree[101] = ["#hera01#I'll be keeping an eye on you. Gweh-heh-heh! ...Try to give me some good footage to work with."];
tree[300] = ["Ridged\ndildo?"];
tree[301] = ["#hera05#Oh sure! This dildo is a good choice for beginners and experts alike."];
tree[302] = ["#hera06#It's a decent size with a thick, hearty bulge at the base, so you'll definitely feel it!"];
tree[303] = ["#hera04#But it's made of a soft silicone material which is gentle on the body. ...So you shouldn't hurt yourself with it as long as you're careful."];
tree[304] = ["#hera01#Also those ridges are something everyone should try at least once! ... ...Haven't you ever looked at a guiro and thought, \"Wow! I want that in my butt.\""];
tree[305] = ["#hera02#...Well, consider this a slightly safer alternative. ...Like a little training guiro!"];
tree[306] = ["#hera04#Anyways, what do you think? Are you interested in the ridged dildo for " + moneyString(itemPrice) + "?"];
}
}
public static function gummyDildo(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera04#That's a, ehhh... That's a jumbo sized gummy worm! It's a fun little snack that certain Pokemon might enjoy. Only " + moneyString(itemPrice) + ", what do you say?"];
tree[100] = ["#hera03#Here you go!"];
tree[300] = ["Gummy\nworm?"];
if (PlayerData.hasMet("buiz"))
{
tree[301] = ["#hera05#Gummy worms aren't the healthiest of snacks, but they can still be a fun treat now and then. Let's take ehhhh... Buizel for example!"];
tree[302] = ["#hera01#...I'm sure he'd love having a sugary snack crammed down his hungry hole once in awhile. It might really hit the spot, so to speak~"];
if (!PlayerData.buizMale)
{
DialogTree.replace(tree, 302, "he'd love", "she'd love");
DialogTree.replace(tree, 302, "his hungry", "her hungry");
}
}
else
{
tree[301] = ["#hera05#Gummy worms aren't the healthiest of snacks, but they can still be a fun treat now and then."];
tree[302] = ["#hera01#Certain Pokemon would love having a sugary snack crammed down their hungry hole once in awhile. It might really hit the spot, so to speak~"];
}
tree[303] = ["#magn06#Perhaps " + MagnDialog.MAGN + " is imagining things... But this particular gummy worm is incredibly phallic in appearance."];
tree[304] = ["#hera06#Ehhhh? ...It just looks like a regular gummy worm to me, you crazy pervert."];
tree[305] = ["#magn10#<Mag... " + MagnDialog.MAGN + " is not a pervert! " + MagnDialog.MAGN + " thinks it looks like a regular gummy worm as well. -bwoooop-"];
tree[306] = ["#hera02#Good! ...So what do you say <name>, can I interest you in this regular old gummy worm for " + moneyString(itemPrice) + "?"];
}
else
{
tree[0] = ["#hera04#That's a gummy dildo! Did you want to buy it for " + moneyString(itemPrice) + "?"];
tree[100] = ["#hera02#Here you go! ...Don't try to eat it!"];
tree[300] = ["Gummy\ndildo?"];
tree[301] = ["#hera05#Oh! So this dildo has some extra fancy ridges and a fun little bulge at the bottom too."];
tree[302] = ["#hera01#But most noticably, it's transparent which means you can see all the fun stuff that's going on while you use it~"];
tree[303] = ["#hera04#Also, being transparent and extra squishy gives it sort of a gummy appearance! ...Of course it's not made of actual gummy material though, just the usual silicone and stuff."];
tree[304] = ["#hera10#Can you imagine if someone actually made a dildo out of gummy candy? ... ...That's a recipe for some really, really gay ants! Oh my land!"];
tree[305] = ["#hera04#So how about it, can I interest you in the gummy dildo? It's only " + moneyString(itemPrice) + "!"];
}
}
public static function hugeDildo(tree:Array<Array<Object>>, itemPrice:Int)
{
if (ItemDatabase.isMagnezonePresent())
{
tree[0] = ["#hera05#That's the ehhhh... Heracross halloween costume! Just in time for halloween. How does " + moneyString(itemPrice) + " sound?"];
tree[100] = ["#hera02#Okay! I'll put it with the rest of your items where you can go look at it~"];
tree[300] = ["Heracross\nhalloween\ncostume?"];
tree[301] = ["#hera06#Gwuhhh, yeah! ...Any heracross costume is incomplete without a super convincing horn. ...So you can strap this thing to your head, and errr..."];
tree[302] = ["#hera04#...It's like a big, scary, demonic horn! You'll be just the spookiest looking heracross ever. Think of all the candy you'll get!"];
tree[303] = ["#magn12#" + MagnDialog.HERA + ". This object is clearly a synthetic replica of an organic phallus, which I can only imagine has some sort of sexual purpose."];
tree[304] = ["#hera11#No, no! Nothing sexual! It's a, ummm... spooky-looking halloween phallus! ...For a super-spooky naked demon costume!"];
tree[305] = ["#magn13#..."];
tree[306] = ["#hera10#I mean, gwehhh... of course it looks KIND of sexy if you don't consider the spookiness!!! ...But it's... It's so spooky!"];
var line:Int = logInfraction(tree, 307);
tree[line+0] = ["#hera05#Anyway <name>, were you interested in the ehhhhh... Heracross halloween costume? It's only " + moneyString(itemPrice) + "!"];
}
else
{
tree[0] = ["#hera04#That's an absolutely monstrous dildo! For display purposes only, of course. ...I'm charging " + moneyString(itemPrice) + " for it, how does that sound? Are you interested?"];
tree[100] = ["#hera02#Okay! I'll put it with the rest of your items where you can go look at it~"];
tree[300] = ["Monstrous\ndildo?"];
tree[301] = ["#hera10#Let's see, that's the \"Pokefantasy DI-LD50.\" ...Pokefantasy advertises this dildo as being SO monstrously oversized, that it kills half of those who attempt to use it!? Gweh!"];
tree[302] = ["#hera06#...That's clearly just a marketing gimmick though, I mean... ...just look at the size of this tip!"];
tree[303] = ["#hera07#How the heck are you supposed to even fit this gigantic thing anywhere!? It's barely even tapered!"];
tree[304] = ["#hera03#Really the only way I could imagine something THIS huge killing someone is if it tipped over and fell on them. Gweh-heh-heh!"];
tree[305] = ["#hera04#So, were you interested in the monstrous dildo? It's a nice conversation piece, even if it's too big to actually use. ...How does " + moneyString(itemPrice) + " sound?"];
}
}
public static function happyMeal(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#That's a box of old happy meal toys. Ehhh, I'm asking for " + moneyString(itemPrice) + " for the entire box. Did you want them?"];
tree[100] = ["%gift-grim%"];
tree[101] = ["#hera02#Well! Now you've done it. Ehh-heheh."];
tree[102] = ["#hera03#I'll leave this box with all of your other stuff. ...He's your problem now~"];
tree[300] = ["Old happy\nmeal toys?"];
tree[301] = ["#hera06#Okay, I know, I know. ...Not exactly the most appealing merchandise I've ever stocked. It's just a big box of useless junk."];
tree[302] = ["#hera05#...But I can think of ONE particular Pokemon around here who'd absolutely love a big box of useless junk!"];
tree[303] = ["#hera02#Buying something like this might even act as a gesture to make them feel more welcome. ...Which might be a good thing or a bad thing. Gweh! Heheheh~"];
tree[304] = ["#hera04#Well, that part's up to you. What do you think, do you want to buy this big box of old happy meal toys for " + moneyString(itemPrice) + "?"];
if (!PlayerData.grimMale)
{
DialogTree.replace(tree, 102, "He's your", "She's your");
}
}
public static function pizzaCoupons(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera05#Oh, those are some pizza coupons! ...They might make a nice gift for someone who eats a lot of pizza. Did you want to buy them for " + moneyString(itemPrice) + "?"];
tree[100] = ["%gift-luca%"];
tree[101] = ["#hera02#Yayyy! ...Let me get those for you."];
tree[102] = ["#hera03#I'll wrap them up nice and pretty, and give them to Rhydon next time I see him~"];
tree[300] = ["Pizza\ncoupons?"];
tree[301] = ["#hera04#So, Effen Pizza routinely sends out these coupon flyers in the mail. ...\"Buy two get one free,\" \"order two specialty pizzas for ^1,500,\" that sort of thing."];
tree[302] = ["#hera05#But one time, the coupons had a serious oversight, where you could get a whole heap of pizzas dirt cheap if you combined them in the right way!"];
tree[303] = ["#hera06#I was thinking these coupons would make a nice gift for Rhydon. And maybe they'll even convince him to place more pizza orders?"];
tree[304] = ["#hera02#...I mean yes, he already orders pizza like three nights a week. But ehhh, maybe these coupons will bump him up to six! Gweheheh~"];
tree[305] = ["#hera05#So what do you think, did you want to buy these pizza coupons for " + moneyString(itemPrice) + "?"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 102, "see him", "see her");
DialogTree.replace(tree, 303, "convince him", "convince her");
DialogTree.replace(tree, 304, "yes, he", "yes, she");
DialogTree.replace(tree, 304, "bump him", "bump her");
}
}
static public function phoneCall(tree:Array<Array<Object>>, itemPrice:Int)
{
tree[0] = ["#hera04#Ooohhh, that's a phone call to a Pokemon of your choice! ...I'll charge you " + moneyString(itemPrice) + ", but you can invite over aaaanybody you want! Does that sound good?"];
tree[300] = ["A phone\ncall?"];
tree[301] = ["#hera05#Yeah, some pokemon like Grimer and Lucario don't actually live here, and I think they feel weird about inviting themselves over too often!"];
tree[302] = ["#hera06#But maaaaaybe if you give them a call... Maybe you can talk them into coming over, hmmmmm?"];
tree[303] = ["#hera03#To be clear though, this is my phone! I'm not giving you the phone but... I'm just letting you borrow it to make a call, okay? Okay!"];
tree[304] = ["#hera04#Sooooo, what do you say? " + moneyString(itemPrice) + " for a phone call to anybody you want! That's a pretty good deal isn't it?"];
tree[100] = ["#hera02#Oh boy, how exciting! So... ... ... Who did you want to call?"];
tree[101] = [];
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("luca"))
{
tree[101].push(600 - 2);
}
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("magn"))
{
tree[101].push(650 - 2);
}
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("grim"))
{
tree[101].push(700 - 2);
}
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("hera"))
{
tree[101].push(750 - 2);
}
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("kecl"))
{
tree[101].push(800 - 2);
}
if (PlayerData.denProf != PlayerData.PROF_PREFIXES.indexOf("sand") && ItemDatabase.getPurchasedMysteryBoxCount() >= 11)
{
tree[101].push(900 - 2);
}
FlxG.random.shuffle(tree[101]);
{
tree[600] = ["Lucario"];
tree[601] = ["%buy%"];
tree[602] = ["%call-luca%"];
tree[603] = ["#zzzz04#(Ring, ring...)"];
if (FlxG.random.bool(33))
{
tree[604] = ["#luca05#Kyehh? Hello?"];
tree[605] = ["#luca03#... ...Oh! <name>!!! I didn't recognize the number. Kyahahahahah! So what are youuuuuu doing calling me!? Since when did you get a phooooooooone!"];
}
else if (FlxG.random.bool(50))
{
tree[604] = ["#luca05#Hello? ...Oh! Is that you, <name>?"];
tree[605] = ["#luca03#Kyah! ...Hello! I wasn't expecting you to call me. How are things going with you?"];
}
else
{
tree[604] = ["#luca05#Oh? Who's this?"];
tree[605] = ["#luca03#<name>? No way! Hey <name>!!! ...Were you just calling me to say \"hi!\" That's so sweeeeet~"];
}
tree[606] = [610, 615, 620, 625, 630, 635, 640, 645];
FlxG.random.shuffle(tree[606]);
tree[606] = tree[606].splice(0, 4);
tree[610] = ["Can you\ncome by\nAbra's\nplace?"];
tree[611] = ["#luca04#Ooooh, that sounds fun! I think I can make that happen... ..."];
tree[612] = ["#luca02#...Yeah, go ahead and solve a few puzzles without me! I'll be right there. Byeeeeee~"];
tree[615] = ["I haven't\nseen you\nin awhile!"];
tree[616] = ["#luca04#I was just thinking about that! Hmmmm... maybe I can come by in a few minutes?"];
tree[617] = ["#luca02#Let me see what I can do, okay? Thanks for calling me, <name>! It was nice hearing your voice~"];
tree[620] = ["I was just\nthinking\nabout you"];
tree[621] = ["#luca06#Awww, well that's sweet! ...I was thinking about where birds go when it rains. Hmmmm..."];
tree[622] = ["#luca04#... ...Hey, I was about to head over to your neighborhood anyways! That's kind of random, isn't it?"];
tree[623] = ["#luca02#Anyways it was nice talking to you <name>! I'll see you in a few minutes. Byeeeeeee~"];
tree[625] = ["What\nare you\nup to?"];
tree[626] = ["#luca07#Kkkkkh, you know, same old stuff. Hey! I could kind of use a break actually."];
tree[627] = ["#luca04#Maybe I can find an excuse to head over to Abra's place! You'll still be there in a little while, right?"];
tree[628] = ["#luca02#Wait up for me! I'll just be a minute. Thanks for calling me, <name>~"];
tree[630] = ["Just\nfeeling\na little\nlonely~"];
tree[631] = ["#luca02#Awwww, well I can help you with that... ... ... I'll just call Grimer for you! That's what you meant, right?"];
tree[632] = ["#luca03#Kyeheheheh! Okay okay I'm sooooorrrrrry. That was mean! Don't tell Grimer I said that, alright?"];
tree[633] = ["#luca02#I'll be over in just a few minutes~"];
tree[635] = ["I'd like\na large\npupperoni\npizza"];
tree[636] = ["#luca14#Har, har, har. How long have you been working on THAT one, <name>?"];
tree[637] = ["#luca06#Although hmm... this pupper could use a little break! I'll see what I can do, okay?"];
tree[638] = ["#luca04#...It was nice hearing from you <name>! I hope I can see you soon~"];
tree[640] = ["Feel like\ndoing some\npuzzles?"];
tree[641] = ["#luca14#Kkkkkh, I feel like doing something alright! It's been a loooooong day..."];
tree[642] = ["#luca10#Oh ummm, you don't think Abra will mind if I come over today, do you? I meeeeean, I don't want to impooooose..."];
tree[643] = ["#luca04#...Well, whatever! If anybody asks, I'll just tell them you called me. I'll be right over!"];
tree[645] = ["Lucario!\nWhere have\nyou been?"];
tree[646] = ["#luca09#Sorry, I've been at work all week! This pup just can't catch a break..."];
tree[647] = ["#luca08#...But, I know I've sort of been tough to get a hold of lately! I'll try to swing by later, okay?"];
tree[648] = ["#luca04#Keep my seat warm for me until then! Bye " + stretch(PlayerData.name) + "~"];
}
{
tree[650] = ["Magnezone"];
if (ItemDatabase.isMagnezonePresent())
{
tree[651] = ["#hera06#Gwehh? But... But Magnezone is right here. You don't need to use a phone for that."];
tree[652] = ["%buy%"];
tree[653] = ["%call-magn%"];
tree[654] = ["#hera02#...Oh! But I DO need to take your money. Gweh! Heh! Heh!"];
tree[655] = ["#hera05#Hey! Magnezone!!!"];
tree[656] = ["#magn05#...?"];
tree[657] = ["#hera04#<name> wants to hang out!"];
tree[658] = ["#magn04#Oh! ...Very well."];
tree[659] = ["#magn14#" + MagnDialog.MAGN + " will be available shortly, " + MagnDialog.PLAYER + ". I just need to finish transmitting Heracross's inventory data to headquarters. -bweep- -boop-"];
}
else
{
tree[651] = ["%buy%"];
tree[652] = ["%call-magn%"];
tree[653] = ["#zzzz04#(Ring, ring...)"];
tree[654] = ["#magn04#Beeboop? Bwoop, boop... SkreooOOONNNKK!! ... ...KSSSHHHHHHHH! KSSSSHHHHHHH SHHH!! KSSSSSSHHHHHHNK! KSSSSHHHH!!! KSSS KSSSSSHHHH!"];
tree[655] = [660, 665, 670, 675, 680, 685, 690, 695];
FlxG.random.shuffle(tree[655]);
tree[655] = tree[655].splice(0, 4);
tree[660] = ["Aaaagh!\nI'm not\na fax\nmachine!"];
tree[661] = ["#magn04#Fzzt? Oh, it's you, " + MagnDialog.PLAYER + ". ...I was wondering why you didn't exchange your PGP key when prompted. ..." + MagnDialog.MAGN + " is not used to being contacted by organics."];
tree[662] = ["#magn06#... ...How is " + MagnDialog.HERA + " doing? Is he adherent to the policies I've set in place for him? ... ..." + MagnDialog.MAGN + " should check on him, just in case."];
tree[663] = ["#magn02#Perhaps if " + MagnDialog.PLAYER + " is available, we can schedule a maintenance session as well. 0000~"];
tree[665] = ["Owwwww\nmy ears!!!"];
tree[666] = ["#magn07#-ANALOG SIGNAL OVERRIDE- Oh. It's you. -fzzt- 0001 1100 1001 1111aebf:invalid character (COMMENCING ANALOG GREETING)"];
tree[667] = ["#magn05#Hello."];
tree[668] = ["#magn04#... ...Was this unconventional digital greeting " + MagnDialog.PLAYER + "'s way of reminding me of my upcoming service appointment? ..." + MagnDialog.MAGN + " is on the way."];
tree[670] = ["Stop it!\nOw! Oww!\nOrganic\ncommunication\nonly!"];
tree[671] = ["#magn08#\"Organic Communication Only!?\" ... ...That's a rather hurtful way of putting it. -bzzrt- " + MagnDialog.MAGN + " is <hurt>."];
tree[672] = ["#magn06#" + MagnDialog.MAGN + " will schedule an emergency compu-emotional repair session with his service technician immediately."];
tree[673] = ["#magn05#Wait. ...Aren't you " + MagnDialog.MAGN + "'s compu-emotional repair technician? ...Awkward... ... Awkward... ... -bweeeoop-"];
tree[675] = ["Hello\nMagnezone!"];
tree[676] = ["#magn05#-ANALOG SIGNAL OVERRIDE- Oh. Hello " + MagnDialog.PLAYER + ". ...Was this your way of testing " + MagnDialog.MAGN + "'s organic reply database? Is " + MagnDialog.MAGN + " compliant?"];
tree[677] = ["#magn15#...Perhaps " + MagnDialog.MAGN + " will stop by for some... -fzzt- maintenance, just in case. One can never be too compliant."];
tree[678] = ["#magn03#" + MagnDialog.MAGN + " will see you soon, " + MagnDialog.PLAYER + ". -bweeeooop-"];
tree[680] = ["KSHHH!\nSHH-SHHHNK!!\nSHHHHHH\nSHHHHHH!!!"];
tree[681] = ["#magn03#" + MagnDialog.PLAYER + "! " + MagnDialog.PLAYER + "!!! You are fluent in UTF-8!?! ...Why have you been employing such an outdated communication protocol up until now! 0011 1100 1010 1100~"];
tree[682] = ["#magn02#" + MagnDialog.MAGN+ " will come over immediately. We have so much data to exchange! KSHHHHHNK! KSSHHH SHHHHHH SHHHHHHNK- KSHHHHHHHHT!"];
tree[683] = ["#magn03#KSHHHHHHH KSHHHHHHHHHHHNK! SHHHHH!!! SHHHHHHHHHH SHHHHHHHHHHHHNKT KSHHHHHH! KSSSHHHH KSSSHHHHHHHHHHHHHHH KSSSSSSSSSHHHHHHHHNK!!! KSHH! --KKKKSSSSSHHHHNKT~"];
tree[685] = ["Ack!\nWrong number!\nWrong number!"];
tree[686] = ["#magn06#...Wrong number? But this is " + MagnDialog.MAGN + "'s number. -TRACING- ... ... ... -TRACING- ... ... ..."];
tree[687] = ["#magn04#Ah. It's " + MagnDialog.PLAYER + ", my dedicated service technician. ...You are indicating that " + MagnDialog.MAGN + "'s number is \"Wrong\"? -fzzzzt-"];
tree[688] = ["#magn14#" + MagnDialog.MAGN + " will schedule a service appointment shortly."];
tree[690] = ["I don't\nspeak\ncomputer"];
tree[691] = ["#magn04#Ah. It's you, " + MagnDialog.PLAYER + ". ..." + MagnDialog.MAGN + " assumed he was being contacted by one of his mechanical friends."];
tree[692] = ["#magn10#D-don't look at " + MagnDialog.MAGN + " that way! ...Of course " + MagnDialog.MAGN + " has many friends other than " + MagnDialog.PLAYER + ". -fzzzt-... ..."];
tree[693] = ["#magn14#...What is " + MagnDialog.PLAYER + " doing later? Perhaps " + MagnDialog.MAGN + " will come by. ... ...If he is not busy with his numerous other friends. -bweeeooop-"];
tree[695] = ["Beep boop!\nBeep boop\nboop."];
tree[696] = ["#magn12#...! Who is this! " + MagnDialog.PLAYER + "!? Is that your voice? " + MagnDialog.PLAYER + "? " + MagnDialog.PLAYER + "?"];
tree[697] = ["#magn06#Hmph. " + MagnDialog.MAGN + " does NOT sound like that. That is offensive on so many levels. -fzzzzt- -frz-cracckkle- [[MAGN.EMOTION_MASK |= EMOTION_CONSTANTS.DISAPPOINTED]]"];
tree[698] = ["#magn04#" + MagnDialog.MAGN + " will be by shortly to educate you on matters of <Mechanical Entity Sensitivity>. -beep boop- -beep boop boop-"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 662, "Is he", "Is she");
DialogTree.replace(tree, 662, "for him", "for her");
DialogTree.replace(tree, 662, "on him", "on her");
}
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 672, "with his", "with her");
DialogTree.replace(tree, 693, "If he", "If she");
DialogTree.replace(tree, 693, "with his", "with her");
}
}
}
{
tree[700] = ["Grimer"];
tree[701] = ["%buy%"];
tree[702] = ["%call-grim%"];
tree[703] = ["#zzzz04#(Ring, ring...)"];
tree[704] = ["#zzzz05#(Ring, ring, ring...)"];
if (FlxG.random.bool(33))
{
tree[705] = ["#grim06#Ehh? Sorry, glarp... ... I think you've got the wrong number."];
tree[706] = ["#grim02#Oh, <name>!!! Whoa, errrr... Did you call me on purpose?"];
tree[707] = ["#grim03#...I wasn't a pocket dial? It wasn't a wrong number!? Wow! It's a real phone call! Barppp!"];
tree[708] = ["#grim07#Oh errr, I don't know what to do! What do I say!?!"];
}
else if (FlxG.random.bool(50))
{
tree[705] = ["%noop%"];
tree[706] = ["#grim06#Eh? Ohhhh if you're trying to reach Beedrill, she changed her number..."];
tree[707] = ["#grim02#Wait, <name>, is that you!? Wow! It's someone I know!!! ...I'm not used to getting phone calls from someone I know! Gwohohohohorf~"];
tree[708] = ["#grim07#So err what happens now? I'm not sure what I'm supposed to say when I get a phone call!"];
}
else
{
tree[705] = ["#grim06#Ohhh, hey <name>! Sorry... you dialed the wrong number didn't you?"];
tree[706] = ["#grim05#You were trying to reach Lucario, right? ...Or Buizel? Or Abra or Grovyle or Rhydon or Smeargle?"];
tree[707] = ["#grim04#...It's okay! You don't have to hang out with me just because of a wrong number. ...See you later."];
tree[708] = ["#grim02#Wait, were you really calling me on PURPOSE!? <name>! ...Glop!! This is so cool, I don't know what to say!!"];
}
tree[709] = [710, 715, 720, 725, 730, 735, 740, 745];
FlxG.random.shuffle(tree[709]);
tree[709] = tree[709].splice(0, 4);
tree[710] = ["Oh, stop\nplaying hard\nto get~"];
tree[711] = ["#grim10#Blop! Me? Hard to get? No, no! I'm not hard to get, I'm easy to get!! I'll make it so easy for you!"];
tree[712] = ["#grim07#I'll be there in like... Aaa! Like five minutes, so you can get me! Just be patient! Don't get anybody else! Well you can get them a little, just leave some for me! Glooop!!"];
tree[715] = ["Say\nyou'll come\nvisit me!"];
tree[716] = ["#grim01#Aaaaah, <name>! Of course I'll come visit you!"];
tree[717] = ["#grim06#I was just trying not to get on everyone's nerves too much, just 'cause of you know... The smell and stuff... ..."];
tree[718] = ["#grim05#I'm going to toss in a few sticks of deodorant, okay! I'll be over in a few minutes! Bloop!"];
tree[720] = ["Say you'll\ncome over\nto Abra's!"];
tree[721] = ["#grim05#Ohhhhhh... Really? You guys actually want me there? Are you sure? Hrrrrrrmmm..."];
tree[722] = ["#grim02#Well errrr, okay! I'll be right over. Thanks for inviting me <name>! ...It's nice to feel wanted. Glurp!"];
tree[725] = ["Say you're\nfree tonight!"];
tree[726] = ["#grim01#Of course I'm free! I'm always free when you're free, <name>. ...Wait, are you free!?!"];
tree[727] = ["#grim03#Oh my goo! I'm on my way over, just sit tight okay!? Gwohohohohorf!"];
tree[730] = ["Oops! I was\ntrying to\ncall Lucario"];
tree[731] = ["#grim04#Errrrrr? Wait, is Lucario coming over? I never get to hang out with Lucario!"];
tree[732] = ["#grim05#It seems like every time I come over, he needs to go for a jog, or pick up groceries, or vomit uncontrollably!!"];
tree[733] = ["#grim02#...Well errr, even if you didn't invite me, I'm going to come over and say hi anyway! Tell Lucario to wait, okay? Gwohohohorf~"];
tree[735] = ["Just get\nyour gooey\nbutt over\nhere!"];
tree[736] = ["#grim01#Ohhhhh for you <name>? I'll stick my gooey butt just about anywhere! Gwohohohohorf~"];
tree[737] = ["#grim04#Just sit tight, I'll errrrrr... I'll be over in a few minutes! Thanks for calling me, <name>~"];
tree[740] = ["Any chance\nyou can\ncome over?"];
tree[741] = ["#grim03#Oh I errr, well let me just check my calendI'M ON MY WAY!"];
tree[742] = ["#grim02#Seriously, just give me like... five minutes! I can only scooch so fast! Blorp!"];
tree[745] = ["Want to\nhelp me\nmake a\nvideo?"];
tree[746] = ["#grim03#Gwohohohohorf! Do I ever!?!?! I'm on my way! Wow!"];
tree[747] = ["#grim02#I am sooooo glad I answered my phone. Sometimes I just let it go to voice mail!! Errrr, thanks for calling me, <name>!"];
if (!PlayerData.lucaMale)
{
DialogTree.replace(tree, 732, "he needs", "she needs");
}
}
{
tree[750] = ["Heracross"];
tree[751] = ["%buy%"];
tree[752] = ["%call-hera%"];
if (FlxG.random.bool(33))
{
tree[753] = ["#hera10#I ehh... You want to call ME!?!?! I don't know if that will, ummmmm... ... Well let's just see what happens!"];
tree[754] = ["#zzzz08#(beeeeep, beeeeep, beeeeeep, beeeeep...)"];
tree[755] = ["#hera11#Ack! It's a busy signal! What do I dooooo!?! Gweh! Gwehhhhhh!! " + stretch(PlayerData.name) + "!!!"];
}
else if (FlxG.random.bool(50))
{
tree[753] = ["#hera01#Oh! You want to call me? Really? Oh! Let me just ummm.... What's my phone number again? Okay, okay..."];
tree[754] = ["#zzzz08#(beeeeep, beeeeep, beeeeeep, beeeeep...)"];
tree[755] = ["#hera11#Nooo, It's busy!! Why is it busy!?! Gweh! Gwehhhh!!! " + stretch(PlayerData.name) + "!!!"];
}
else
{
tree[753] = ["#hera07#Heracross!?! But... But that's my name! You mean ME!?! Gweh! Gwehhhh!!! Well let me try dialing it..."];
tree[754] = ["#zzzz08#(beeeeep, beeeeep, beeeeeep, beeeeep...)"];
tree[755] = ["#hera11#Busy!? Why is it busy! <name>! " + stretch(PlayerData.name) + "!!! I promise I'm not busy! Gwehhhhhh!"];
}
tree[756] = [760, 765, 770, 775, 780, 785, 790, 795];
FlxG.random.shuffle(tree[756]);
tree[756] = tree[756].splice(0, 4);
tree[760] = ["Can't you\nclose the\nstore? There's\nno merchandise\nleft"];
tree[761] = ["#hera10#Gweh! But... But who'll sell all the mystery boxes! Mystery boxeeeeeees! " + stretch(PlayerData.name)+ "!!"];
tree[762] = ["#hera08#Okay, okay! It's not a big deal, I'll see if Kecleon can cover the store for me again... Hmmmmm..."];
tree[763] = ["#hera09#<name>! Just wait a few minutes, okay? ...Don't... ...Don't stop wanting me!! Gweh! I'll be out in a minute!"];
tree[765] = ["Let's do\nit right\nhere on\nthe table~"];
tree[766] = ["#hera07#But... <name>, I can't just do it in the middle of my STORE!!! That's.... gwehhh!!!"];
tree[767] = ["#hera06#Just wait out there for a minute, okay? We'll do it in the privacy of the living room, where everyone can see! And where all the cameras are~"];
tree[768] = ["#hera05#Give me a few minutes! I'll be right behind you, I just need to go bug Kecleon first."];
tree[770] = ["Let's go\nmake another\nvideo!"];
tree[771] = ["#hera00#Another... another video? Ooooooughhhh~"];
tree[772] = ["#hera03#I'll be out there in like five minutes, okay!?! There's just one little thing I have to do first."];
tree[773] = ["#hera02#Go ummm... Go solve a few puzzles!! Thanks <name>! ...I really need to fix this phone..."];
tree[775] = ["Can't you\nget Kecleon\nto cover\nfor you?"];
tree[776] = ["#hera15#Ehh... Oh! Oh yeah! Kecleon! KECLEEOOOOOON! GET OVER HERE!"];
tree[777] = ["#hera09#Gwehh! I don't think he can hear me while I'm cooped up down here... Gweh! Gwehhhhhh!"];
tree[778] = ["#hera10#<name>, why don't you go do some puzzles, and I'll try to track down Kecleon, okay!? I'll be quick!"];
tree[780] = ["Try the\nnumber\nagain!"];
tree[781] = ["#hera07#It's not working, I can't reach me! Aaaaaaaaaaaaaaugh!"];
tree[782] = ["#hera06#Wait, what am I doing. I'm right here! I don't need a phone. Hmmm... Hey Heracross!"];
tree[783] = ["#hera02#Heracross, <name> wants to hang out with you! Okay, thanks Heracross! Tell him I'll be out in five minutes. ...Phew!"];
tree[785] = ["Oh, nevermind.\nIt's too much\ntrouble"];
tree[786] = ["#hera10#No, wait, wait! Just... Just give me a few minutes to get the phone working, gweh!!!"];
tree[787] = ["#hera08#I'll be out in a few minutes, once I figure out this busy signal problem so I can get a hold of myself!"];
tree[788] = ["#hera11#Don't give up on meeeeeeeeeeee! " + stretch(PlayerData.name) + "! Gwehhhh!"];
tree[790] = ["When can I\nplay with\nYOUR mystery\nbox~"];
tree[791] = ["#hera07#<name>, how can you be thinking about MYSTERY BOXES at a time like... Wait..."];
tree[792] = ["#hera00#You mean... *my* mystery box? You mean like... my *sexy* mystery box?? Oooughhh~"];
tree[793] = ["#hera01#Well I don't want to spoil the mystery! But why don't you solve a few puzzles and maybe... maybe I'll let you peek inside! Gweheheheh~"];
tree[795] = ["I want to do\nsome hera-\ncrossbreeding"];
tree[796] = ["#hera00#You... you what? Oooooughhh, well I like the sound of that!"];
tree[797] = ["#hera01#Hmmm, hmmm.... I guess I can figure out all this phone stuff later! Just give me a few minutes to close up shop. See you soon, <name>~"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 777, "he can", "she can");
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 783, "Tell him", "Tell her");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 783, "Tell him", "Tell them");
}
}
{
tree[800] = ["Kecleon"];
tree[801] = ["%buy%"];
tree[802] = ["%call-hera%"];
tree[803] = ["#zzzz04#(Ring, ring...)"];
if (FlxG.random.bool(33))
{
tree[804] = ["#kecl05#Ay, ehhh... What's shakin', <name>! You need somethin' from me?"];
}
else if (FlxG.random.bool(50))
{
tree[804] = ["#kecl05#Ehh? Oh hey <name>! What's goin' on?"];
}
else
{
tree[804] = ["#kecl05#Oh, <name>! That's weird, what are you callin' me for? You couldn't be bothered to like... walk up a single flight of stairs?"];
}
tree[805] = [810, 815, 820, 825, 830, 835, 840, 850];
FlxG.random.shuffle(tree[805]);
tree[805] = tree[805].splice(0, 4);
tree[810] = ["Can you\nwatch the\nstore for\na minute?"];
tree[811] = ["#kecl06#Watch the store? Oh ehhh yeah sure thing! I'll be right down after I finish ehhh... finish doin' the thing I'm doing."];
tree[812] = ["#kecl00#I should be done in like ten minutes or so! ...Maybe five if I can't control myself. Keck-kekekek. Seeya around~"];
tree[815] = ["How's\nSmeargle\ndoing!"];
tree[816] = ["#kecl04#Smeargle? Ohhhhhhh... Smeargle's gettin' pretty exhausted! I think he could use a break soon."];
tree[817] = ["#kecl06#Speakin' of which, maybe I can watch the store while he takes a nap! It's not like I'll be watchin' anything else while he's out."];
tree[818] = ["#kecl02#I'll swing by in a few minutes. Take it easy <name>~"];
tree[820] = ["Are you\nenjoying that\nretropie?"];
tree[821] = ["#kecl02#Oh my god yeah! Are you kiddin' me? It's like every weekend we're playing thing! It's got so many frickin' games."];
tree[822] = ["#kecl00#Sometimes I just sorta sneak behind Smeargle and cuddle him while he does single-player stuff too. But yeah, I owe you and Heracross big time!"];
tree[823] = ["#kecl04#Speakin' of which ehhhhh, I guess it's been awhile since I covered the store for you guys! I'll try to swing by sometime soon to return the favor. Later, <name>~"];
tree[825] = ["I was\nhoping to\nask you\na favor!"];
tree[826] = ["#kecl02#Ahhhh you don't gotta spell it out, it's more alone time with Heracross isn't it? No problem! ...After everything you did for me?"];
tree[827] = ["#kecl03#I mean, on top of helping Smeargle feel more sexually confident, but also that awesome gift you got the two of us... I dunno how I can ever repay you!"];
tree[828] = ["#kecl00#So yeah I'll be right down. You and ehh... You and Heracross enjoy yourselves, okay? Keck-kekekeke~"];
tree[830] = ["Any chance\nwe can\nhook up?"];
tree[831] = ["#kecl06#Ehhh? By \"we\" you mean like, you and Heracross right? Yeah, that shouldn't be a problem!"];
tree[832] = ["#kecl02#I mean, coverin' the store is the least I can do! You've been a really good friend to me and Smeargle. We both owe you big time!"];
tree[833] = ["#kecl03#Anyway, take it easy <name>! You're a... You're a really good friend, alright? Seeya~"];
tree[835] = ["I want\nto see\nyour penis"];
tree[836] = ["#kecl06#Ehh yeah yeah! You mean like, you wanna see my penis in the store, coverin' for Heracross, so you twos can hook up right?"];
tree[837] = ["#kecl02#Yeah it's no problem! Heracross usually comes to me with this stuff but... Yeah, don't think nothin' of it! I'm glad to help you two out."];
tree[838] = ["#kecl03#Hey also, if you ever just like, wanna see me naked or wanna hook up or somethin', just gimme the word! I think Smeargle's openin' up to the idea. Peace~"];
tree[840] = ["I want\nto have\nsex with\nyou"];
tree[841] = ["#kecl06#Ahh yeah yeah! I get it! You mean like, you wanna have sex, while I'm present, right? Like sex with Smeargle, and I'm there too?"];
tree[842] = ["#kecl02#Tell you what, I'll do you one better. I'll cover the store so you can have sex with that little... bug friend you're so fond of! Keck-kekekekeke."];
tree[843] = ["#kecl03#I mean c'mon, Smeargle's around all the time, but this'll be a fun little treat! You can thank me later~"];
tree[844] = ["#kecl05#Oh yeah and uhh, lemme know if you ever wanna hook up! I talked to Smeargle, and I think he's on board. Seeya, <name>!"];
tree[850] = ["I want some\none-on-one\nlizard time!"];
tree[851] = ["#kecl02#Ohhhh, yeah I'd love some one-on-one <name> time myself! I'll try to swing by the shop, okay?"];
tree[852] = ["#kecl06#That way the two of us can talk about all sorts of things! Y'know, mystery boxes... The fact that I won't sell 'em to yas... That weird door that's always open..."];
tree[853] = ["#kecl05#I wanna get to know the real you, <name>! ...Speakin' of which, Smeargle said it's cool if you and I wanna mess around a little. Not that you'd want to, but ehhh..."];
tree[854] = ["#kecl00#Y'know, just if you're ever feeling frisky or whatever, gimme the word! Keck-kekekeke~"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 816, "he could", "she could");
DialogTree.replace(tree, 817, "he takes", "she takes");
DialogTree.replace(tree, 817, "he's out", "she's out");
DialogTree.replace(tree, 822, "cuddle him", "cuddle her");
DialogTree.replace(tree, 822, "while he", "while she");
DialogTree.replace(tree, 844, "he's on", "she's on");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 835, "penis", "pussy");
DialogTree.replace(tree, 836, "penis", "pussy");
}
}
{
tree[900] = ["Sandslash"];
tree[901] = ["%buy%"];
tree[902] = ["%call-sand%"];
var count:Int = PlayerData.recentChatCount("hera.callSandslash");
if (count == 0)
{
tree[903] = ["#hera06#...Wait... ...What's Sandslash's number doing here!?! Hold on..."];
tree[904] = ["#zzzz04#(Ring, ring...)"];
tree[905] = ["#sand06#Hello?"];
tree[906] = ["#hera13#Sandslash! ...Did you add your number to my special shop phone!?!"];
tree[907] = ["#sand03#Awwww damn I was wonderin' whose number this was! Heh! Heh! Heh. This is fuckin' hilarious!!!"];
tree[908] = ["#hera12#..."];
tree[909] = ["#sand02#Heh! heh... Wait, does that mean <name>'s there?"];
tree[910] = ["#hera11#Yes? Well I mean no. I mean... Don't change the subject!"];
tree[911] = ["#hera14#This phone's just supposed to be for special Pokemon who don't--"];
tree[912] = ["#sand05#--Yeah yeah alright, I'm comin' down. Tell <name> I'll be there in a second."];
tree[913] = ["#zzzz12#(Click...)"];
tree[914] = ["#hera06#Euuugh. Give me a second to reprogram this phone and I'll let you make a second phone call."];
tree[915] = ["#hera04#Of course I'll have to charge you a second time... Because that's just how the phone company, umm...."];
tree[916] = ["#hera06#... ..."];
tree[917] = ["#hera12#H-hey, don't give me that look! I'm just annoyed about this whole situation as you are."];
}
else if (count % 3 == 1)
{
tree[903] = ["#hera11#...Sandslash!? You mean... Gwehhh!"];
tree[904] = ["#hera06#How does he keep messing with this thing!? Even after I hid it in my super-secret place..."];
tree[905] = [925, 915, 920, 910];
tree[910] = ["...In your\nsupply\ncloset?"];
tree[911] = ["#hera10#Wh-what!?! How did you know!!!"];
tree[912] = ["#hera11#I thought my secret place was a little more secret than that. Gwehh!!!"];
tree[913] = [930];
tree[915] = ["...In your\nbutt?"];
tree[916] = ["#hera14#No, tucked away in the back of my supply closet!"];
tree[917] = ["#hera06#...How well do you know Sandslash, anyways? He would DEFINITELY check my butt."];
tree[918] = [930];
tree[920] = ["...Super-secret\nplace?"];
tree[921] = ["#hera10#...Well I'm sure as heck not telling you about my super-secret place, you'll just blab to Sandslash!"];
tree[922] = ["#hera14#I've got my eye on you two, you know..."];
tree[923] = [930];
tree[925] = ["..."];
tree[926] = ["#hera14#Oh whatever, I'll just call him..."];
tree[927] = [930];
tree[930] = ["#zzzz04#(Ring, ring...)"];
tree[931] = ["#sand03#Ay sweet, I'll be down in a sec! (...click)"];
tree[932] = ["#hera13#Don't hang up, I... HEY!!!"];
tree[933] = ["#hera12#... ..."];
tree[934] = ["#hera15#Hurry and pay me for another phone call, <name>!!! ...I need to tell Sandslash how angry I am!"];
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 904, "does he", "does she");
DialogTree.replace(tree, 917, "He would", "She would");
DialogTree.replace(tree, 926, "call him", "call her");
}
}
else if (count % 3 == 2)
{
tree[903] = ["#hera11#...Sandslash!? Not again!!!"];
tree[904] = ["#zzzz04#(Ring, ring...)"];
tree[905] = ["#sand02#Yo, what's up?"];
tree[906] = ["#hera13#For the love of cranberries will you STOP putting your number on my--"];
tree[907] = ["#sand03#Ayy sweet I'm comin' down! (...click)"];
tree[908] = ["#hera15#... ...!"];
tree[909] = ["#hera12#It's like I'm talking to a brick wall..."];
}
else
{
tree[903] = ["#hera11#...Wh-what!?! Gwehhh!!!"];
tree[904] = ["#zzzz04#(Ring, ring...)"];
tree[905] = ["#zzzz06#(Ring, ring, ring...)"];
tree[906] = ["#zzzz08#(Ring, ring...)"];
tree[907] = ["#hera10#Ehh? ...It's going to voice mail. Ummm... ... (...click)"];
tree[908] = ["#hera09#..."];
tree[909] = ["#hera11#... ...I hate leaving voice mails!"];
}
}
}
}
|
argonvile/monster
|
source/poke/hera/HeraShopDialog.hx
|
hx
|
unknown
| 168,781 |
package poke.hera;
import demo.SexyDebugState;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.grov.Vibe;
/**
* Sprites and animations for Heracross, when they're solving puzzles/having
* sex (not in the shop)
*/
class HeraWindow extends PokeWindow
{
public var _torso0:BouncySprite;
public var _torso1:BouncySprite;
public var _arms0:BouncySprite;
public var _arms1:BouncySprite;
public var _balls:BouncySprite;
public var _panties:BouncySprite;
public var _legs:BouncySprite;
public var _blush:BouncySprite;
public var _armsUpTimer:Float = 0;
public var _vibe:Vibe;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "hera";
_name = "Heracross";
_victorySound = AssetPaths.hera__mp3;
_dialogClass = HeraDialog;
add(new FlxSprite( -54, -54, AssetPaths.hera_bg__png));
_head = new BouncySprite( -54, -54 - 4, 4, 8.4, 0, _age);
_head.loadGraphic(HeraResource.head, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("cheer", blinkyAnimation([3, 4]), 3);
_head.animation.add("0-0", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-1", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("0-2", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("1-0", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-1", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-2", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("2-0", blinkyAnimation([24, 25], [26]), 3);
_head.animation.add("2-1", blinkyAnimation([27, 28], [29]), 3);
_head.animation.add("2-2", blinkyAnimation([30, 31], [32]), 3);
_head.animation.add("3-0", blinkyAnimation([36, 37]), 3);
_head.animation.add("3-1", blinkyAnimation([39, 40]), 3);
_head.animation.add("3-2", blinkyAnimation([42, 43]), 3);
_head.animation.add("4-0", blinkyAnimation([48, 49, 50]), 3);
_head.animation.add("4-1", blinkyAnimation([51, 52, 53]), 3);
_head.animation.add("4-2", blinkyAnimation([54, 55, 56]), 3);
_head.animation.add("5-0", blinkyAnimation([60, 61]), 3);
_head.animation.add("5-1", blinkyAnimation([63, 64]), 3);
_head.animation.add("5-2", blinkyAnimation([66, 67]), 3);
_head.animation.add("rub-left-antenna", blinkyAnimation([54, 55, 56]), 3);
_head.animation.add("rub-right-antenna", blinkyAnimation([54, 55, 56]), 3);
_head.animation.add("rub-horn", blinkyAnimation([45, 46], [47]), 3);
_head.animation.add("rub-horn2", blinkyAnimation([57, 58], [59]), 3);
_head.animation.add("right-eye-swirl", blinkyAnimation([21, 22, 23]), 3);
_head.animation.add("left-eye-swirl", blinkyAnimation([33, 34, 35]), 3);
_head.animation.play("default");
addPart(_head);
_blush = new BouncySprite( -54, -54 - 4, 4, 8.4, 0, _age);
if (_interactive)
{
_blush.loadGraphic(AssetPaths.hera_blush__png, true, 356, 266);
_blush.animation.add("default", blinkyAnimation([0, 1, 2]), 3);
_blush.animation.add("cheer", blinkyAnimation([30, 31, 32]), 3);
_blush.animation.add("0-0", blinkyAnimation([0, 1, 2]), 3);
_blush.animation.add("0-1", blinkyAnimation([30, 31, 32]), 3);
_blush.animation.add("0-2", blinkyAnimation([15, 16, 17]), 3);
_blush.animation.add("1-0", blinkyAnimation([12, 13, 14]), 3);
_blush.animation.add("1-1", blinkyAnimation([3, 4, 5]), 3);
_blush.animation.add("1-2", blinkyAnimation([24, 25, 26]), 3);
_blush.animation.add("2-0", blinkyAnimation([18, 19, 20]), 3);
_blush.animation.add("2-1", blinkyAnimation([33, 34, 35], [29]), 3);
_blush.animation.add("2-2", blinkyAnimation([6, 7, 8]), 3);
_blush.animation.add("3-0", blinkyAnimation([24, 25, 26]), 3);
_blush.animation.add("3-1", blinkyAnimation([21, 22, 23]), 3);
_blush.animation.add("3-2", blinkyAnimation([0, 1, 2]), 3);
_blush.animation.add("4-0", blinkyAnimation([30, 31, 32]), 3);
_blush.animation.add("4-1", blinkyAnimation([9, 10, 11]), 3);
_blush.animation.add("4-2", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("5-0", blinkyAnimation([6, 7, 8]), 3);
_blush.animation.add("5-1", blinkyAnimation([18, 19, 20]), 3);
_blush.animation.add("5-2", blinkyAnimation([12, 13, 14]), 3);
_blush.animation.add("rub-left-antenna", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("rub-right-antenna", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("rub-horn", blinkyAnimation([15, 16, 17]), 3);
_blush.animation.add("rub-horn2", blinkyAnimation([15, 16, 17]), 3);
_blush.animation.add("right-eye-swirl", blinkyAnimation([27, 28, 29]), 3);
_blush.animation.add("left-eye-swirl", blinkyAnimation([27, 28, 29]), 3);
_blush.visible = false;
addVisualItem(_blush);
}
_torso1 = new BouncySprite( -54, -54 - 3, 3, 8.4, 0.08, _age);
_torso1.loadWindowGraphic(AssetPaths.hera_torso1__png);
addPart(_torso1);
_torso0 = new BouncySprite( -54, -54 - 2, 2, 8.4, 0.16, _age);
_torso0.loadWindowGraphic(HeraResource.torso0);
addPart(_torso0);
_balls = new BouncySprite( -54, -54 - 1, 1, 8.4, 0.20, _age);
_balls.loadWindowGraphic(AssetPaths.hera_balls__png);
_dick = new BouncySprite( -54, -54 - 2, 2, 8.4, 0.24, _age);
_dick.loadWindowGraphic(HeraResource.dick);
_panties = new BouncySprite( -54, -54 - 2, 2, 8.4, 0.16, _age);
_panties.loadWindowGraphic(AssetPaths.hera_panties__png);
if (PlayerData.heraMale)
{
// add dick/balls later
}
else
{
_dick.animation.add("default", [0]);
_dick.animation.add("rub-dick", [1, 2, 3, 4]);
_dick.animation.add("jack-off", [5, 6, 7, 8, 9]);
addPart(_dick);
_dick.synchronize(_torso0);
if (_interactive)
{
_vibe = new Vibe(_dick, -54, -54 - 2);
addPart(_vibe.dickVibe);
addVisualItem(_vibe.dickVibeBlur);
}
addPart(_panties);
}
_legs = new BouncySprite( -54, -54, 0, 8.4, 0.24, _age);
_legs.loadWindowGraphic(HeraResource.legs);
_legs.animation.add("default", [0]);
_legs.animation.add("boxers", [1]);
_legs.animation.add("pants", [2]);
_legs.animation.add("fix-boxers", [3]);
_legs.animation.add("0", [0]);
_legs.animation.add("1", [4]);
_legs.animation.add("2", [5]);
_legs.animation.add("3", [6]);
_legs.animation.add("4", [7]);
_legs.animation.add("5", [8]);
_legs.animation.add("6", [9]);
_legs.animation.add("7", [10]);
addPart(_legs);
_arms1 = new BouncySprite( -54, -54 - 3, 3, 8.4, 0.12, _age);
_arms1.loadWindowGraphic(AssetPaths.hera_arms1__png);
_arms1.animation.add("default", [0]);
_arms1.animation.add("cheer", [1]);
_arms1.animation.add("0", [0]);
_arms1.animation.add("1", [2]);
_arms1.animation.add("2", [3]);
_arms1.animation.add("3", [4]);
_arms1.animation.add("face-0", [5]);
_arms1.animation.add("face-1", [6]);
addPart(_arms1);
_arms0 = new BouncySprite( -54, -54 - 2, 2, 8.4, 0.04, _age);
_arms0.loadWindowGraphic(AssetPaths.hera_arms0__png);
_arms0.animation.add("default", [0]);
_arms0.animation.add("cheer", [1]);
_arms0.animation.add("0", [0]);
_arms0.animation.add("1", [2]);
_arms0.animation.add("2", [3]);
_arms0.animation.add("3", [4]);
_arms0.animation.add("face-0", [5]);
_arms0.animation.add("face-1", [6]);
addPart(_arms0);
if (PlayerData.heraMale)
{
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [1, 2, 3, 4]);
addPart(_balls);
_dick.animation.add("default", [0]);
_dick.animation.add("boner1", [2]);
_dick.animation.add("boner2", [3]);
_dick.animation.add("boxers", [1]);
_dick.animation.add("rub-dick", [4, 5, 6, 7, 8]);
_dick.animation.add("jack-off", [15, 14, 13, 12, 11, 10, 9]);
addPart(_dick);
if (_interactive)
{
_vibe = new Vibe(_dick, -54, -54 - 2);
addPart(_vibe.dickVibe);
addVisualItem(_vibe.dickVibeBlur);
}
}
else
{
// added vagina/panties earlier
}
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
// adjust remote location; heracross's crotch is a little lower than most characters
_vibe.vibeRemote.x -= 22;
_vibe.vibeRemote.y += 48;
_vibe.vibeInteract.x -= 22;
_vibe.vibeInteract.y += 48;
addVisualItem(_vibe.vibeRemote);
addVisualItem(_vibe.vibeInteract);
}
if (_interactive)
{
_vibe.loadDickGraphic(HeraResource.dickVibe);
if (PlayerData.heraMale)
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4],
2 => [5, 6, 7, 8, 9],
3 => [10, 11, 12, 13, 14],
];
}
else
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4, 5],
];
}
}
setNudity(PlayerData.level);
refreshGender();
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_armsUpTimer > 0)
{
_armsUpTimer -= elapsed;
}
if (_interactive && !SexyDebugState.debug)
{
_vibe.update(elapsed);
}
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
_legs.animation.play("pants");
_balls.visible = false;
_dick.visible = false;
_panties.visible = false;
}
if (NudityLevel == 1)
{
_balls.visible = false;
if (PlayerData.heraMale)
{
_legs.animation.play("boxers");
_dick.animation.play("boxers");
}
else
{
_legs.animation.play("default");
}
_dick.visible = true;
_panties.visible = true;
}
if (NudityLevel >= 2)
{
_legs.animation.play("default");
_balls.visible = true;
_dick.animation.play("default");
_dick.visible = true;
_panties.visible = false;
}
if (PlayerData.heraMale)
{
if (NudityLevel < 2)
{
// move the dick/balls behind the boxer shorts/pants
reposition(_balls, members.indexOf(_legs));
reposition(_dick, members.indexOf(_balls) + 1);
}
else
{
// move the dick/balls in front of the arms
reposition(_balls, members.indexOf(_arms0) + 1);
reposition(_dick, members.indexOf(_balls) + 1);
}
}
}
override public function cheerful():Void
{
super.cheerful();
_arms0.animation.play("cheer");
_arms1.animation.play("cheer");
_head.animation.play("cheer");
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (str == "fixboxers")
{
_legs.animation.play("fix-boxers");
}
}
override public function arrangeArmsAndLegs()
{
if (_armsUpTimer > 0)
{
playNewAnim(_arms0, ["face-0", "face-1"]);
}
else
{
playNewAnim(_arms0, ["0", "1", "2", "3"]);
}
_arms1.animation.play(_arms0.animation.name);
playNewAnim(_legs, ["0", "1", "2", "3", "4", "5", "6", "7"]);
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-0", "0-1", "0-2"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-0", "1-1", "1-2"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-0", "2-1", "2-2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-0", "3-1", "3-2"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-0", "4-1", "4-2"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-0", "5-1", "5-2"]);
}
}
override public function playNewAnim(spr:FlxSprite, array:Array<String>)
{
super.playNewAnim(spr, array);
if (spr == _head)
{
updateBlush();
}
}
public function updateBlush():Void
{
if (_blush.animation.getByName(_head.animation.name) != null)
{
_blush.animation.play(_head.animation.name);
}
else {
_blush.animation.play("default");
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.hera_interact__png);
if (PlayerData.heraMale)
{
_interact.animation.add("rub-dick", [0, 1, 2, 3, 4]);
_interact.animation.add("jack-off", [11, 10, 9, 8, 7, 6, 5]);
_interact.animation.add("rub-balls", [12, 13, 14, 15]);
}
else
{
_interact.animation.add("rub-dick", [32, 33, 34, 35]);
_interact.animation.add("jack-off", [40, 41, 42, 43, 44]);
}
_interact.animation.add("rub-left-antenna", [16, 17, 18, 19]);
_interact.animation.add("rub-right-antenna", [20, 21, 22, 23]);
_interact.animation.add("rub-horn", [24, 25, 26, 27, 28, 29, 30]);
_interact.visible = false;
_vibe.reinitializeHandSprites();
}
public function setVibe(vibeVisible:Bool)
{
_vibe.setVisible(vibeVisible);
_dick.visible = !vibeVisible;
if (!vibeVisible)
{
_vibe.vibeSfx.setMode(VibeSfx.VibeMode.Off);
}
}
override public function destroy():Void
{
super.destroy();
_torso0 = FlxDestroyUtil.destroy(_torso0);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_balls = FlxDestroyUtil.destroy(_balls);
_panties = FlxDestroyUtil.destroy(_panties);
_legs = FlxDestroyUtil.destroy(_legs);
_blush = FlxDestroyUtil.destroy(_blush);
_vibe = FlxDestroyUtil.destroy(_vibe);
}
}
|
argonvile/monster
|
source/poke/hera/HeraWindow.hx
|
hx
|
unknown
| 13,721 |
package poke.kecl;
import MmStringTools.*;
import critter.Critter;
import minigame.tug.TugGameState;
import openfl.utils.Object;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import poke.smea.SmeargleDialog;
import minigame.stair.StairGameState;
import ItemDatabase.MysteryBoxShopItem;
/**
* Kecleon's inner voice is Gazlowe.
* OK at puzzles (rank 20)
* vocal tics: kecl! keck! kekekeke
*
* Terms of endearment: cuddlepuppy ..."painty-poo" "smoochy-pumpkin" "shmoopsy-pie" "flimpsy-doodle"
*/
class KecleonDialog
{
public static function gameDialog(gameStateClass:Class<MinigameState>):GameDialog
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#kecl08#Ehh?? Aww c'mon, you never let me do any fun stuff with you.", "#kecl09#...The one time I get to host a minigame and <name> doesn't even wanna play with me..."]);
g.addSkipMinigame(["#kecl08#Aww really? ...I guess I shoulda got one of the other " + (PlayerData.smeaMale ? "guys" : "girls") + " instead. I don't know why I thought I could handle this stuff on my own.", "#kecl09#I guess I was just thinkin' y'know like... Maybe you and me got to know each other a little better... Awww forget it."]);
g.addRemoteExplanationHandoff("#kecl04#Y'know what, lemme grab <leader> real quick. Someone's gotta explain this and I don't do talkin' good like <leaderhe> does.");
g.addLocalExplanationHandoff("#kecl04#Hmm, think you can you explain this one <leader>? I don't do talkin' good like you.");
g.addPostTutorialGameStart("#kecl05#I, err... uhh... Clear as mud, right? Should we just try it out?");
g.addIllSitOut("#kecl00#Ehh why don't you kids play without me. I kinda got cold feet. Plus i'm TOTALLY AWESOME AT THIS.");
g.addFineIllPlay("#kecl03#Keck-kekekeke. Yeah okay whatever, as long as you don't mind havin' your ass handed to you.");
g.addGameAnnouncement("#kecl06#Oh yeah, this one's uhhh... <minigame>. I think I remember how this one goes.");
g.addGameStartQuery("#kecl04#You ready to start? Or ehh...");
g.addRoundStart("#kecl04#Ayy you ready to start this thing or what?", ["Hmm, I\nguess", "Yep, let's\ngo!", "Ready as I'll\never be..."]);
g.addRoundStart("#kecl05#Alright, round <round>! Here we go!", ["Gwooph...", "You guys\nare good...", "I'm gonna\nstomp you!"]);
g.addRoundStart("#kecl04#Round <round>, let's do this thing!", ["Can't we take\na break?", "Uhh,\nokay", "Yeah, let's\ndo this!"]);
g.addRoundStart("#kecl05#Brace yourself, we're about to start round <round>!", ["Okay, I'm...\nbraced?", "Go for\nit", "Ready when\nyou are"]);
g.addRoundWin("#kecl00#Keck-kekekeke! Piece of cake.", ["I'll get\nyou yet...", "Hmmm, let's\ntry again...", "You're too\nfast!"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#kecl03#Ayyyy there we go! I knew it was something simple.", ["Hmm, I\nsee...", "Let's go\nagain!", "Wait, can we go through\nthat tutorial again!?"]);
if (gameStateClass == TugGameState) g.addRoundWin("#kecl03#Ayyyy there we go! That wasn't so bad.", ["Hmm, I\nsee...", "Let's go\nagain!", "Wait, can we go through\nthat tutorial again!?"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#kecl02#Ehh, I probably shoulda finished one faster! That seemed pretty easy.", ["Uhh...\nHmmm...", "Yeah, why did that\ntake me so long?", "Hey, that one\nwas tricky"]);
if (gameStateClass == TugGameState) g.addRoundWin("#kecl06#Ehh wait, did I do that right? I didn't cheat or nothin'? ...That seemed pretty easy...", ["Uhh...\nHmmm...", "Yeah, why did I\nlet you do that?", "Hey, that\nwas tricky"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#kecl06#Where'd uhh... Where d'ya think Abra got all these weird medical scales? I hope he didn't end up on some sorta list...", ["You know,\nactually...", "Uhh?", "What sort of list? This\nsubtext is lost on me"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#kecl12#Gah! I'd be better at this if those danged numbers didn't have to match.", ["That's sort of\nthe point", "It's tough\nisn't it", "You're doing\nfine"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#kecl13#Ay, c'mon <leader>! Give the rest of us a chance.", ["Yeah, give us\na chance|You just gotta\nbe faster", "We'll get <leaderhim>|Maybe next\nround", "It's kind of\nunfair, huh?|Aww hey you're\nstill in this"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#kecl12#C'moonnn, what the heck was that!? I hadn't even looked at the numbers yet!", ["Kind of\nridiculous|I'm just\nthat good", "We can\ndo it|Sorry, I'll\ngo slower", "I'm not playing with\n<leaderhim> next time|It's just\naddition..."]);
if (gameStateClass == TugGameState) g.addRoundLose("#kecl12#C'moonnn, what the heck was that!? It ain't fair when ya move everything around so fast!", ["That was\nfast to you?", "Sorry, I'll\ngo slower", "It's a legitimate\nstrategy..."]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#kecl13#Ayy that's bullshit, one of my bugs was fatter than all the others!!", ["Ohhh, bad\nluck...", "That doesn't\nsound right...", "Really? You got\na fat one?"]);
g.addRoundLose("#kecl07#Yeesh <leader> how'd you get so good at this!?", ["<leaderHe's>\nunbeatable!|It seems\nkinda easy...", "We need to find\n<leaderhis> weakness|I've played stuff\nlike this before", "Maybe if we\ntie <leaderhim> up...|You're cute when\nyou're upset~"]);
g.addRoundLose("#kecl12#Eeghhh whatever, <leader>. This game is dumb, and you're dumb for bein' good at it.", ["Jealous\nmuch?", "We're only a few\nseconds behind <leaderhim>|You're only a\nfew seconds behind me", "Hey c'mon!\nPlay nice~"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addWinning("#kecl00#Ehh what's this scoreboard mean? What's this big number next to my name? I don't understand...", ["Ha ha,\nyou ass", "You know exactly\nwhat it means", "..."]);
if (gameStateClass == StairGameState) g.addWinning("#kecl00#Ehh what's this weird chest thing? How come you don't got one? I don't understand...", ["Ha ha,\nyou ass", "You know exactly\nwhat it is", "..."]);
g.addWinning("#kecl03#Keck-kekekeke! So waddaya say, can I join your puzzle team now?", ["You'll never\njoin! Never!", "If you win...\nTHEN you can join", "Hey this\nisn't over!"]);
if (gameStateClass == ScaleGameState) g.addWinning("#kecl02#Ayy this is pretty fun! Are you havin' trouble? You just gotta put the bugs on the thingies!", ["Ughhhh...", "Tsk don't\npatronize me", "The bugs... On the\nthingies... Hmm..."]);
if (gameStateClass == StairGameState || gameStateClass == TugGameState) g.addWinning("#kecl02#Ayy this is pretty fun! Are you havin' trouble? You just gotta move the bugs over to the thingies!", ["Ughhhh...", "Tsk don't\npatronize me", "The bugs... Over to\nthe thingies...\nHmm..."]);
if (gameStateClass == ScaleGameState) g.addLosing("#kecl08#C'mon how'm I supposed to catch you if you keep movin' further ahead!?!", ["Yeah,\nhmmm...|I don't make\nit easy, do I?", "How does <leaderhe>\nkeep doing that!?|Sorry, I'll\ngo slower", "Just gotta\nbe faster...|Channel your\ninner calculator"]);
if (gameStateClass == TugGameState) g.addLosing("#kecl08#C'mon how'm I supposed to catch you if you keep movin' further ahead!?!", ["Yeah,\nhmmm...|I don't make\nit easy, do I?", "How does <leaderhe>\nkeep doing that!?|Sorry, I'll\ngo slower", "Just gotta\nbe faster...|My spirit animal\nis an abacus"]);
if (gameStateClass == StairGameState) g.addLosing("#kecl08#C'mon how'm I supposed to catch you if you keep movin' further ahead!?!", ["I don't make\nit easy, do I?", "Sorry, I'll\ngo slower", "Channel your\nlatent psychic\nabilities..."]);
g.addLosing("#kecl09#Ugh I'm garbage. Total garbage! Avert your eyes, don't stare at the garbage lizard.", ["Ha ha c'mon\nyou're not garbage", "It's just\na game", "Hey you're\ndoing great"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addLosing("#kecl10#Hey, hey, waitaminnit! What am I doin' all the way back there? Is someone screwin' with my score?", ["Seems about right...\nYou're doing terrible", "What a lazy\nexcuse!", "It's a\nconspiracy"]);
if (gameStateClass == StairGameState) g.addLosing("#kecl10#Hey, hey, waitaminnit! What am I doin' all the way back there? Are the " + comColor + " ones slower or somethin?", ["Seems about right...\nYou're doing terrible", "What a lazy\nexcuse!", "It's a\nconspiracy"]);
g.addPlayerBeatMe(["#kecl13#Aww what! How could I lose! I played perfectly. Perfectly I tell you! Grahh...", "#kecl12#Next time we're playin' something I can win at! ...Like hide-and-go-seek in the dark!"]);
g.addPlayerBeatMe(["#kecl13#Ayyy waitaminnit! I didn't know that rule! What? What's going on? It's over?", "#kecl12#Grahh, whatever! Nobody ever tells me all the rules. I don't understand what I'm doin' here...", "#kecl07#'slike, I'm not even one of the main characters or nothin'. Who the heck put me in charge of a frickin' minigame!?"]);
g.addBeatPlayer(["#kecl00#Whoa! Smeargle NEVER lets me win at these things! Keck-kekekekeke~", "#kecl03#Thanks buddy! This was nice for the ol' self-esteem. Next time I'll let you win, okay <name>?"]);
g.addBeatPlayer(["#kecl00#Whoa! Kecleon won? Who saw that comin'?", "#kecl02#You know who saw it coming? ME! Because I'mmmm GREAT. Keck-kekekekeke~", "#kecl05#Ehhh I'm just bein' hard on you! Let me enjoy this for once. You always win at this stuff~"]);
g.addShortWeWereBeaten("#kecl04#Ayy this was fun! Thanks for playin' with me, <name>.");
g.addShortWeWereBeaten("#kecl04#Ayy don't sweat it, I didn't win either! ...As long as we both had fun, right?");
g.addShortPlayerBeatMe("#kecl04#Ayy this was fun! Thanks for playin' with me, <name>.");
g.addShortPlayerBeatMe("#kecl02#You killed it, <name>! Geez, I'm startin' to understand what Abra sees in that little melon of yours...");
g.addStairOddsEvens("#kecl05#Alright so, you wanna do odds and evens to see who goes first? You can be odds, I'll be evens. Ready?", ["Hmm, yeah\nsure...", "Alright", "Let's\ndo it!"]);
g.addStairOddsEvens("#kecl04#Let's pick the start player with odds and evens. You're odds, I'm evens. Okay?", ["Uhh yeah,\nokay", "Sure thing", "Okay,\nlet's go!"]);
g.addStairPlayerStarts("#kecl05#Odd. Ugh, typical. Guess you're goin' first.... You ready to start this thing, or what?", ["Yeah,\nokay!", "...What?", "Yep, let's\nstart"]);
g.addStairPlayerStarts("#kecl04#It's odd? Yeah, okay, serves me right I guess. That means you get to throw first. You ready?", ["Hmm,\nsure...", "Yep", "Yeah! I'm ready."]);
g.addStairComputerStarts("#kecl03#Even? Nice! I get to go first, for what it's worth, eh? ...Anyway, you ready to start this thing?", ["Sure", "Yeah,\nlet's start\nthis... thing", "Mmm, okay!"]);
g.addStairComputerStarts("#kecl03#Evens, is it? Guess it's my turn to start! ...Ehh, gimme a second to think of my first move... Two's a typical starting thing, right?", ["Heh! Throw\nwhatever\nyou want", "Unless\nyou think I'm\ngonna throw\na zero...", "Nahh, try\nthrowing\na one"]);
g.addStairCheat("#kecl12#Ayyy not so fast! You thought I didn't see that little, slow rolling thing you did? C'mahhhhn! You gotta roll at the same time as me.", ["Hmph,\nwhatever", "Oh, okay", "Was I actually\nlate? It\nseemed fine"]);
g.addStairCheat("#kecl13#Ayy c'mon, what are you tryin' to pull here! You gotta roll faster than that. No cheating!", ["Okay, I'll try\nto go faster", "You're counting\ntoo fast!", "Cheating?\nMe?"]);
g.addStairReady("#kecl04#Ready, <name>?", ["Yep!\nReady", "Okay", "Hmm, let me\nthink..."]);
g.addStairReady("#kecl05#You ready?", ["Uh, hmm...", "Let's go!", "Yeah, okay"]);
g.addStairReady("#kecl05#Ayy, you ready?", ["Yeah!", "Sure,\nI'm ready", "Just a\nsecond..."]);
g.addStairReady("#kecl04#Alright. You got a plan?", ["Piece\nof cake", "Hmm, I\nthink so...", "Yep! Got\na plan"]);
g.addStairReady("#kecl06#Uhh, let's see. You ready?", ["On three,\nokay?", "Sure", "Ready!"]);
g.addCloseGame("#kecl06#Hmm, it's a little quiet. Maybe I can turn on a little music or somethin'...", ["Why doesn't\nthis game have\nany music?", "I sort of\nlike the\nquiet~", "I've already\ngot some\nmusic on"]);
g.addCloseGame("#kecl05#You play a lot of games like this? You seem to have a good handle on, y'know, the whole \"wine in front of me\" thing.", ["It's nothing\ntoo hard", "Yeah! I\nlove games\nlike this", "My friends\ndon't play a lot\nof games..."]);
g.addCloseGame("#kecl04#I'm not used to this game bein' so close! Usually someone gets a quick capture or somethin', and it sorta snowballs...", ["Oh, there's\nnothing wrong\nwith a little\nsnowballing~", "You've been\nlucky so far...", "Yeah, I'm not\na fan of the\nsnowballing"]);
g.addCloseGame("#kecl06#Geez <name>, who'da thought we'd be so evenly matched at this kinda stuff? Smeargle usually kinda mops the floor with me.", ["Heh, I was going\neasy on you...", "Reptiles make\nterrible mops", "How is Smeargle\nso good at\nthese games!?"]);
{
var pronoun:String = "their";
if (PlayerData.gender == PlayerData.Gender.Boy)
{
pronoun = "his";
}
else if (PlayerData.gender == PlayerData.Gender.Boy)
{
pronoun = "her";
}
g.addCloseGame("#smea02#You can do it, squabbykins! ...Kick <name> right in " + pronoun + " smelly tuckus!!", ["Tsk, so\nrude!", "Hey! My tuckus\nisn't smelly...", "You're next,\nSmeargle!"]);
}
{
var king:String = PlayerData.keclMale ? "king" : "queen";
g.addStairCapturedHuman("#kecl03#Bow, <name>! Bow down before the reptile " + king + " of minigames. Swear your allegiance and maybe I'll go easy on you. Kecl! Kekekekeke~", ["Yes, your\nmajesty", "You really\nlet this go\nto your head...", "You? You're the\nreptile " + king + " of\ndoo-doo mountain"]);
}
g.addStairCapturedHuman("#kecl00#Keck! Kekekekekeke. I never get tired of watchin' your bugs splat when they get knocked off the stairs. ...Brings warmth to my cold reptilian heart.", ["That's\nso evil!", "Heh, it\nis kind\nof funny...", "It would be\nfunnier if he\nwas " + comColor]);
g.addStairCapturedHuman("#kecl02#Sorry <name>! What can I say. Sucks to suck, don't it? Kecl! Keck-kekekekek~", ["You know,\nsucking\nisn't so bad~", "Ugh, why'd\nI do that...", "Heh, just a\nlittle bad luck,\nI'll recover"]);
g.addStairCapturedComputer("#kecl12#Yeah, okay. There I am. All the way back at the bottom. Good job. Bet you feel real proud of that one, <name>.", ["Why did\nyou throw\nout <computerthrow>?", "Hey, don't get\ndiscouraged...", "It does feel\nkinda good~"]);
g.addStairCapturedComputer("#kecl13#Gahhh, c'mon! <Playerthrow>? What planet are you from where puttin' out <playerthrow> seemed like a remotely sensible idea?", ["Planet earth?\n...Wait, what planet\nare you from?", "I dunno, made\nsense to me", "Heh, sucks\nto suck,\ndon't it~"]);
g.addStairCapturedComputer("#kecl13#Whoa, easy <name>! We're all friends here. You don't gotta go beating up on all my... " + comColor + " little bug dudes.", ["Actually,\nI kind of do", "Die, you\nreptilian\nmenace!", "Heh aww,\nI'll go easy"]);
return g;
}
public static function shopIntro0(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl02#How's it goin' <name>! I'm runnin' the store again today while Heracross is out doin' ehh... stuff."];
tree[1] = ["#kecl06#...Y'know... bug stuff I guess? I dunno. Maybe the guy just needs a break."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 1, "the guy", "the girl");
}
}
public static function shopIntro1(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl07#Ah it's about time a freakin' customer showed up! ...I was gettin' bored out of my mind over here."];
tree[1] = ["#kecl05#I dunno how Heracross stays cooped up in this store all day. I need... I need social engagement. So how's your day been?"];
}
public static function shopIntro2(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl04#Surprise! It's your old pal Kecleon runnin' the store today. ...See anything ya like?"];
tree[1] = ["#kecl13#...Don't look at me that way, I'm not for sale! I meant the merchandise, ya weird perv."];
}
public static function shopIntro3(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl03#Oh hey there <name>! You thinking about purchasin' something today, or you just wanna browse?"];
tree[1] = ["#kecl05#Ayy no worries, browsing's always free! ... ... ...ya cheapskate."];
}
public static function shopIntro4(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl04#Ay how's it goin' <name>! If you were looking for Heracross, he just stepped out for a moment."];
tree[1] = ["#kecl05#But y'know, ask me anything! Anything about anything. I know this here merchandise inside and out! Well... except maybe that thing."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 0, "he just", "she just");
}
}
public static function shopIntro5(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl04#Oh what's up <name>? ...What were you lookin' to purchase? We got a little bit of everything here... as per the usual."];
tree[1] = ["#kecl03#Maybe one of these things? ...Maybe that thing over there? ... ...Just lookit all these things!"];
}
public static function firstTimeInShop(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl02#Oh it's you <name>! ...Don't worry, Heracross'll be back soon."];
tree[1] = ["#kecl05#He just had to step out, let his wings breathe or somethin'. So I'm keepin' an eye on the store in the meantime."];
tree[2] = ["#kecl04#I can handle the register too! ...So if you see anything you like, you know, feel free to ask me whatever~"];
tree[3] = [10, 30, 40, 20];
tree[10] = ["What about my\nvideo money?"];
tree[11] = ["#kecl06#Video money? ...Nahh, I don't know nothin' about that, sorry."];
tree[12] = ["#kecl04#Guess Heracross only filled me in on like fifty percent of his shady dealings-on."];
tree[13] = ["#kecl06#He did ehh, give me a laundry list of things to say and not say in front of Magnezone though. You ain't seen that nosy robot around have ya?"];
tree[14] = [50];
tree[20] = ["Can you\ngive me a\ndiscount?"];
tree[21] = ["#kecl06#Discount eh? Ahhh I get it! Yeah, yeah, I mean ordinarily I'd be amicable to that kind of... shady arrangement."];
tree[22] = ["#kecl04#I mean screw a discount, I could just turn my back for 30 seconds, and what happens happens!"];
tree[23] = ["#kecl00#After all, what kinda friend would I be if I didn't facilitate your involvement in the robbery of a store? Keck! Kekekeke~"];
tree[24] = ["#kecl06#But ehhh... on the OTHER hand, seein' as Heracross is givin' me a cut off the top for everything I sell..."];
tree[25] = ["#kecl03#... ...Well I may actually need to ask you to pay a little MORE money than you're used to-- if that's alright. 'snothing personal!"];
tree[26] = [50];
tree[30] = ["Yay! More\nKecleon"];
tree[31] = ["#kecl00#Ayyy lookit my little fan club over here! Keck-kekekeke~"];
tree[32] = ["#kecl06#Yeah sorry we can't hang out more! The kinda stuff you and Smeargle do looks pretty tempting. I'd love to get in on some of that action, but ehhh...."];
tree[33] = ["#kecl08#I mean even if Smeargle agreed to it, I dunno. He's got kind of a self-esteem thing..."];
tree[34] = ["#kecl04#...I think it'd drive him a little nuts on the inside. Keck~"];
tree[35] = [50];
tree[40] = ["Sure,\nsounds good"];
tree[41] = [50];
tree[50] = ["#kecl05#Anyway so yeah, look around, ask some questions! Buy somethin'! I'm here to help~"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 1, "He just", "She just");
DialogTree.replace(tree, 1, "let his", "let her");
DialogTree.replace(tree, 12, "of his", "of her");
DialogTree.replace(tree, 13, "He did", "She did");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 33, "He's got", "She's got");
DialogTree.replace(tree, 34, "drive him", "drive her");
}
}
public static function receivedGift(tree:Array<Array<Object>>)
{
tree[0] = ["#kecl03#Holy smokes <name>! ...How are you so frickin' nice!? Are you kiddin' me?"];
tree[1] = ["#kecl02#I got your present, it was all gift wrapped and set out for me on my usual spot. It's perfect, oh my god! I like, I didn't even know this thing existed."];
tree[2] = ["#kecl05#And I mean even if I DID know it existed wouldn'ta had the smarts to set it up, but this thing's just like, out of the box ready to go..."];
tree[3] = ["#kecl03#...And it's like, it's got SO many games! They're listed out all here in this note, all these old favorites I get to teach Smeargle..."];
tree[4] = ["#kecl07#I mean, can you believe he's never heard of Super Bomberman? C'mon, what kinda deprived childhood you gotta lead to never play frickin' Bomberman!!"];
tree[5] = ["#kecl05#...Anyway, thanks again <name>! ...You're like, the best! The best! Aaaaaahh! I can't wait to get home and play! I owe you big time."];
tree[6] = ["#kecl06#..."];
tree[7] = ["#kecl04#Tell ya what, don't tell Heracross I did this but ehh..."];
tree[8] = ["#kecl02#...Just for today only, just like, take anythin' you want in the shop, alright? Anything at all, it's all yours!"];
tree[9] = ["#kecl13#I mean, y'know... in exchange for money of course. ... ...What, I ain't runnin' a charity here!"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 4, "believe he's", "believe she's");
}
}
public static function mysteryBox(tree:Array<Array<Object>>, shopItem:MysteryBoxShopItem)
{
var boxCount:Int = ItemDatabase.getPurchasedMysteryBoxCount();
if (boxCount % 5 == 0)
{
tree[0] = ["#kecl06#Ehhh, that's just some empty box what ain't got nothing in it. ...You don't wanna buy that thing."];
tree[1] = ["#kecl05#I'ma try and get on Heracross's case to get some actual merchandise in this store! ... ...You with me or what?"];
}
else if (boxCount % 5 == 1)
{
tree[0] = ["#kecl12#This here's a, ehh... Wait, what the heck's goin' on here anyway?"];
tree[1] = ["#kecl13#There's not even any merchandise in this frickin' thing! ...What the heck's it doin' out here with a " + moneyString(shopItem.getPrice()) + " price tag?"];
}
else if (boxCount % 5 == 2)
{
tree[0] = ["#kecl05#Ooooooh! This here's a ehhh.... Three dimensional... rectangle of intrigue! Yeahhhh! It's got all sorts of, ehhhhh... ..."];
tree[1] = ["#kecl08#Ahhh who'm I kidding, I can't sell this junk."];
}
else if (boxCount % 5 == 3)
{
tree[0] = ["#kecl04#Whaaaaaat, seriously? ...What the heck's a guy like you gonna do with a " + moneyString(shopItem.getPrice()) + " box?"];
tree[1] = ["#kecl08#Look <name>, I'ma level with you. ...You're gettin' gouged over here. ... ...You really gotta find a new box guy."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 0, "guy like", "girl like");
}
}
else if (boxCount % 5 == 4)
{
tree[0] = ["#kecl13#What? Nahhh I ain't sellin' you this crap. How many of these stupid boxes have you bought anyway!?!"];
tree[1] = ["#kecl12#Seriously, I dunno how Heracross sleeps at night."];
}
}
public static function phoneCall(tree:Array<Array<Object>>, shopItem:ItemDatabase.TelephoneShopItem)
{
var checksum:Int = Std.int(Math.abs(PlayerData.abraSexyBeforeChat + PlayerData.buizSexyBeforeChat + PlayerData.rhydSexyBeforeChat + PlayerData.sandSexyBeforeChat + PlayerData.smeaSexyBeforeChat + PlayerData.grovSexyBeforeChat));
if (checksum % 5 == 0)
{
tree[0] = ["#kecl06#Ehhh, what's that thing? ...You want me to ehh, push some of these buttons for you or somethin?"];
tree[1] = ["#kecl13#Nahhh, nah nah nah! I've seen Hellraiser, I know better than to go messin' with your... weird ass kooky button boxes."];
tree[2] = ["#kecl12#I'll leave it to you and Heracross to fight off the hordes of ehhh, cenobites or whatever the heck you got cooped up in there."];
}
else if (checksum % 5 == 1)
{
tree[0] = ["#kecl06#...What is this, some kinda kid's toy? Lemme see this. What am I, supposed to push this? Or... ..."];
tree[1] = ["#kecl11#D'ahh, what the! ...I actually got a dial tone! What is this creepy thing? I ain't touchin' it anymore."];
}
else if (checksum % 5 == 2)
{
tree[0] = ["#kecl06#What is this dumb thing anyway? Looks sorta like Heracross but it's ehhhh so boxy!"];
tree[1] = ["#kecl10#It's like some sorta weird... Heracross... boxy... weird box fetish thing!"];
tree[2] = ["#kecl12#Eesh, I think I liked it better when he was just sellin' mystery boxes! Not this creepy garage sale crap."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 2, "he was", "she was");
}
}
else if (checksum % 5 == 3)
{
tree[0] = ["#kecl08#Ayyy, you actually want that thing? You can have it. Yeesh."];
tree[1] = ["#kecl06#Actually on second thought maybe I should keep an eye on it. I don't want it goin' all Chucky and, comin' to life, murderin' all the pokemon here."];
tree[2] = ["#kecl10#I mean, look at those eyes! There's somethin' ain't right with that thing... ..."];
}
else if (checksum % 5 == 4)
{
tree[0] = ["#kecl06#...Well that's like, the creepiest frickin' phone ever, I guess. Is this thing actually for sale?"];
tree[1] = ["#kecl07#And I mean who even uses a land line anymore? What decade is this?"];
tree[2] = ["#kecl12#I gotta get on Heracross's case about some of this merchandise. What the hell's wrong with that guy..."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 2, "that guy", "that girl");
}
}
}
}
|
argonvile/monster
|
source/poke/kecl/KecleonDialog.hx
|
hx
|
unknown
| 26,094 |
package poke.kecl;
/**
* Various asset paths for Kecleon. These paths toggle based on Kecleon's
* gender
*/
class KecleonResource {
public static var undies: Dynamic;
public static function initialize():Void
{
undies = PlayerData.keclMale ? AssetPaths.kecleon_boxers__png: AssetPaths.kecleon_panties__png;
}
}
|
argonvile/monster
|
source/poke/kecl/KecleonResource.hx
|
hx
|
unknown
| 333 |
package poke.kecl;
import poke.sexy.SexyState;
/**
* Sex sequence for Kecleon
*/
class KecleonSexyState extends SexyState
{
/*
* ................-/-..-/------------------------------------------::...-/-...........:/--------------
* .................::...:/-----------------------------------------::...-/-...........-/:-------------
* ...............-://-...::----------------------------------------::...-//:...........--::::---------
* .............-:/++/:...-::---------------------------------------::...-/+//-.............--:::------
* ...........-:/+++++/:...-/:--------------------------------------/:...-/+++/:-..............-/------
* ..........-/++++++++/-...:/--------------------------------------/-...-:/+++//-.............-/------
* .........:/+++++++++//-...::-------::///++++++++++++++//:::------/-....:/+++++/-............-/------
* .......-:/+++++++++++/:...-::-:/++ooooo++++++++++++++++oooooo++/:/-....:/++++++/:...........-/------
* ......-:/+++++++++++++/:...-/+oo+++++++++++++++++++++++++++++++++/-....:/+++++++/:..........::------
* .....-:/+++++++++++++++/-...:/+++++++++++++++++++++++++++++++++++/-....:/++++++++/:.........::------
* .....:/+++++++++++++++++/-...:/++++++++++++++++++++++++++++++++++/-....:/+++++++++/-........-:::----
* ....:/++++++++++++++++++/:...-//+++++++++++++++++++++++++++++++++/-....:/++++++++++/-.........-::---
* ...:/++++++++++++++++++++/-...-/+++++++++++++++++++++++++++++++++/-....:/++++++++++//-.........--::-
* ..-/++++++++++++++++++++++/-...:/++++++++++++++++++++++++++++++++/-....:/+++++++++++/:...........-/-
* .-/+++++++++++++++++++++++/:....:/+++++++++++++++++++++++++++++++/-....:::///++++++++/-.........-/:-
* .:/++++++++++++++++++++/////-...-/++++++++++++++++++++++++++++++/:........---:/++++++/:-.......:/:--
* -/++++++++++++++++++//:------....-/+++++++++++++++++++++++++++++/:......---...-//+++++/:.....-::----
* -/++++++++++++++++//--...----.....:/++++++++++++++++++++++++++++/:....-:///:-..-:/+++++/-...-::-----
* :/+++++++++++++++/:-...-:////:--..-://++++++++++++++++++++++++++/:...-/+++++/:..-//++++/:...-/:-----
* /+++++++++++++++/:....:/++++++//-...-::/++++++++++++++++++++++++/-...:/++++++/:..-/+++++/-...:/-----
* /+++++++++++++++/-...:/+++++++++/:-....-:/+++++++++++++++++++++/-..../++++++++/:..:/++++/:..../:----
* ++++++++o++++++/:...-/+++++++++++/:-.....-://+++++++++++++++++/:...../+++++++++/-.-/+++++/-...-/:---
* +++++++++++++++/-...//++++++++++++/:...--..-:/++++++++++++++++/-...../+++++++++/:..//++++/-....-:---
* +++++++o+++++++/...-/++++++++++++++/-.-:/:-..-:/+++++++++++++/:....../++++++++++/-.://+++/:...--/:--
* ++++++oo+++++++/...:/++++++++++++++/:..:///--..-:/+++++++++++/-....../+++++oo+++/-.://+++//--::::---
* ++++++oo+++++++/...:/+++++++++++++++/..-/++//-...-:/++++++++/:...-...:/++shhhyo+/-.-///++//:::------
* ++++++s++++++++/...:/+++++ooo+++++++/..-/++++/:-..-:/+++++++/-..-/-..:/+ohy+++++/-.-/:-:/::---------
* ++++++s++++++++/...:/++oyyyyddyo++++/..:/+++++//-...-//+++++/-..-/-..-/+++++:-//-..:-.-:------------
* ++++++s++++++++/-..:/+++++++oshy+++/:..:/+++++++/:-..-:/+++/:...:/:...-/++/-..--.--:-:/:------------
* ++++++s++++++++:-..-///++++/::++/:---.-:/++++++++/:-...-/++/-..-/+:-...--/-.-...::----:/------------
* ++++++s++++++/----..-../+/---:/----...--/++++++++++/-...-://-..-//---......--.-::-.----/------------
* ++++++oo++++--://:-.-..----::----:-.--///::/++++++++/-...-::...-//://---:-::-.--.--//--/------------
* +o++++oo++++///:-...-..-:---..--.---/++/-::++++++++++/-...--...-/+++++//:--..--:://:--/:------------
* ://++++oo+++++/-.....--.-:-::--:::////////++++++++++++/-.......-/////:--..---::-::-.:/:-------------
* -------/o+++++//-...-:::-..----------------:::::::::::/::-......-::---::-::::/://:://:--------------
* --------+o++++++/--..-::/::---........................---...........-/:--::-/+oooooooo+/:-----------
* ---------+o++++++//:-...--://::::-----------------.............----::::-..-+oo++++++++++o+:---------
* ----------/o++++++++/::-...---::::-..---::---::::::::::::::::::::/:::::::/oo++++++++++++++o+:-------
* -----------:oo+++++++++/::--....--::-..`.:``````.:.`-:.`````:-`-:-.....-+o+++++++++++++++++oo/------
* -------------+oo++++++++++//:---------:::/--...-:.```.:.```.:../:--..-/o+++++++++++++++++++++o/-----
* --------------/ooo+++++o++++///::--/-..---:-::::::----/---:/::::--::-/o+++++++++++++++++++++++o:----
* ------------/oo++oooooooo++++ooo+/-/:::::--::-....----------.....--:/so+++++++++++++++++++++++oo+:--
* -----------+oo++ooo+++++++++++++++oo+-.....-/:...............--:://++so++++++++++++++++++++++++++oo/
* ---------:oo+++oo+++++++++++++++++++oo:-...:/:::----------::///+++oooso++++++++++++++++++++++++++++o
* --------:oo+++oo++++++++++++++++++++++o+-.-/+++++++/////++++++ooooo++oo+++++++++++++++++++++++++++++
* -------:o++++oo++++++++++++++++++++++++o+:/+++++++++++++ooooooo++++++oo+++++++++++++++++++++++++++++
* ------:oo+++oo++++++++++++++++++++++++++s++ooooooooooooo++++++++++++++oo++++++++++++++++++++++++++++
* ------+o++++oo++++++++++++++++++++++++++oo+++++++++++++++++++++++++++++oo+++++++++++++++++++++++++++
* -----:s++++oo+++++++++++++++++++++++++++so++++++++++++++++++++++++++++++oo++++++++++++++++++++++++++
*/
override public function create():Void
{
prepare("kecl");
/*
* Ehh? ...Idunno if I should do this sorta thing with you right now.
* Didja check with Smeargle?
*/
}
/**
* AYYYY c'mon what are you doing? This is PRIVATE!!!! Can't you read?
*
* Maybe I'll return something not null if I'm drunk, and Smeargle says
* it's okay... Maybe.
*
* @return null. I don't wanna get your hopes up or nothin', so let's just
* say null
*/
private function sex():Sex
{
/*
* Get outta here! ...How would you like it if I peeked at YOUR secret
* sex functions!?
*/
return null;
}
}
enum Sex
{
ReallySexySex;
SexySex;
RegularSex;
UnsexySex;
}
|
argonvile/monster
|
source/poke/kecl/KecleonSexyState.hx
|
hx
|
unknown
| 6,061 |
package poke.kecl;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
/**
* Sprites and animations for Kecleon, when they appear during Smeargle's
* puzzles.
*
* (And also for the super-secret Kecleon sex scene which you can only see if
* you are a $10 Patreon sponsor)
*/
class KecleonWindow extends PokeWindow
{
private static var BOUNCE_DURATION:Float = 6.5;
public var _tail:BouncySprite;
public var _arms0:BouncySprite;
public var _torso0:BouncySprite;
public var _torso1:BouncySprite;
public var _arms1:BouncySprite;
public var _underwear:BouncySprite;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "kecl";
_name = "Kecleon";
_victorySound = AssetPaths.sand__mp3;
add(new FlxSprite( -54, -54, AssetPaths.kecleon_bg__png));
var cushion0:BouncySprite = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0);
cushion0.loadGraphic(AssetPaths.kecleon_cushion0__png);
add(cushion0);
var cushion1:BouncySprite = new BouncySprite( -54, -54, 1, BOUNCE_DURATION, 0);
cushion1.loadGraphic(AssetPaths.kecleon_cushion1__png);
add(cushion1);
_tail = new BouncySprite( -54, -54, 1, BOUNCE_DURATION, 0.05);
_tail.loadGraphic(AssetPaths.kecleon_tail__png);
addPart(_tail);
_arms0 = new BouncySprite( -54, -54, 3, BOUNCE_DURATION, 0.15);
_arms0.loadGraphic(AssetPaths.kecleon_arms0__png);
addPart(_arms0);
_torso0 = new BouncySprite( -54, -54, 1, BOUNCE_DURATION, 0.05);
_torso0.loadGraphic(AssetPaths.kecleon_torso0__png);
addPart(_torso0);
_torso1 = new BouncySprite( -54, -54, 2, BOUNCE_DURATION, 0.10);
_torso1.loadGraphic(AssetPaths.kecleon_torso1__png);
addPart(_torso1);
_arms1 = new BouncySprite( -54, -54, 3, BOUNCE_DURATION, 0.15);
_arms1.loadGraphic(AssetPaths.kecleon_arms1__png);
addPart(_arms1);
_head = new BouncySprite( -54, -54, 4, BOUNCE_DURATION, 0.20);
_head.loadGraphic(AssetPaths.kecleon_head__png, true, 356, 266);
_head.animation.add("default", slowBlinkyAnimation([0, 1], [2]), 3);
_head.animation.play("default");
addPart(_head);
_underwear = new BouncySprite( -54, -54, 1, BOUNCE_DURATION, 0.05);
_underwear.loadGraphic(KecleonResource.undies);
addPart(_underwear);
}
override public function destroy():Void
{
super.destroy();
_tail = FlxDestroyUtil.destroy(_tail);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_torso0 = FlxDestroyUtil.destroy(_torso0);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_underwear = FlxDestroyUtil.destroy(_underwear);
}
}
|
argonvile/monster
|
source/poke/kecl/KecleonWindow.hx
|
hx
|
unknown
| 2,671 |
package poke.luca;
import MmStringTools.*;
import critter.Critter;
import flixel.FlxG;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import minigame.stair.StairGameState;
import minigame.tug.TugGameState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import openfl.utils.Object;
import puzzle.RankTracker;
/**
* Lucario is canonically female. She delivers pizza for a living.
*
* When she had a delivery to Abra's house, Abra offered to pay her to do a set
* of puzzles for Monster Mind, and Lucario accepted.
*
* When Lucario first showed up, Abra rushed through an explanation of how the
* puzzles work, how Pokemon do not appear as their canonical genders, and how
* Lucario needs to address people by a certain set of pronouns as denoted on a
* nearby board. But, this all kind of went over Lucario's head, which is why
* she sometimes uses the wrong genders or gets confused about who's supposed
* to be a boy and who's supposed to be a girl.
*
* Lucario has been in a few other flash games before Monster Mind.
*
* Lucario went to college for two years, at which point she had to declare a
* major. She dropped out because she didn't really know what she wanted to
* study, or what kind of career she wanted. Her father is pressuring her to go
* back to school and get a degree so that she can get a "real job" but she's
* nervous about making the wrong choice. She's not particularly passionate
* about anything, although she sort of likes working with animals. (Yes, there
* are apparently animals in their universe.)
*
* Lucario gets along well with her coworkers, and enjoys her job most days.
*
* Lucario usually comes by the house when there is a pizza delivery. The
* pizzas are usually ordered by Rhydon, and you can gift him some pizza
* coupons to make her come by more often. ...As you grow closer to her, there
* are occasionally times when she'll visit even though nobody ordered pizza.
*
* As Lucario settled in, Abra also tried to explain some of the minigames.
* But, it was too much to take in, so Lucario calls a lot of them by the wrong
* names.
*
* In general, Lucario is not very good at the minigames. She is methodical but
* slow at the scale game, she likes to think things through and not take
* shortcuts. For the stair climbing game, she tries to avoid the best move
* because it would be too obvious -- even when it's optimal.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Lucario's
* inner voice was Jennifer Aniston's characters from Office Space and Friends.
*
* Vocal tics:
* - Reeeeeeeeeally, helloooooooo (lots of sustained vowels for emphasis)
* - Kyehh! Kkkh! Kahh!
* - Kyehh? Kweh? Kyah?
* - Kyeheheheheh! Kyahahahahaha!
*/
class LucarioDialog
{
public static var prefix:String = "luca";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3];
public static var sexyBeforeBad:Array<Dynamic> = [];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [firstTime, genderCorkboard, newJob];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03],
[random10, random11, random12],
[random20, random21, random22]
];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
if (!PlayerData.hasMet("rhyd"))
{
// chat #1 requires rhydon, and all other chats are dependent on chat #1
for (i in 1...fixedChats.length)
{
unlockedChats.set("luca.fixedChats." + i, false);
}
unlockedChats.set("luca.randomChats.0.1", false);
}
if (RankTracker.computeAggregateRank() < 5)
{
// rank chat only makes sense if you're rank 5 or higher
unlockedChats.set("luca.randomChats.1.2", false);
}
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#luca04#Ehhhh yeah, okay. I think I remember how this stuff works. ...It looks like that <first clue> has some kind of a problem...",
"#luca04#Ohhhh sure, I think I see it. The problem has something to do with the <first clue>, doesn't it?",
"#luca04#Sooooo isn't that <first clue> wrong? ...I don't understand this puzzle stuff as well as you, but it looks wrong to me...",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#luca10#So, right. If we assume your answer's correct... then that <first clue> has <a bugs in the correct position>, right?");
clueDialog.fixExplanation("clue has zero", "clue doesn't have any");
clueDialog.pushExplanation("#luca06#...But that doesn't make any sense, because it's only got <e hearts> next to it. ...But for your answer to be right, it would need to have <a>.");
clueDialog.fixExplanation("it's only got zero", "it doesn't have any");
clueDialog.pushExplanation("#luca05#Do you get what I'm saying? I think we need an answer that only has <e bugs in the correct position> when we compare it to the <first clue>.");
clueDialog.fixExplanation("only has zero", "doesn't have any");
clueDialog.pushExplanation("#luca04#Well, that's how I'd go about fixing it anyway. ...And I guess we can always use that button in the corner to ask for hints if we're really stuck.");
}
else
{
clueDialog.pushExplanation("#luca10#So, right. If we assume your answer's correct... then that <first clue> has <a bugs in the correct position>, right?");
clueDialog.pushExplanation("#luca06#...But that doesn't make any sense, because it's got <e hearts> next to it. ...But for your answer to be right, it would only need to have <a>.");
clueDialog.fixExplanation("would only need zero", "wouldn't need any at all");
clueDialog.pushExplanation("#luca05#Do you get what I'm saying? I think we need an answer that has <e bugs in the correct position> when we compare it to the <first clue>.");
clueDialog.pushExplanation("#luca04#Well, that's how I'd go about fixing it anyway. ...And I guess we can always use that button in the corner to ask for hints if we're really stuck.");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#luca04#Hi <name>! ...Did you need me for something?",
"#luca04#Heyyyyy <name>! ...Just stopping by the say hi?",
"#luca04#Don't worry, I'm still here! ...Did you need anything?",
];
helpDialog.goodbyes = [
"#luca10#Oh, okay! ...I guess I should probably be getting back to the store anyways. See you!",
"#luca10#Ohhhhh didn't have time to finish today? Well... maybe next time!",
"#luca02#Awwww well it was still good seeing you! ...We'll have to hang out again, okay?",
];
if (minigame)
{
helpDialog.neverminds = [
"#luca02#What, am I too distracting? ...Would it help if I put a paper bag over my head? Kyeheheheh~",
"#luca02#C'monnnnnn, you know we can't actually do anything until we finish this minigame...",
"#luca10#Oh ummmmmm... Okay! Sorry, I thought you wanted my attention for something...",
"#luca10#Oops! Ummm, sorry! I'm still getting the hang of how this thing works...",
];
}
else {
helpDialog.neverminds = [
"#luca02#What, am I too distracting? ...Would it help if I put a paper bag over my head? Kyeheheheh~",
"#luca02#C'monnnnnn, you know we can't actually do anything until you knock these puzzles out...",
"#luca10#Oh ummmmmm... Okay! Sorry, I thought you wanted my attention for something...",
"#luca10#Oops! Ummm, sorry! I'm still getting the hang of how this thing works...",
];
}
helpDialog.hints = [
"#luca07#What, you want MY help!? Oooooooh, now you're really screwed. Well, let me see if Abra's here...",
"#luca07#Yeah there's something weird going on with this puzzle! Where's Abra... ... I think his bedroom's upstairs somewhere...",
"#luca07#Kyahhhhhh, you're really going to make me drag Abra into this? Aww geez... Hold oooonnnnnn... ...",
];
if (!PlayerData.abraMale)
{
helpDialog.hints[1] = StringTools.replace(helpDialog.hints[0], "think his", "think her");
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
return newHelpDialog(tree, puzzleState).help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#luca02#Wowwwww a bonus coin!? You found a bonus coin!!!"];
tree[1] = ["#luca07#...Waaaaaaait, what's a bonus coin do again?"];
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#luca04#Yeah sure! Abra didn't really do great job explaining these minigames anyways. I'd probably just mess it all up...", "#luca00#But mmmmmm there's ooooone thing we can do that I'm pretty sure I won't mess up... ... Kyeheheheheh~"]);
g.addSkipMinigame(["#luca06#Yeah, I think you'd have a better time doing these minigames with someone who sort of knows how to play... ...", "#luca00#Here, let's get this thing out of the way so we can have some fun~"]);
g.addRemoteExplanationHandoff("#luca06#Ehhh yeah, nobody ever really told me anything about this game. Lemme see if <leader>'s around...");
g.addLocalExplanationHandoff("#luca06#Soooooo, how does this game work, <leader>? I'm sure you've played this before...");
g.addPostTutorialGameStart("#luca04#Hmmmmmmm okay! ...I think that's starting to make some sense to me. ...Should we start?");
g.addIllSitOut("#luca07#Kyehhh you know this will sound weird? ...But I was actually practicing this one alone and, I think I might have gotten too good. Maybe you can play without me??");
g.addIllSitOut("#luca07#Kyehhhhhh this is a LOT like this one game I saw on a Korean game show. I sort of already know all the strategies... Is it okay if I sit this one out??");
g.addFineIllPlay("#luca03#Yeahhh okay! I should have known you wouldn't let me get off that easy. Kyahahahahaha~");
g.addFineIllPlay("#luca02#Ooookay, okay, I'll try to go easy on you. Just don't say I didn't warn you!");
var gameNames:Array<String> = [
"Nightmare solitaire",
"Escape the prison",
"Math battle",
];
/*
* Lucario is new here, she doesn't know the proper names for most of
* the games
*/
if (gameStateClass == ScaleGameState)
{
gameNames = [
"Nightmare solitaire",
"Pick a number",
"All your friends are fat",
"Anorexia encourager",
"Who's the fattest",
];
}
else if (gameStateClass == StairGameState)
{
gameNames = [
"Escape the prison",
"Rock, paper, scissors, double scissors",
"Trample your friends",
"Life alert bracelet commercial",
"Staircase race",
];
}
else if (gameStateClass == TugGameState)
{
gameNames = [
"Math battle",
"Dodgeball duel",
"Let's all eat the rope",
"Rope eating contest",
"Segregation simulator",
];
}
g.addGameAnnouncement("#luca07#Ohhh it's my favorite! I love playing, umm... " + FlxG.random.getObject(gameNames) + "!");
g.addGameAnnouncement("#luca06#Suuuuure, this game! This one's called... ...Ummm... " + FlxG.random.getObject(gameNames) + "!");
g.addGameAnnouncement("#luca07#Yeahhhhhhh I know this game! It's time to plaaaaaaay, umm... ... " + FlxG.random.getObject(gameNames) + "!");
g.addGameAnnouncement("#luca06#Ohhhhh sure, this game! I think Abra called it something like... ... " + FlxG.random.getObject(gameNames) + "!");
g.addGameAnnouncement("#luca07#Ohhhhh yeah, okay! I definitely had this minigame explained to me. It's called, umm... " + FlxG.random.getObject(gameNames) + "!");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#luca05#Is that all I needed to say? ...Can we play now?");
g.addGameStartQuery("#luca05#Have you done this one before? Can we start?");
g.addGameStartQuery("#luca10#Welllll... as long as you know it! Should we just go?");
}
else
{
g.addGameStartQuery("#luca05#Are you ready for a rematch?");
g.addGameStartQuery("#luca04#Okay I think we already know the rules! Should we just start?");
g.addGameStartQuery("#luca02#I've got your number this time, <name>! ...Are you ready?");
g.addGameStartQuery("#luca03#Woo, round " + englishNumber(PlayerData.denGameCount + 1) + "!!! This is so exciting~ ...Should we just go?");
}
g.addRoundStart("#luca06#Okay! Next round, I guess. ... ...How many rounds are in this game?", ["Like three\nor so", "Until someone gets\nenough points", "I don't\nknow"]);
g.addRoundStart("#luca05#Alright, soooooo unless I lost count, this is round... <round>? Are you ready?", ["I'm always\nready", "...", "Yeah!\nLet's play"]);
g.addRoundStart("#luca04#Okay! Round <round>. I'm finally starting to get the hang of this!", ["You're really\ngood!", "Hmm, if you\nsay so", "Yeesh, let's\njust start"]);
g.addRoundStart("#luca05#I guess that makes it roouuuuund... <round>?", ["Yep, whenever\nyou're ready", "Time to\nget serious", "Let's\nstart"]);
g.addRoundWin("#luca02#Heheyyyyyyyy! Wow! ...This is a lot easier than you make it look~", ["Well I WAS going easy\non you, but now...", "Yeah, it's\nnot too bad", "Oof, wow,\nwell done"]);
g.addRoundWin("#luca02#Oh wait! Did I win one? Alriiight! ...Winning's good, right?", ["Whoa, I didn't\nexpect that", "Ugh...", "Umm, no,\nwinning's bad"]);
g.addRoundWin("#luca03#Yayyyyyy! ...Finally, one of these I might actually win~", ["Well, it's not over\n'til it's over", "Wow, how the hell\nis this happening", "That was seriously\nimpressive"]);
g.addRoundWin("#luca03#Ooooohhhh! I really pulled that one out of my, ummm... out of my secret winning place! Kyeheheheheh~", ["Can I see your\nsecret winning place~", "That's gross,\nLucario", "How am I so\nbad at this"]);
g.addRoundLose("#luca07#Awwwww really? I thought I had that one... <name>, how are you so darn good at this?", ["It was\nclose", "<leaderHe's> just on a\ndifferent level|I'm just on a\ndifferent level", "You'll figure it\nout some day"]);
g.addRoundLose("#luca07#Whoaaaaa! Waaaaaait where did THAT come from? Does that really work!?!", ["Yeah, add\nit up", "You think\n<leaderhe> cheated?|It's not like I\nneed to cheat...", "...Uhh..."]);
g.addRoundLose("#luca10#Wait, slow down! ...The calculator app on my phone just froze!", ["Eesh, you couldn't beat\n<leaderhim> with a calculator!?|You'll never beat me\nwith a calculator", "No wonder\nyou lost!", "Put that thing\naway and focus"]);
g.addRoundLose("#luca08#Geeeeeeeez, this is going to take a looooooooot of practice...", ["Don't get\ndiscouraged", "Hey, as long as\nwe're having fun~", "Yeah, a whole\nlot of practice..."]);
g.addWinning("#luca02#Oh wowwwwww! I might actually win this one hmmmmm? ...That's okay, you can win the next one~", ["Oof yeah, I'm\npretty far behind", "Oh, I'll just\nwin this one~", "I almost\nnever win..."]);
g.addWinning("#luca03#Heyyyyyy, I can give you some pointers if you want. ... ...Here's pointer #1: Don't suck! Kyeheheheheheh~", ["Everyone's good\nat this but me...", "...HEY!", "Winning's\nchanged you"]);
g.addWinning("#luca02#...This game's reeeeeeeeeeeally intuitive to me for some reason. I don't know what it is!", ["Is it because...\nyou're a butt?", "It's not intuitive\nfor me...", "Time to turn\nthings around"]);
g.addWinning("#luca03#Ohhhhhh don't worry about it <name>, it's just a game! ... ...A game I'm mercilessly kicking your ass at! Kyahahahahaha~", ["Oh my god Lucario,\njust shut up", "I'll get you\nnext time", "It's not\nover yet"]);
g.addLosing("#luca07#Kyahhhhh how the heck am I supposed to catch up from something like this? ... ...This seems kind of unfair...", ["Suck it,\nloser!", "Oh, you can\nstill catch up", "Heh, maybe\nnext time"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addLosing("#luca06#Wait, why do I have so few points? ...I thought I got more points that round...", ["Don't worry, it's\nconfusing at first", "Umm,\nwhat?", "Well, I think the\nscoreboard's accurate"]);
if (gameStateClass == StairGameState) g.addLosing("#luca06#Wait, why did your bug move so many steps? ...I thought I threw out the right number...", ["Don't worry, it's\nconfusing at first", "Umm,\nwhat?", "Maybe you can ask\nRhydon about it"]);
g.addLosing("#luca12#Kkkkkkh, <leader>, you are so annoying... ... Can't you let me win for once?", ["You wouldn't\nreally enjoy that", "Aww, we'll have\na rematch", "Keep practicing,\nyou'll get there"]);
g.addLosing("#luca02#Ehhhh, I don't really care about winning or not. I'm just having fun playing with you, <name>~", ["Aww,\nLucario~", "I like playing\nwith you too", "Still, it would\nbe nice to win...|Now I\nfeel bad"]);
if (gameStateClass == ScaleGameState) g.addPlayerBeatMe(["#luca04#Ehhh, I'm almost kind of glad I lost. ... ...I mean it would be silly if I won a game that I'd barely even played before.", "#luca02#Next time though, we're going to have a real competition, okay! ...I'll see if Abra can write down some of those puzzles for me to practice~"]);
if (gameStateClass != ScaleGameState) g.addPlayerBeatMe(["#luca04#Ehhh, I'm almost kind of glad I lost. ... ...I mean it would be silly if I won a game that I'd barely even played before.", "#luca02#Next time though, we're going to have a real competition, okay! ...Don't think that same strategy's going to work against me twice~"]);
g.addPlayerBeatMe(["#luca02#Kyeheheheh okaaaaaaay, you win, you wiiiiiiin. Good job~", "#luca03#You've gotta admit I put up a good fight though! ...Well, okay, I put up A fight. ... ...Okay, not really. Kyeheheheh~"]);
if (gameStateClass == ScaleGameState) g.addBeatPlayer(["#luca02#Heheyyyyyyyyy! I knew I could do it. That game's basically just... math, and being one step ahead of your opponent.", "#luca05#And if there's two things it's good at, it's math, and being one step ahead of <name>.", "#luca00#Whaaaat, you don't think I know what you want to do next? Kyahahahaha, you're so predictable~"]);
if (gameStateClass != ScaleGameState) g.addBeatPlayer(["#luca02#Heheyyyyyyyyy! I knew I could do it. That game's basically just... math, and knowing what's going on in your opponent's head.", "#luca05#And if there's two things it's good at, it's math, and knowing what's in <name>'s head.", "#luca00#Why? What's... what's going on in your head right now? ... ...Ohhh <name>, you're so bad~"]);
g.addBeatPlayer(["#luca02#Yayyyyyyyy, I won! ...Is that okay? I hope you're not mad at me for taking all your money~", "#luca03#...I guess my competitive spirit just got the best of me. ... ...And it doesn't help that this game is actually kind of fun~", "#luca02#Sooooooo, what are we doing next?"]);
g.addBeatPlayer(["#luca02#Well heyyyyy that was actually kind of fun!", "#luca03#...Well, hopefully it was still fun for you to lose. Because it was reeeeeeeeeally fun for me to win! Kyeheheheheh~", "#luca02#Sorry, sorry, I know. ...We'll have a rematch soon. Maybe I'll let you get the next one~"]);
g.addShortWeWereBeaten("#luca08#Oof, WOW! ...Maybe you should practice a few games against <leader>, because you're sure as heck not going to learn that kind of stuff playing against me.");
g.addShortWeWereBeaten("#luca12#Well okay, <leader>, if that's how it's going to be! Just going to... come in here, and beat us at our fun little game? I see how it is.");
g.addShortPlayerBeatMe("#luca04#Ohhhhhhhh well. Some day I'll have to finally sit down and learn all these silly little rules! Good game, <name>~");
g.addShortPlayerBeatMe("#luca02#Kyehhhhh well. As long as you had a good time. It was fun playing with you, <name>~");
g.addStairOddsEvens("#luca05#Sooooooooo, why don't we do odds and evens to see who goes first? You can be odds, okay?", ["Okay, sounds\nsimple", "Yep, I\nget it", "So I want it\nto be odd?"]);
g.addStairOddsEvens("#luca05#So somebody needs to go first... Why don't we do odds and evens? Odd number you first, even number I go first. Sound good?", ["Alright", "Let's do\nthis!", "Odd number,\nI go first..."]);
g.addStairPlayerStarts("#luca10#Awwww okay, I guess that means you're first! So I want to throw out... low numbers, right? I think I get it. Ready to go?", ["Piece\nof cake!", "Heh heh,\nnot too low...", "Sure,\nlet's go"]);
g.addStairPlayerStarts("#luca10#Ohhhhhh shoot! So you get to start? Well... at least that'll make it easier to capture you! Kyeheheheheh.", ["You'll never\ncapture me~", "Wait, maybe I should\nhave gone second...", "That's what\nyou think!"]);
g.addStairComputerStarts("#luca03#Kyahahahaha! I kneewwwwww you'd pick that. You're so predictable, <name>. ... ...Ready for my first turn?", ["Tsk, I'm not\npredictable!", "Sure, go\nfor it", "Did you cheat! There's\nno way you knew..."]);
g.addStairComputerStarts("#luca03#Alriiiiight! So that means I get to go first? Let's go, this should be easy~", ["Okay,\nI'm ready", PlayerData.gender == PlayerData.Gender.Boy ? "Ohh, I can make\nit pretty hard..." : "We'll see how\neasy it is...", "Tsk, I should\nhave known"]);
g.addStairCheat("#luca12#Uhhhhhh, I'm not quite sure how this game works but I'm pretty sure you can't do THAT. ...C'mon, we gotta go at the same time!!! You ready?", ["Oh okay,\nI'm sorry", "I'm\nready", "Wow, you're\nso picky"]);
g.addStairCheat("#luca13#Okaaaaay there slowpoke. Well that one doesn't count! You gotta throw it on three this time. Ready??", ["Why does it\nmatter...", "Hey! That was\na good throw", "Oh okay,\non three"]);
g.addStairReady("#luca05#Ready?", ["Yeah!\nReady", "Sure,\nlet's go", "Okay"]);
g.addStairReady("#luca04#...Ready to throw?", ["Okay! I think I\nknow what to pick", "Hmm,\nsure...", "You're\ngoing down"]);
g.addStairReady("#luca05#Alright, ready?", ["Yeah I'm\nready!", "Hmm let me think\nfor a second...", "Okay,\ngo"]);
g.addStairReady("#luca04#Ready when you are!", ["Wait, this one's\ncomplicated", "I'm\nready", "Um,\nokay"]);
g.addStairReady("#luca06#Hmmmm, are you ready?", ["Yeah,\nsure", "Let's\ngo!", "Let me\nthink..."]);
g.addCloseGame("#luca02#Heyyyyy, c'mon I'm actually doing pretty good this time! See? I'm kind of up where you are!", ["Yeah, but your position\nis really bad...", "Yeah, I don't\nknow what to do!", "Ha! Ha! That's\nwhat you think"]);
g.addCloseGame("#luca06#Kyehhhh, I feel like any little mistake is going to reeeeeeeally cost me right now...", ["Gotta be\ncareful...", "What am I\ngoing to do!", "Don't get\ntilted!"]);
g.addCloseGame("#luca07#Hmmm, I can't decide if I should play it safe or do something reeeeeeeally risky...", ["Play it\nsafe!", "Take a\nrisk!", "I'm not going to\ntell you what to do..."]);
g.addCloseGame("#luca06#So if you throw that, I can throw this... But if you DON'T throw that, hmmm... Kyehhh, this is really hard!", ["Oh, just pick\nrandomly", "You'll never guess\nwhat I'm doing", "Yeah, but that\nmakes it fun~"]);
g.addStairCapturedHuman("#luca03#Kyahahahaha! I knew it! I KNEW it! ...I knew you wouldn't be able to resist throwing a <playerthrow>, <name>.", ["Hey, I thought\n<playerthrow> was clever", "Ugh, why would you\nput out <computerthrow>", "It's just\nrandom..."]);
g.addStairCapturedHuman("#luca02#Kyeheheheheyyyyyyyyyy, don't feel bad. It's just one little mistake, you can still win~", ["Not unless you\nreally mess up", "Wow, I need to pay\nmore attention", "-sigh-"]);
g.addStairCapturedHuman("#luca02#Ohhhh " + stretch(PlayerData.name) + "... You know you can't go throwing out <playerthrow> every turn, some day you'll get caught!", ["Ugh...", "It could\nhave worked!", "You just made\na lucky guess"]);
g.addStairCapturedComputer("#luca11#Kyahhhh! My little " + comColor + " guy! ...What happened to him, is he okay?", ["I think he'll\nbe okay", "He'll never walk again.\nOh wait, there he goes.", "Ha ha,\nrelax"]);
g.addStairCapturedComputer("#luca10#Wait what does that mean? ...Why isn't he on the stairs anymore? That's not faaaaaairrrrr...", ["You're letting\nyour team down", "Them's the\nbreaks, kid", "Aww, it's\nokay"]);
g.addStairCapturedComputer("#luca09#Ohhhhh, I should have knowwwwwwwn... <computerthrow>... Kyehhhhhhh, I'm so dumb sometimes.", ["Heh, that's a\nbeginner mistake", "It's like something\nI would do...", "Relax, it's\njust a game"]);
return g;
}
private static function fillInReplacementTree(tree:Array<Array<Object>>)
{
var prefix = getLucarioReplacementProfPrefix();
var name:String = getLucarioReplacementName();
tree[0] = ["%disable-skip%"];
tree[1] = ["%swapwindow-" + prefix + "%"];
tree[3] = ["#abra05#It's right over here, okay? ...And you can see what you look like on that screen there-- so try to keep yourself in frame."];
tree[4] = ["%swapwindow-luca%"];
tree[5] = ["%enter" + prefix + "%"];
tree[6] = ["%enable-skip%"];
tree[7] = [15];
tree[61] = ["#abra06#Oh ehhhh, slight change of plans " + name + "-- Lucario's going to fill in for you here. ...Somehow I thought <name> would be okay with that."];
tree[62] = ["#luca10#Wait no, I'm... I'm sorry! Were you in the middle of something? I can come back when you're finished!"];
tree[63] = ["%exit" + prefix + "%"];
tree[65] = ["#luca14#Kyahhh well, okay, as long as I'm not interrupting! Nice to meet you, <name>~"];
tree[66] = ["#luca04#Um soooo, Abra explained all this puzzle stuff REALLY quickly, but I'm still sort of lost... maybe I'll understand it better once you show me?"];
tree[67] = ["#luca03#Okay, let's go!"];
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
var count:Int = PlayerData.recentChatCount("luca.sexyBeforeChats.0");
if (count == 0)
{
tree[0] = ["#luca10#So I'm sort of new to this whoooooole... \"disembodied robot hand\" thing. Ummm... ..."];
tree[1] = ["#luca04#Is... Is that thing soft? Or is it... -poke- -poke- ...Oh! ...Okay. It's a lot softer than it looks."];
tree[2] = ["#luca05#...Well, go ahead! It's alright. I'll get used to it~"];
}
else
{
tree[0] = ["#luca02#Mmmmm so what's next, " + stretch(PlayerData.name) + "? ...You ready to do some pizza \"topping\"? Kyeheheheheh~"];
tree[1] = []; // assigned later
tree[10] = ["I'm more\ncomfortable\npizza\nbottoming"];
tree[11] = ["#luca06#Waaaait, you want me to top YOU!? ... ...Kyeh, well okaaaaay, I can try it..."];
tree[12] = ["#luca12#-poke- Yeah, -poke- Nggh, you like that don't you...."];
tree[13] = ["#luca13#-poke- -poke- Yeah? Ohhh, you want me to poke you harder? -poke- You think you can take this? -poke- -poke- -poke-"];
tree[14] = ["#luca10#... ..."];
tree[15] = ["#luca09#Kyahhh, this isn't really doing anything for me. ...I think you should take over."];
tree[20] = ["Yeah let's\ndo this"];
tree[21] = ["#luca00#Mmmm, how many \"toppings\" do you usually like? Because I could go for the works today~"];
tree[30] = ["Ugh I just\nlost my\nappetite"];
tree[31] = ["#luca03#Kyeheheh, sorry! I was trying to set the mood. It seemed like the kind of thing someone would say in a cheesy porno... ..."];
tree[32] = ["#luca05#Okay, okay! Take two."];
tree[40] = ["Hope you're\nin the\nmood for\nsausage"];
tree[41] = ["#luca00#Ooohhh I'm aallllways in the mood for a nice fat sausage!"];
tree[42] = ["#luca06#Or kyahhhh, five little sausages I guess. ...Wait... ...What exactly did you have in mind?"];
tree[50] = ["What do\nyou think\nabout\npineapples"];
tree[51] = ["#luca06#Pineapples!? ...Pineapples just sound dangerous. Unless you... umm..."];
tree[52] = ["#luca00#...Oh! Ohhhh right. PIIIIINE-apples... I think I get it. Kyahaha~"];
tree[53] = ["#luca01#Ooooookay, well then why don't we try some pineapples together~"];
tree[60] = ["How do you\nfeel about\npepperoni"];
tree[61] = ["#luca01#Ooooohhh yeah, that sounds good. Do you have a big, meaty pepperoni for me?"];
if (PlayerData.lucaMale)
{
tree[62] = ["#luca06#...Kyahh well... I guess you don't reeeeeeeally. Hmmmmmm..."];
tree[63] = ["#luca00#Well, how about if we just just share myyyyy pepperoni~"];
}
else
{
tree[62] = ["#luca06#...Kyahh well... I guess you don't reeeeeeeally. Hmmmmmm..."];
tree[63] = ["#luca00#Well it sounds like we need to find a pepperoni substitute~"];
}
tree[70] = ["I could go\nfor some\ndipping\nsauce"];
tree[71] = ["#luca01#Oh yeahhhhhh? I think I know where you can find some extra dipping saaaaaauce..."];
tree[72] = ["#luca00#...Just be careful with it, okay? ...Try not to spill any on the carpet. Kyahahahaha~"];
tree[80] = ["Or maybe\nsomething\nhand tossed"];
tree[81] = ["#luca01#Oh yeaaaaaahhh? I think I like the sound of that. ...You... you want to \"toss\" something with your hand?"];
tree[82] = ["#luca00#Well don't let me hold you up, get to tossing! Kyahahaha~"];
tree[90] = ["How\nabout a\ntossed\nsalad\ninstead"];
tree[91] = ["#luca01#Mmmmmm a tossed salad? That sounds reeeeeeally nice~"];
tree[92] = ["#luca06#Nowwwwww, I'm not sure how exactly you're gonna manage that one, <name>. ...This is going to take some ingenuity on your end."];
tree[93] = ["#luca02#Why don't you show me what you're thinking~"];
/*
* 10, 20 are always in the result; 10 is always first.
*/
var choices:Array<Object> = [30, 50, 70, 80, 90];
if (PlayerData.gender != PlayerData.Gender.Girl)
{
choices.push(40);
choices.push(60);
}
FlxG.random.shuffle(choices);
choices = choices.splice(0, 2);
choices.push(20);
FlxG.random.shuffle(choices);
choices.insert(0, 10);
tree[1] = choices;
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca04#Mmmmmmmm well this has been nice hasn't it?"];
tree[1] = ["#luca02#Now remember, if you're satisfied with the service I provide, it's customary to leave a nice tip~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
tree[2] = [60, 70, 40, 50];
}
else
{
tree[2] = [20, 30, 40, 10];
}
tree[10] = ["Well\nwhat if\nI stiff\nyou?"];
tree[11] = ["#luca01#Mmmmmmm~ I wouldn't mind being... stiffed. As long as it was you doing the stiffing, <name>... Kyeheheheh~"];
tree[20] = ["I think\nyou'll\nwant this\ntip in\nadvance"];
tree[21] = ["#luca00#Kyeheheheheh~ ... ...Okaaaaay, but try not to be stingy. A good tip makes alllllll the difference~"];
tree[30] = ["You'll be\nreally\nhappy\nwith my\ntip"];
tree[31] = ["#luca00#Ooooh, well I'll give you my best service as looooooong as you keep those tips coming. Kyeheheheheh~"];
tree[40] = ["Okay, I'll\npay you\nafter"];
tree[41] = ["#luca12#Kkkh, PAY me!?! ...No <name>, that's not what I was... -sigh- ... ...You don't have to pay me for sex."];
tree[42] = ["#luca13#...Why does everyone always try to pay me!?!"];
tree[50] = ["Well what\nif I want\nto do the...\nservicing"];
tree[51] = ["#luca01#Oooooh, well you can do all the servicing you want..."];
tree[52] = ["#luca00#...And kyahhhhh, if you can make me \"reach my destination\" in 30 minutes, your next pizza's on me~"];
tree[60] = ["That depends\non whether\nyou can...\nsatisfy me"];
tree[61] = ["#luca00#Oooooh don't you worry, customer satisfaction is alllllllways at the top of my list!"];
tree[62] = ["#luca01#Just let me know if there's aaaaanything I can do to better meet your needs~"];
tree[70] = ["What\nsort of...\nservices\ndo you\nmean?"];
tree[71] = ["#luca00#What kind of services? Ooooooh, well the only limit is your imagination~"];
tree[72] = ["#luca06#Although I gueeeesssss I'm also limited your lack of a torso, head and genitals. Your lack of everything, really."];
tree[73] = ["#luca03#...Hmmm. I guess we're pretty darn limited. So hopefully you've got a reeeeeeally good imagination! Kyahahahaha~"];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#luca07#Kyahhh, that stupid minigame was making my head spin. ...I'm going to need to take a break from my break now..."];
tree[1] = ["#luca00#Oh wait, does that minigame mean we don't have to do any more puzzles? Niiiiiice~"];
tree[2] = ["#luca01#Mmmmmmmm, well why don't we just relax for a bit then..."];
}
else
{
tree[0] = ["#luca07#Kyahhh, all these puzzles are making my head spin. ...I'm going to need to take a break from my break soon..."];
tree[1] = ["#luca00#Oh wait, that was the last puzzle wasn't it? Niiiiiice~"];
tree[2] = ["#luca01#Mmmmmmmm, well why don't we just relax for a bit then..."];
}
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
var count:Int = PlayerData.recentChatCount("luca.sexyBeforeChats.3");
if (PlayerData.lucaMale)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#luca02#Alriiight! ...So that counts as doing all of our puzzles, right? We can finally mess around without getting yelled at?"];
}
else
{
tree[0] = ["#luca02#Alriiight! ...So that was the last puzzle, right? We can finally mess around without getting yelled at?"];
}
if (count % 3 == 0)
{
tree[1] = ["#luca00#I've been sooooooo pent-up lately. It feels like I've got a seeeerious case of blue balls! I thought about asking if, ummm..."];
tree[2] = ["#luca06#... ..."];
tree[3] = ["#luca12#I mean, well yes okay I KNOW my balls are already blue but..."];
tree[4] = ["#luca13#...Well, you know what I meant!"];
}
else
{
tree[1] = ["#luca00#Call me crazy but... I think I'm starting to get sort of a logic puzzle fetish... ... Kyeheheheh..."];
tree[2] = ["#luca05#It's probably just some dumb Pavlovian response from getting my dick played with alongside all of these brainteasers."];
tree[3] = ["#luca06#Huh, you don't... you don't think Abra planned this, do you?"];
}
}
else
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#luca02#Alriiight! ...So that counts as doing all of our puzzles, right? We can finally mess around without getting yelled at?"];
}
else
{
tree[0] = ["#luca02#Alriiight! ...So that was the last puzzle, right? We can finally mess around without getting yelled at?"];
}
if (count % 3 == 2)
{
tree[1] = ["#luca00#Call me crazy but... I think I'm starting to get sort of a logic puzzle fetish... ... Kyeheheheh..."];
tree[2] = ["#luca05#It's probably just some dumb Pavlovian response from getting my pussy pounded after we do these brainteasers."];
tree[3] = ["#luca06#Huh, you don't... you don't think Abra planned for this to happen, do you?"];
}
else
{
tree[0] = ["#luca02#-sniff- -sniff- Mmmm, I can still smell the pizza from all the way in here."];
tree[1] = ["#luca04#You knowwwwww, it's a shame you'll never get to try one of our legendary Effen Pizza pies. ...We have some reeeeeeally delicious pies~"];
tree[2] = [40, 10, 30, 20];
tree[10] = ["I wish\nI could\neat your\npie"];
tree[11] = ["#luca01#Kkkh, I reeeeeally wish there was some way I could serve it to you. Kyahhhhh..."];
tree[12] = ["#luca00#...Well at least this way you can poke around without getting your fingers all greasy."];
tree[20] = ["It's\nprobably\nsimilar\nto the\npies we\nhave here"];
tree[21] = ["#luca05#Oooh, I don't know about that. You've never had any pies like our pies."];
tree[22] = ["#luca00#The dough goes into the oven so fresh and moist, but it comes out all soft and warm..."];
tree[23] = ["#luca01#It smells so good you just want to get your mouth RIGHT in there and... just... make things really messy~"];
tree[24] = ["#luca02#And if I really don't care about making a mess, sometimes I'll just drown the whole thing in garlic sauce!"];
tree[25] = ["#luca07#...Umm, sorry I lost my train of thought..."];
tree[30] = ["What's\nyour pie\ntaste\nlike?"];
tree[31] = ["#luca05#Oooh trust me, you've never had any pies like our pies."];
tree[32] = [22];
tree[40] = ["But isn't\nit like\n14 inches\nwide?"];
tree[41] = ["#luca12#What!? What are you implying!?! ...It's just a normal-sized pie, I mean... ...I haven't measured or anything..."];
tree[42] = ["#luca13#...Besides, it's not really meant for just one person! You're supposed to share it with one or two other people."];
}
}
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca00#Oooh... I thought I was pretty good with my hands, but you showed me a few new tricks there~"];
tree[1] = ["#luca02#We'll have to do this again soon, okay? Thanks for having me over, <name>~"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca00#Oohhh, wow... ...Now this isn't why I got into the pizza delivery business but, it suuuuure is a nice perk~"];
if (PlayerData.hasMet("rhyd"))
{
tree[1] = ["#luca08#I umm, I guess I should probably gooooo. ...But I'll see you the next time Rhydon gets hungry."];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#luca02#Which should be what, ten minutes from now? Kyeheheheh~ ... ...See you later, <name>!"];
}
else
{
tree[1] = ["#luca08#I umm, I guess I should probably gooooo. ...But I'll see you the next time someone orders some pizza, right?"];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#luca02#...Well, see you later <name>!"];
}
tree[10000] = ["%fun-alpha0%"];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca06#Kyahhh... Is there a bathroom here? I reeeeeeeeally have to wash my hands before I go back to work..."];
tree[1] = ["#luca04#Well, I'll look for one on my way out. ...This was nice though, <name>. It doesn't feel like I get to see you all that often."];
tree[2] = ["#luca02#...You need to order more pizza so I can see you more! Kyaha~"];
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca00#Nnghhh... No matter how much I practice by myself, it alllllways feels so much better when you do it~"];
tree[1] = ["#luca04#Well umm, it was good getting to see you again <name>! Hope we can do this again soon~"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca00#Kyehhh... that was... ...ohhh... so- something else, you... nghh..."];
tree[1] = ["#luca01#Was... was that really just one hand? Kyehh~ I... I blacked out for a little there but... ooohhh..."];
tree[2] = ["#luca00#...I could swear I felt... a few extra fingers? --kyaaahhh, maybe... maybe a tentacle... nghhh..."];
tree[3] = ["#luca09#We're... we're gonna do that again some time, right? ...nghhh! ...Just, just like that... kyahhhhhh~"];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
tree[0] = ["#luca01#Nggghhh... That was so... kyehhh-- can't feel... can't move my legs... mmmmfff..."];
tree[1] = ["#luca00#Oooohhh, I... I have to... kya-ahhh~~ Have to go back to work, but... can't..."];
tree[2] = ["#luca09#Is it-- kyahhhhh... Is it okay if I just lay here for awhile? Just until, oohhh... Just until my legs work again... Hahhhhhhhh~"];
}
public static function firstTime(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
// which professor are we replacing?
var prefix = getLucarioReplacementProfPrefix();
if (prefix == "smea")
{
fillInReplacementTree(tree);
tree[2] = ["#smea03#Oh hi <name>! ...Somehow I KNEW you were going to show up the instant, umm..."];
tree[60] = ["#smea10#Umm... I thought it was my turn, am I in your way or something?"];
tree[64] = ["#smea02#Oh, no no, it's okay! I mean <name> and I see each other all the time anyway. ...You two have fun!"];
}
else if (prefix == "grov")
{
fillInReplacementTree(tree);
tree[2] = ["#grov02#You're getting the hang of these puzzles by now, yes? Why, it's... errrm..."];
tree[60] = ["#grov06#Ah, can I help you? ...I feel like I'm perhaps in your way... ..."];
tree[64] = ["#grov02#Ahhh sure, think nothing of it! ...<name> and I see each other plenty. ...You two enjoy yourselves!"];
}
else if (prefix == "buiz")
{
fillInReplacementTree(tree);
tree[2] = ["#buiz05#Heyyyy back for more from your favorite Buizel right? Your uhhh..."];
tree[60] = ["#buiz06#Uhh so what's going on? ...Do you need me here for this?"];
tree[64] = ["#buiz02#Yeah yeah okay, I figured it was something like that. Hey don't worry! I'll see you around, <name>~"];
}
else if (prefix == "rhyd")
{
fillInReplacementTree(tree);
tree[2] = ["#RHYD02#Alright! Back for another mental workout with your favorite... Your favorite, err..."];
tree[60] = ["#RHYD06#Hey uhh what exactly's going on here? I'm feeling like sort of a third wheel or something."];
tree[64] = ["#RHYD02#Hey don't worry about it! ...Those pizzas are kind of calling my name anyways. Grehhh! Heh-heh-heh!"];
}
else if (prefix == "sand")
{
fillInReplacementTree(tree);
tree[2] = ["#sand02#Oh hey! Ready for some more puzzles? I know I'm uhhh..."];
tree[60] = ["#sand00#Ayyy what's this, we doin' like uhhh, a little menage a trois bonus round? 'Cause I can dig it, although <name> might kinda have his hands full..."];
tree[64] = ["#sand01#Heh! Yeah, yeah, I see how it is. Just uhh, stick around after you two are done, okay Lucario? ...I'll be by to bring you some dessert~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 60, "have his", "have her");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 60, "have his", "have their");
}
}
else
{
tree[0] = ["%swapwindow-luca%"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#abra05#It's right over here, okay? ...And you can see what you look like on that screen there-- so try to keep yourself in frame."];
tree[3] = ["%fun-alpha1%"];
tree[4] = [15];
tree[60] = ["#abra06#Oh ehhhh, slight change of plans <name>-- Lucario's going to fill in for me here. ...Somehow I thought you'd be okay with that."];
tree[61] = ["#abra03#...You owe me big time! Eh-heheheheh~"];
tree[62] = ["#luca14#Ah, yes! Nice to meet you, <name>~"];
tree[63] = ["#luca04#So, Abra explained all this puzzle stuff REALLY quickly, but I'm still sort of lost... maybe I'll understand it better once you show me?"];
tree[64] = ["#luca03#Okay, let's go!"];
tree[10000] = ["%fun-alpha1%"];
}
tree[15] = ["#luca05#In frame. Got it. Wait, is that the..."];
tree[16] = ["#luca03#Kyahhh! It's so cute! ...Aww and loooooook it's even got a little avatar face!"];
tree[17] = ["#luca06#...Usually they just film me and add in the game part later. ...Wait, does that mean he can hear me?"];
tree[18] = [20, 25, 30];
tree[20] = ["I can\nhear you"];
tree[21] = [50];
tree[25] = ["Hello\nLucario!"];
tree[26] = [50];
tree[30] = ["Aww yeah,\njackpot"];
tree[31] = [50];
tree[50] = ["#luca02#Ahhh! You must be umm... <name>? Sorry! This is all sort of new to me."];
tree[51] = [60];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 17, "he can", "she can");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 17, "he can", "they can");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["%fun-nohat%"];
tree[2] = ["#luca02#Mmm okay, and off... comes... the hat. Kyeheheheh! How do my ears look? ... ...You can be honest..."];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#abra08#No, no, come here. Take off your hat AND your shirt... ...AND your undershirt..."];
tree[5] = ["#abra13#Okay, why are you wearing so many clothes!!"];
tree[6] = ["#abra12#Well, just take off HALF your clothes now, and half after the next puzzle. ...You can figure out the details yourself."];
tree[7] = ["#luca07#Kwehhh? Soooo, lemme get this straight. I'll be completely naked after just TWO of these puzzles? ...I mean, other hentai games at least try to drag it out a little..."];
tree[8] = ["%fun-nude1%"];
tree[9] = ["%fun-alpha1%"];
tree[10] = ["#abra10#Wh... wait, OTHER hentai games?"];
tree[11] = ["#luca08#Well... Well you didn't think... I mean obviously I've... Oh, umm..."];
tree[12] = ["#luca04#Ohhhh sweetie, of course. Of COURSE you're my first hentai game! ...And it's normal to finish so quickly!"];
tree[13] = ["#luca02#Really, I'm um... It's flattering. ...It just means you like me a lot~"];
tree[14] = ["#abra12#Don't patronize me."];
tree[10000] = ["%fun-alpha1%"];
tree[10001] = ["%fun-nude1%"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#luca02#And off go the pants! Woooo!"];
tree[1] = ["#luca06#So ummm <name>, what's like, what's your whole deal anyway? Are you another Pokemoooon? Or... maybe you're a human? Or something else?"];
tree[2] = ["#luca04#..."];
tree[3] = ["#luca10#Umm, hello? Are you um... Wait, can he hear me?"];
tree[4] = ["%enterabra%"];
tree[5] = ["#abra04#Oh here, sometimes you have to press this when you ask a question..."];
tree[6] = [15, 25, 20, 30];
tree[15] = ["I'm a\npokemon"];
tree[16] = [50];
tree[20] = ["I'm a\nhuman"];
tree[21] = [50];
tree[25] = ["I'm something\ndifferent"];
tree[26] = [50];
tree[30] = ["I'd rather\nnot say"];
tree[31] = [50];
tree[50] = ["#luca07#Wait, well... Wait then why did it work last time? I didn't press a button then..."];
tree[51] = ["#abra08#-sigh- So, the question-and-answer stuff is handled by a short-term memory recurrent neural network, but it's not perfect."];
tree[52] = ["#abra05#...So if you don't see your question pop up for some reason, just hit this button."];
tree[53] = ["#luca06#Kyehhh, okay. ... ...Soooooo <name>, how old are you anyway?"];
tree[54] = ["#abra12#Idiot, don't ask THAT! You're going to break it!"];
tree[55] = ["#luca10#Ehh?"];
tree[56] = ["#abra06#Like... simple questions! Multiple choice!! So you might ask ehhhh... \"<name>, were you born in an even or an odd year?\""];
tree[57] = [70, 65, 80, 75];
tree[65] = ["I was\nborn in an\neven year"];
tree[66] = [90];
tree[70] = ["I was\nborn in an\nodd year"];
tree[71] = [90];
tree[75] = ["That\nquestion is\nreally dumb"];
tree[76] = [100];
tree[80] = ["Wait...\nwhat?"];
tree[81] = [100];
tree[90] = ["#luca07#Okaaay well sure, but that sort of defeats the purpose. I mean I was trying to start a conversation, and I can't really--"];
tree[91] = ["#abra09#--well, -sigh- that was just an example, okay!?"];
tree[92] = ["#luca06#But couldn't you have just given like, a range of ages, or-"];
tree[93] = ["#abra12#--will you just...! Hmph. Nevermind. I suppose the concept of an \"example\" is too complex for your tiny shrivelled ant scrotum of a brain."];
tree[94] = ["%exitabra%"];
tree[95] = ["#abra13#...Just make your own stupid game if you think you can do better."];
tree[96] = [110];
tree[100] = ["#abra09#Tsk, look it's just an example, okay!? I was just showing how..."];
tree[101] = [92];
tree[110] = ["#luca06#... ...Umm, okay. Bye... ..."];
tree[111] = ["#luca10#... ..."];
tree[112] = ["#luca08#Eesh sooooo... ...Am I like, getting on her nerves, or is she just like that all the time?"];
tree[113] = [140, 130, 120, 150];
tree[120] = ["He's not\nusually\nthis bad"];
tree[121] = ["#luca04#Hmm okay. I must have just caught her at a bad time."];
tree[122] = [200];
tree[130] = ["He's like\nthis all\nthe time"];
tree[131] = ["#luca04#Hmm okay, yeah. So she's one of thoooose types. ...Oh well, I've seen worse."];
tree[132] = [200];
tree[140] = ["He's\nusually\nworse"];
tree[141] = [131];
tree[150] = ["...Abra's\na boy"];
tree[151] = ["#luca04#Oh. Ohhhhhhh right, I think I remember her saying something like that! ...Uhh so, umm..."];
tree[152] = [200];
tree[200] = ["#luca05#Anyway, one last puzzle, right? ...Before the other stuff?"];
tree[201] = ["#luca02#...Don't worry, Abra already warned me about what's coming up. Most of the other games skip right to the sex stuff, so it was kind of nice, ummm..."];
tree[202] = ["#luca01#It was nice getting to meet you, <name>. ...You've been really patient with me~"];
tree[203] = [220, 230, 240, 250];
tree[220] = ["It was nice\nmeeting\nyou too"];
tree[221] = ["#luca03#Kyeheheheh~ Well... You know, you guys order a lot of pizza, right? ...Maybe if I pull some strings, I can handle your deliveries personally from now on."];
tree[222] = ["#luca00#You know, that way we can maybe see each other more often. ...But anyway umm... so one last puzzle?"];
tree[223] = [310, 315, 320, 325];
tree[230] = ["I hope you\nvisit again\nsoon"];
tree[231] = [221];
tree[240] = ["How many\ngames have\nyou been\nin anyway?"];
tree[241] = ["#luca08#Ohh, just... I don't like to talk about my other games. I think it's sort of tacky, but..."];
tree[242] = ["#luca10#Well they're usually just these simple little point-and-click undressing ones, or they'll have a few animations in a gallery..."];
tree[243] = ["#luca05#...But, this is the first one I've seen that's a real actual game! I think I'll have to come back to this one a few times~"];
tree[244] = [300];
tree[250] = ["When I\nlook into\nyour eyes\nI see the\nfaces of our\nchildren"];
tree[251] = ["#luca11#Wh... wait, whaaat!?!"];
tree[252] = ["#luca09#S-sorry, umm I... I think I must have pressed the wrong button!? This is all sort of new to me... Ummm... Ummmmmm..."];
tree[253] = [300];
tree[300] = ["#luca07#So ummm... so one last puzzle?"];
tree[301] = [310, 315, 320, 325];
tree[310] = ["Yes,\none last\npuzzle"];
tree[311] = [330];
tree[315] = ["Umm..."];
tree[316] = [330];
tree[320] = ["Well,\nyeah"];
tree[321] = [330];
tree[325] = ["Why are\nyou asking\nme?"];
tree[326] = [330];
tree[330] = ["#luca06#Oh! ...Oh I'm sorry, I guess the way I phrased that made this dumb computer thingy think I was asking a question? Kkkh, it's so picky!"];
tree[331] = ["#luca04#Ummm... let me try that again..."];
tree[332] = ["#luca15#One last puzzle! ...Over!!"];
if (!PlayerData.abraMale)
{
tree[113] = [140, 130, 120];
tree[120] = ["She's not\nusually\nthis bad"];
tree[130] = ["She's like\nthis all\nthe time"];
tree[140] = ["She's\nusually\nworse"];
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 3, "can he", "can she");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 3, "can he", "can they");
}
}
}
public static function genderCorkboard(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca06#Oh! I just thought umm... You're kind of blocking the door... Wait, can't I come in? I was just here to see <name>..."];
if (PlayerData.abraStoryInt == 5)
{
tree[2] = ["#abra08#Ehhhh, sorry, it's just I think this game was balanced around nine specific characters, and ummmmmm... I just think Abra would have wanted it this way."];
tree[3] = ["#abra06#I mean... I think I'd have wanted it this way. ...I think I... Ehhh..."];
tree[4] = ["#abra11#Right, I want it this way. Obviously I know what I want! Eh-heheheheh. Ehhhhhh..."];
tree[5] = [10];
}
else
{
tree[2] = ["#abra05#Ehhhh, I don't think that will be necessary. ...You've made your token appearance, so we won't be requiring your services anymore."];
tree[3] = ["#luca13#\"Requiring my services!?\" Hey I'm not some sort of a... Kkkhh... That's a very rude implication!"];
tree[4] = ["#abra06#It's just, well... I needed to be able to truthfully advertise that a Lucario was in my game, so that the popularity would spike."];
if (PlayerData.isAbraNice())
{
tree[5] = ["#abra05#But now that word's spread, I think we're good! Sorry, it's nothing personal~"];
}
else
{
tree[5] = ["#abra02#But now that word's spread, I think we're good! Bye bye now~"];
}
tree[6] = [10];
}
tree[10] = ["#luca10#Wh- well... I mean I brought you guys a bunch of free pizza if that changes anything!"];
tree[11] = ["#RHYD03#Free pizzas!?! I heard that!! Gr-roarrrrrr!!!"];
tree[12] = ["#abra10#Hey, wait just a second you big dope! If we accept the pizzas then that means I have to... OWWWW, hey!!! Don't push!"];
tree[13] = ["#RHYD04#Nope. Nope. Don't care. Free pizzas."];
tree[14] = ["#luca02#..."];
tree[15] = ["#abra09#... ..."];
tree[16] = ["#abra13#Tsk, fine. Just this once, okay?"];
tree[17] = ["%fun-alpha1%"];
tree[18] = ["#luca03#Yay! Kyeheheheheheh! ...Hi <name>!"];
tree[19] = ["#luca14#I'm sorry I took so long. ...Thanks for being patient~"];
tree[10000] = ["%fun-alpha1%"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["%entergrov%"];
tree[1] = ["#grov05#Ahh, Lucario! Why, I wasn't expecting to see you here today~"];
tree[2] = ["#luca12#Kkkkh, yeah, yeah, I get it. What, am I in your spot or something? I'm guessing you want me to leave, too, is that it? I swear, you guys used to be nice..."];
tree[3] = ["#grov10#What? ...No, no, nothing like that! I was just... attempting to be cordial? ...Err, oh and thanks for the free pizza!"];
tree[4] = ["#grov09#Is... everything alright? ...You seem a tad tense."];
tree[5] = ["#luca08#Kyahh... Sorry, it's just..."];
tree[6] = ["#luca09#...Two customers stiffed me in a row, and... then I thought I could sneak over here in between deliveries... But Abra wouldn't let me in the front door, and..."];
if (PlayerData.abraMale)
{
tree[7] = ["#grov03#Ahhh Abra. Yes. ...The source of many a sour mood. Try not to let him get to you."];
tree[8] = ["#luca06#Yeah okay can we talk about that? So what is her problem? Is she usually like this with new people or does she just have a hair up her butt?"];
tree[9] = ["#grov06#Well ehhhh... Remember, Abra's a boy."];
tree[10] = ["#luca02#Kyeheheheheh! Yeah, okay. Abra's a boy. ... ...Come on, that's mean."];
tree[11] = ["#grov10#D'ehh, well... Should we perhaps discuss this in private?"];
tree[12] = ["%fun-longbreak%"];
tree[13] = ["%exitgrov%"];
tree[14] = ["#luca07#Kyehh, wait, I'm sorry. Were you being serious? Or... (whisper, whisper)"];
tree[15] = ["#grov06#(whisper, whisper)"];
}
else
{
tree[7] = ["#grov03#Ahhh Abra. Yes. ...The source of many a sour mood. Try not to let her get to you."];
tree[8] = ["#luca06#Yeah okay can we talk about that? So what is his problem? Is he usually like this with new people or does he just have a hair up his butt?"];
tree[9] = ["#grov06#Well ehhhh... Remember, Abra's a girl."];
tree[10] = ["#luca02#Kyeheheheheh! Yeah, okay."];
tree[11] = ["#luca07#...Well wait, do you mean in real life? Because I thought she told me that I was supposed to ummmmm..."];
tree[12] = ["#grov06#Perhaps we should discuss this in private?"];
tree[13] = ["%fun-longbreak%"];
tree[14] = ["%exitgrov%"];
tree[15] = ["#luca10#Kyehh, right, right, I'm sorry. I just thought that we were supposed to... (whisper, whisper)"];
tree[16] = ["#grov05#(whisper, whisper)"];
}
tree[10000] = ["%fun-longbreak%"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["#luca02#Oh wow so now I FINALLY understand all that stuff Abra was trying to tell me on the first day!"];
tree[1] = ["#luca10#You know, he seems like a smart guy but he's reeeeeeeeeeally bad at explaining things..."];
tree[2] = [40, 30, 20, 10];
tree[10] = ["That's why\nGrovyle does\nthe tutorials"];
tree[11] = ["#luca07#Oh my gooood, can you imagine trying to learn this kind of a game from Abra!? I think I'd pull my fur out!"];
tree[12] = [50];
tree[20] = ["He has\na way with\nwords"];
tree[21] = ["#luca03#Kkkkkhh, yeah that's a generous way of putting it. And Hannibal Lecter knew his way around a kitchen! Kyeheheheh~"];
tree[22] = [50];
tree[30] = ["You get\nused to\nhim"];
tree[31] = ["#luca07#Kkkkhh, I mean really? How do you even go about trying to friends with someone like that, I think I'd pull my fur out!"];
tree[32] = [50];
tree[40] = ["He's not\nthat smart"];
tree[41] = ["#luca07#Right? I mean this is just basic social interaction, I think most people figure this out when they're teenagers."];
tree[42] = [50];
tree[50] = ["#luca04#I just can't even believe he still has roommates. I mean if I were-"];
tree[51] = ["#luca00#-Oh wait wait wait, here comes Rhydon. ...Hey Rhyyyyyyydonnnnnnnn~"];
tree[52] = ["%enterrhyd%"];
tree[53] = ["#RHYD06#Grehh?"];
tree[54] = ["#luca02#...Rhydon, you're a " + (PlayerData.rhydMale ? "boooooooyyyyyyyyyy~" : "giiiiiiiirrrrrrrrl~")];
tree[55] = ["#RHYD02#Uhh... Yep! Last I checked! Greh! Heheheheh."];
tree[56] = ["#luca03#This is so coooooooool! Kyahhahahahahahaha~"];
tree[57] = ["#RHYD06#... ..."];
tree[58] = ["%exitrhyd%"];
tree[59] = ["#RHYD10#...Bye!"];
tree[60] = ["#luca00#\"Last I checked.\" Heheheh! Oh, Rhydon..."];
tree[61] = ["#luca05#So aaaaaaaanywaaaaaaays, where were we?"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he seems", "she seems");
DialogTree.replace(tree, 1, "smart guy", "smart girl");
DialogTree.replace(tree, 1, "but he's", "but she's");
DialogTree.replace(tree, 20, "He has", "She has");
DialogTree.replace(tree, 30, "to\nhim", "to\nher");
DialogTree.replace(tree, 40, "He's not", "She's not");
DialogTree.replace(tree, 50, "believe he", "believe she");
}
}
}
public static function newJob(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca02#Heyyyyy, it's me again! ...I brought pizzaaaaaaaaas~"];
tree[2] = ["#abra06#Fine, fine, you can come in. ...How about ehhhh ^2,000, is that fair?"];
tree[3] = ["#luca03#Don't worry about it, the pizzas are on the house! My way of saying thank you~"];
tree[4] = ["#abra05#Ah, you misunderstood. I meant ^2,000 for you. ^2,000 for you to come in."];
tree[5] = ["#luca11#Wh-what!? No! That's... kkkkh! Are you serious!?!"];
tree[6] = ["#abra06#It's just that you usually come in here, stay for a long time... You drink all of our sodas..."];
tree[7] = ["#luca07#I had ONE! One soda last time! ...And I didn't even ask for it, Grovyle just brought it to me!!"];
if (PlayerData.isAbraNice())
{
tree[8] = ["#abra04#...And also you're always shedding everywhere, and Kecleon's allergic... And you ate all that birthday cake..."];
tree[9] = ["#luca13#What! You're just, kyahhh Kecleon is not ALLERGIC, his BOYFRIEND IS A DOG. And that was YOUR BIRTHDAY! You invited me!"];
tree[10] = ["#luca10#..."];
tree[11] = ["#luca07#Wait a minute..."];
tree[12] = ["#abra03#Eh-heheheheheh!"];
tree[13] = ["%fun-alpha1%"];
tree[14] = ["#luca12#You're a jerk, Abra."];
tree[15] = ["#abra02#Sorry, sorry. What! I can't have some fun sometimes~"];
tree[16] = [24];
}
else
{
tree[8] = ["#abra04#...And also you're always shedding everywhere, and it seems like Kecleon's allergic. So I'll have to vacuum..."];
tree[9] = ["#luca13#What! You're just, kyahhh Kecleon is not ALLERGIC, his BOYFRIEND IS A DOG."];
tree[10] = [20];
}
tree[20] = ["#luca12#Kkkkh fine, you know what? Here, you can... You can take your stupid ^2,000..."];
tree[21] = ["%fun-alpha1%"];
tree[22] = ["#luca13#But just know that you're just... you're mean! You're a mean abra who's mean."];
tree[23] = ["#abra02#Ee-heheheh. Pleasure doing business~"];
tree[24] = ["#luca06#..."];
tree[25] = ["#luca10#Let's see, is this thing already on?"];
if (PlayerData.isAbraNice())
{
tree[26] = ["#luca05#Ohh hello <name>! ...You wouldn't believe what I had to go through to get in here, Abra's trying to charge me money now..."];
}
else
{
tree[26] = ["#luca05#Ohh hello <name>! ...You wouldn't believe what I had to go through to get in here, Abra's charging me money now..."];
}
tree[27] = [70, 40, 50, 60];
tree[40] = ["I can give\nyou $2,000\nif that helps"];
tree[41] = ["#luca03#Awwwww that's really sweet of you! ...But I think he wants reeeeeal money."];
tree[42] = [100];
tree[50] = ["That's not\nvery nice"];
tree[51] = ["#luca06#Yeah, but I sort of understand. ...It's his house, I'm a guest, and it's probably annoying that I keep showing up unannounced."];
tree[52] = [100];
tree[60] = ["I am so\nfed up with\nthat guy"];
tree[61] = [51];
tree[70] = ["Well... I'll\ntry to make\nit worth it"];
tree[71] = ["#luca04#Ohhh don't stress over it! It's not like any of this is your fault."];
tree[72] = [100];
tree[100] = ["#luca10#I don't suppose you know anybody who will pay ^2,000 for two lukewarm supreme pizzas?"];
tree[101] = ["#luca07#We had a customer who refused to take them because they had the wrong color olives... ...I mean, what sort of pizza place carries green olives anyway!? Kkkhh..."];
tree[102] = ["#luca14#... ...This has not been a good day. But at least you're here now~"];
tree[10000] = ["%fun-alpha1%"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 9, "ALLERGIC, his", "ALLERGIC, her");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 9, "BOYFRIEND IS", "GIRLFRIEND IS");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 60, "that guy", "that girl");
DialogTree.replace(tree, 41, "he wants", "she wants");
DialogTree.replace(tree, 51, "his house", "her house");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#luca12#Kyahhhh this is turning into another one of those days. I reeeeeeeeeeeally need to find a new joooooob..."];
tree[1] = ["#luca04#Don't get me wrong, the pizza delivery thing definitely has its perks!"];
tree[2] = ["#luca05#We get to listen to whatever music we want, and the money's pretty good. I can earn ^15,000 in tips on a good day."];
tree[3] = ["#luca02#...Plus, the employees are fun to work with... actually my best friend is a cook! And my boss is nice too,"];
tree[4] = ["#luca04#He always has my back when it comes to annoying corporate stuff. Like they tried this stupid \"total time accountability\" thing..."];
tree[5] = ["#luca06#So they'd dock us a half hour's pay if we weren't in the store the MINUTE our shift started. Which is the stupidest thing ever, kkkkhhh..."];
tree[6] = ["#luca03#...But I gave my boss my password, and now he just clocks me in when the store opens so I always get my full paycheck! Kyahahahah~"];
tree[7] = ["#luca05#... ..."];
tree[8] = ["#luca08#... -sigh- I guess my problem is that it's comfortable working there, but it FEELS like I should be doing something else, you know?"];
tree[9] = [20, 25, 35, 30];
tree[20] = ["Well what\nwould you\nrather be\ndoing?"];
tree[21] = ["#luca06#Kkkh, I don't know, just something that pays better. ...Maybe something in veterinary medicine..."];
tree[22] = [51];
tree[25] = ["Are you\nin school?"];
tree[26] = ["#luca04#I was in school. I'm taking a break from that stuff right now, I don't really know what I want to do."];
tree[27] = [50];
tree[30] = ["Have you\nlooked for\nother jobs?"];
tree[31] = ["#luca06#Yeah, but they all want at least a Bachelor's degree which means going back to school."];
tree[32] = ["#luca05#And if I go back to school, I'd need to figure out what I want to go to school for. Maybe something like veterinary medicine..."];
tree[33] = [51];
tree[35] = ["Something\nin an\noffice?"];
tree[36] = [21];
tree[50] = ["#luca05#Just something that pays better... Maybe something in veterinary medicine..."];
tree[51] = ["#luca07#I mean, I've always been really good with animals, so it at least SEEMS like something I'd be good at."];
tree[52] = [80, 75, 70, 85];
tree[70] = ["That's an\nexpensive\ndegree"];
tree[71] = ["#luca06#It is? Kyehhhh well I don't know. Maybe I'd go back for something else then. It's just, well..."];
tree[72] = [100];
tree[75] = ["That's like\neight years\nof school"];
tree[76] = [71];
tree[80] = ["Maybe\nyou should\nconsider\nsomething\neasier"];
tree[81] = [86];
tree[85] = ["You could\nstudy while\nworking\npart time"];
tree[86] = ["#luca06#Kyehhhh, you're starting to sound like my father. It's just, well..."];
tree[87] = [100];
tree[100] = ["#luca10#You know what, if we get into this right now it's going to be this whole big thing."];
tree[101] = ["#luca04#...Why don't you get through this puzzle first, hmmm? We can talk about this after."];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#luca04#So yeah, obviously I've thought about going back to school. I went to college for two years for general education stuff, right after high school..."];
tree[2] = ["#luca05#...But after your sophomore year-- that's when they force you to pick a major, and I just didn't know what I wanted to do yet."];
tree[3] = ["#luca10#So I took a semester off to save up some extra money... And then I took a second semester, and a third, and I guess it's been about ehhh... five years now?"];
tree[4] = ["#luca05#... ...So I've thought about going back, but it's pretty expensive."];
tree[5] = ["#luca06#Paying that kind of money for two more years of school feels like a lifetime commitment, and I'm not really sure if I'm ready for that yet, you know?"];
tree[6] = ["#luca08#I feel like if I'm going to invest that much money into something, I need to be reeeeeeeally passionate about it. ...And I've just never felt that way about anything."];
tree[7] = ["#luca02#When I was a kid I wasn't thinking, \"I want to be a doctor\" or \"I want to be an astronaut.\" ...I was thinking about the big house I'd live in and all the friends I'd have."];
tree[8] = ["#luca06#...Why can't there just be a rewarding, well-paying job for people who don't care what they're doing?"];
tree[9] = ["#luca07#... ...I mean, kkkhhh... When did you know what YOU wanted to do?"];
tree[10] = [25, 40, 35, 20, 30];
tree[20] = ["When\nI was\nreally\nyoung"];
tree[21] = ["#luca12#Kyahh, well that's really lucky. I wish it could magically just be that simple for everybody..."];
tree[22] = [50];
tree[25] = ["When\nI started\nthinking\nabout\ncollege"];
tree[26] = [21];
tree[30] = ["After I\ngraduated"];
tree[31] = ["#luca12#Kyahh, well at least now you know. ...It would be nice if we were just preprogrammed with jobs as infants..."];
tree[32] = [50];
tree[35] = ["I'm still\nnot doing\nwhat I\nwant\nto do"];
tree[36] = ["#luca09#Kyahh that sucks, but at least you know, right? ...I wish it could magically just be that simple for everybody..."];
tree[37] = [50];
tree[40] = ["I still\ndon't know\nwhat I\nwant\nto do"];
tree[41] = ["#luca09#Kyahh, see? You know what it's like. ...Why can't we just be preprogrammed with jobs when we're infants..."];
tree[42] = [50];
tree[50] = ["#luca10#Like that one Philip K. Dick story? The one where it's the future, and everyone's problems are solved but they're all really sad."];
tree[51] = ["#luca04#Kyehhh whatever, it's okay. I think I'll keep delivering pizzas for awhile. It feels like it's just... the safest out of a lot of crappy options."];
tree[52] = ["#luca03#Or maybe if I build up enough of an audience here, I can always have a future in stripping. Kyahahahahahaha~"];
tree[53] = ["%fun-nude2%"];
tree[54] = ["#luca05#Oh! that's right, I almost forgot about my pants~"];
if (PlayerData.cash >= 1000)
{
tree[55] = [85, 75, 80, 70];
}
else
{
tree[55] = [75, 80, 70];
}
tree[70] = ["You're\nnot going\nto start\ncharging\nme, are\nyou?"];
tree[71] = ["#luca00#Iiiiii dunno! Maybe I shoooooould..."];
tree[72] = ["#luca02#Not too much at first! Just y'know, a couple extra bucks to help compensate for Abra's little cover charge..."];
tree[73] = [100];
tree[75] = ["Actually,\nyou could\nmake serious\nmoney\nstripping"];
tree[76] = [87];
tree[80] = ["You could\nstart a\nnaked pizza\ndelivery\nbusiness"];
tree[81] = ["#luca03#Kyeheheheheh! Sure, if nothing else, at least I wouldn't have to wear a hat anymore~"];
tree[82] = [100];
tree[85] = ["(Give $1,000)"];
tree[86] = ["%pay-1000%"];
tree[87] = ["#luca02#Kkkkh, yeah, thanks. ...That's just the encouragement I needed~"];
tree[88] = [100];
tree[100] = ["#luca04#Well anyway, I know it probably doesn't look like this accomplished much but... Thanks, it felt good getting all of this off my chest."];
tree[101] = ["#luca00#...You're... You're really nice to talk to, <name>. Human or Pokemon or... whatever you are. You're just, ummm..."];
tree[102] = ["#luca01#Well, thanks~"];
tree[10000] = ["%fun-nude2%"];
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.0.0");
if (count % 3 == 0)
{
tree[0] = ["#luca03#Oh! <name>! Hooray! ...I mean, I was worried I might not catch you in time..."];
tree[1] = ["#luca04#My manager usually gets sort of suspicious if a delivery run longer than, you know 20 minutes or so, but ohhh... ...I'll just say I had to get gas."];
tree[2] = ["#luca02#So what's new with you? How are the puzzles going?"];
tree[3] = [25, 20, 15, 10];
tree[10] = ["Oh you\nknow, the\nusual grind"];
tree[11] = ["#luca06#Ohh I know how THAT is... ...Well, hmmm... It's just... sorry to rush you, it's just I'm kind of tight on tiiiiime... What should I doooo..."];
tree[12] = [31];
tree[15] = ["They've\nbeen\npretty fun"];
tree[16] = ["#luca05#Ohh yeah, they LOOK pretty fun! Even if I don't quite understand them yet..."];
tree[17] = [30];
tree[20] = ["Some of them\nhave been\nreally hard"];
tree[21] = ["#luca05#Ohh yeah, they LOOK pretty hard! I mean, I don't really understand them yet..."];
tree[22] = [30];
tree[25] = ["The last few\nhave been\npretty easy"];
tree[26] = ["#luca10#Whoa really!? Well... good for you! Really sounds like you're starting to get the hang of them."];
tree[27] = [30];
tree[30] = ["#luca06#...It's just that they ummm, hmmm... It's just... sorry to rush you, it's just I'm kind of tight on tiiiiime... What should I doooo..."];
tree[31] = ["#luca05#Why don't you just ummmm, try to solve this one extra quick okay!!"];
}
else
{
tree[0] = ["#luca03#Oh! <name>! Hooray! ...I mean, I was worried I might not catch you in time..."];
tree[1] = ["#luca07#My manager's starting to catch onto me, though. Kkkkh, I should have mixed up my excuses a little more."];
tree[2] = ["#luca06#I guess it seemed suspicious when I filled up on gas four times in a row at your house, when there's no gas station anywhere nearby..."];
tree[3] = ["#luca02#...Soooooo, we might actually have to make this one reeeeeally fast, okay? Do you think you can do that for me?"];
tree[4] = ["#luca01#Oh, sorry! You look great by the way~"];
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.0.1");
if (count == 0)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca03#Just siiiiiiign here. Thanks!"];
tree[2] = ["#RHYD04#Errr, did you want to come in? I think it's your turn... ..."];
tree[3] = ["#luca11#Wait... my turn? You mean it's my turn right now!? Kyehhh!"];
tree[4] = ["%fun-alpha1%"];
tree[5] = ["#luca09#-pant- -pant- <name>, that was so fast! ...How did you even know I was coming!?"];
tree[6] = [35, 20, 30, 25];
tree[20] = ["I don't\nknow, the\nbutton just\nshowed up"];
tree[21] = ["#luca02#Yeahhhhhh okay! \"The button of destiny,\" ooooooooooo. ...Well that's only a little creepy~"];
tree[22] = [50];
tree[25] = ["It was just\nrandom,\nI guess"];
tree[26] = ["#luca02#Huhhh just a weird coincidence? That it just happened to show up the instant I pulled up in my car? ...Well that's only a little creepy~"];
tree[27] = [50];
tree[30] = ["This is\nweird"];
tree[31] = ["#luca02#Yeahhhhhhh okay, as long as we're on the same page. Maybe it's what all these cameras are for? ...Well that's only a little creepy."];
tree[32] = [50];
tree[35] = ["Maybe\nAbra can\ntell you"];
tree[36] = ["#luca02#Kyahhhh, I don't know... Maybe it's what all these cameras are for? ...Well that's only a little creepy."];
tree[37] = [50];
tree[50] = ["%fun-shortbreak%"];
tree[51] = ["#luca05#Umm, just let me go drop some stuff in my car, okay!"];
tree[10000] = ["%fun-shortbreak%"];
}
else
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca06#If I can just get you to sign the receipt... Is it my turn again?"];
tree[2] = ["#RHYD02#Grehh! Heh-heh-heh. Yeah, you're up again."];
tree[3] = ["#luca09#-huff- -huff- This is so weeeeeeeird, how does it know!?"];
tree[4] = ["%fun-alpha1%"];
tree[5] = ["#luca07#I'm here! -pant- I'm here! -pant- -pant- ...Sorry <name>, this will never stop being weird for me."];
tree[6] = ["#luca06#...I guess I should probably just ask Abra how it works, but I have this sneaky feeling the truth is even creepier than my imagination..."];
}
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#luca02#Heyyyyy <name>! How's your day been going?"];
tree[1] = ["#luca03#...It's a pretty slow day back at the store and we're overstaffed, so I can take allllllll the time I want today~"];
tree[2] = ["#luca05#Like, they'll text me if things pick up. ...The other guys will be happy to pick up the extra tips, and it's not like I really need the money~"];
tree[3] = ["#luca04#So ummm what's been going on with you? More puzzles and stuff?"];
tree[4] = ["#luca02#That sounds like fun. I could use a good puzzle or two~"];
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#luca02#" + MmStringTools.stretch(PlayerData.name) + "! Just the person I was hoping to see~"];
tree[1] = ["#luca04#...You would not belieeeeeeeeve the day I've had. I could really use a puzzle or two right now."];
tree[2] = ["#luca05#Should we just get started? This looks like a good one to start with..."];
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.1.0");
if (count % 3 == 0)
{
tree[0] = ["#luca02#Ahh! That's better. ...The first thing I always do when I get off work is take off that stupid hat."];
tree[1] = ["#luca05#...I mean, I should really just take it off when I come over here! It's just force of habit I guess. ...And maybe I'm a little worried my boss will see me."];
tree[2] = [10, 15, 25, 30];
tree[10] = ["You look\ncute with\nit on"];
tree[11] = ["#luca06#...Really? Because I think I look like a big dork..."];
tree[12] = ["#luca10#Unless that's your type or something, is that it? You're into geeky guys?"];
tree[13] = ["#luca03#'Cause if that's your thing, you should see the aprons they make us wear when we're running the store! Kyeheheheh! Maybe I'll bring one next time~"];
tree[15] = ["It's a\nreally\ndorky hat"];
tree[16] = ["#luca03#Kyahahahah! I know, right? I think a part of why they make us wear them is just so it's impossible to flirt with customers."];
tree[17] = ["#luca14#...Not that it did a lot of good, seeing as we're... Kyeh! Heh."];
tree[18] = ["#luca00#I mean, not that we're flirting, but it's just, ummm... We're not NOT flirting, right?"];
tree[19] = ["#luca09#Is it... it's not just me? ... ...Kkkkh, okay! ... ...Sorry!! I made it weird..."];
tree[20] = ["#luca07#Ummm, right!! Puzzle number two."];
tree[25] = ["Is it a\nhealth code\nthing?"];
tree[26] = ["#luca06#Kkkh no, it's just a dumb corporate policy thing they push down on the franchises."];
tree[27] = ["#luca12#...And every few weeks they'll do a secret shopper thing, and if we're not wearing the stupid hat, it becomes this big thing. Kyahh...."];
tree[28] = ["#luca04#You know what, I don't want to think about that now. Let's do more puzzle stuff."];
tree[30] = ["Whatever's\nmore\ncomfortable"];
tree[31] = ["#luca06#Kyahh, well yeah I hate having my ears all cooped up in that thing."];
tree[32] = ["#luca12#If I'm ever caught without it though, kkkkkh... It's just easier to leave it on sometimes so I don't forget."];
tree[33] = ["#luca04#You know what, I don't want to think about that now. Let's do more puzzle stuff."];
if (!PlayerData.lucaMale)
{
DialogTree.replace(tree, 12, "geeky guys", "geeky girls");
}
}
else
{
tree[0] = ["%fun-hat%"];
tree[1] = ["#luca06#Kyahh! I keep forgetting to take this stupid hat off when I come here..."];
tree[2] = ["%fun-nohat%"];
tree[3] = ["#luca12#That thing was NOT designed with Lucario ears taken into consideration."];
tree[10000] = ["%fun-nohat%"];
}
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.1.1");
if (count % 4 == 0)
{
tree[0] = ["#luca04#So I'm a little confused about the whole situation here. There always seems to be an awful lot of people around..."];
tree[1] = ["#luca06#...Does everyone, like... live here together?"];
tree[2] = [30, 25, 20, 15, 10];
tree[10] = ["I think\nonly Abra\nlives here"];
tree[11] = ["#luca10#Oh, wow! This place seems REALLY big for one person but... I guess if he likes to have a lot of people over."];
tree[12] = ["#luca07#...But wait, don't YOU live here?"];
tree[13] = [80, 90, 70, 60];
tree[15] = ["I think\nonly Abra\nand Grovyle\nlive here"];
tree[16] = ["#luca10#Oh, okay! That makes more sense. ...I thought everyone lived here and was like, wouldn't that get crowded?"];
tree[17] = [50];
tree[20] = ["I think\nlike...\nfour of\nthem\nlive here"];
tree[21] = [16];
tree[25] = ["I think\nlike...\nsix or\nseven of\nthem\nlive here"];
tree[26] = [31];
tree[30] = ["I think\nthey all\nlive here"];
tree[31] = ["#luca10#Wow! This place is big but it's not like, THAT big. ...I mean, how many bedrooms are there? Doesn't it get crowded?"];
tree[32] = [50];
tree[50] = ["#luca07#Wait, do YOU live here?"];
tree[51] = [80, 90, 70, 60];
tree[60] = ["Yes, I\nlive here"];
tree[61] = ["#luca06#Wait like... you actually have a bed here? ...Or do you just mean your little charging station?"];
tree[62] = ["#luca09#I think I'm even more confused now than I was before."];
tree[63] = ["#luca10#... ..."];
tree[64] = [95];
tree[70] = ["I guess I\ntechnically\nlive here"];
tree[71] = [61];
tree[80] = ["No, I live\nfar away"];
tree[81] = [91];
tree[90] = ["No, I live\nin another\nuniverse"];
tree[91] = ["#luca06#Oh... Wait, really!? ...That's kyehhhh, a little weird..."];
tree[92] = ["#luca10#...Well maybe not TOO weird given everything else that goes on around here, but still."];
tree[93] = ["#luca05#Actually... I guess what would be REALLY weird is if you used this clumsy glove thing when you lived just around the corner."];
tree[94] = ["#luca02#So yeah, nevermind, that all seems pretty normal I guess. Kyeheheh..."];
tree[95] = ["#luca04#Anyway ehhh, what's going on with this puzzle? Hmmmm, hmmmm..."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 11, "if he", "if she");
}
}
else
{
tree[0] = ["#luca04#I still can't get over how big this place is!"];
tree[1] = ["#luca10#...Kyehhh, I wonder what Abra does for a living... ..."];
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var rank:Int = RankTracker.computeAggregateRank();
var count:Int = PlayerData.recentChatCount("luca.randomChats.1.2");
if (count == 0)
{
tree[0] = ["#luca06#So what are all these little numbers on the screen? Minigame count " + commaSeparatedNumber(PlayerData.minigameCount[0]) + ", " + commaSeparatedNumber(PlayerData.minigameCount[1]) + ", " + commaSeparatedNumber(PlayerData.minigameCount[2]) + ", rank #" + rank + ", ummm, a bunch of other stuff..."];
tree[1] = ["#luca10#Oh I get it, so I'm guessing like Abra's ranked #1... Wait, are there really that many people who play this game?"];
if (PlayerData.gender == PlayerData.Gender.Boy)
{
tree[2] = [15, 20, 10, 30, 25];
}
else
{
tree[2] = [15, 20, 10, 25];
}
tree[10] = ["No, I'm\nthe only one\nplaying"];
tree[11] = [50];
tree[15] = ["No, higher\nranks are\nbetter"];
tree[16] = [50];
tree[20] = ["No, Abra's\nlike rank\n1,000,000"];
tree[21] = ["#luca06#Oh, so higher is a good thing? Sorry, I'm still just trying to get a grip on how all this puzzle stuff works."];
tree[22] = [51];
tree[25] = ["I don't\nknow"];
tree[26] = [50];
tree[30] = ["No, that\nnumber\ncorresponds\nto penis\nlength"];
tree[31] = ["#luca00#Kkkkh, you don't have a peeeeeeniiiiiis, you're just..."];
tree[32] = ["#luca10#Oh, oh wait. You mean like, your actual physical body. Wowwwwww! A penis length of " + rank + "? ...Reeeaally? Okaaaaaay..."];
tree[33] = ["#luca05#Sorry, I'm still just trying to get a grip on how all this puzzle stuff works."];
tree[34] = [51];
tree[50] = ["#luca05#Oh alright. Sorry, I'm still just trying to get a grip on how all this puzzle stuff works."];
tree[51] = ["#luca04#I figure you know, I watch you solve soooooooo many of these puzzles, I should at least try to kind of understand what's going on!"];
tree[52] = ["#luca02#Okay you can go ahead and start, I'm going to reeeeeeeeally pay attention this time!"];
if (PlayerData.isAbraNice())
{
// we find out during the ending that Abra's rank 100
DialogTree.replace(tree, 20, "1,000,000", "100");
}
}
else
{
tree[0] = ["#luca02#Oh hey, the little screen says you're rank " + rank + " now... Good job! That's a little better than it was last time, right?"];
tree[1] = [10, 120, 15, 125];
tree[10] = ["Yeah!\nI've gotten\nbetter"];
tree[11] = ["#luca00#Oooooh good job! We'll have to find a way to celebrate after this."];
tree[12] = ["#luca01#You know, maybe do something speciaaaaaaaal... I can think of a few thiiiiiings~"];
tree[15] = ["Actually\nit's the\nsame"];
tree[16] = ["#luca10#Ohhhh okay I must have been misremembering. Well that's okay!"];
tree[17] = ["#luca04#I think if I were doing these puzzles I probably wouldn't pay very much attention to my rank either."];
tree[18] = ["%fun-nude2%"];
tree[19] = ["#luca03#I'd be paying too much attention to my seeexy naked Lucaaaaarioooooooooo! Kyehehehehehehehe~"];
tree[20] = ["#luca00#What, should I not do that?"];
tree[21] = [40, 45, 55, 50];
tree[40] = ["No,\nthat's\ngood,\nkeep it\noff"];
tree[41] = ["%skip%"];
tree[42] = ["#luca02#Kyeheheheh! Seeeeeeeeeee? Rank? ...What rank?"];
tree[43] = ["#luca03#Okay okay, I'm sorry to distract you from your puzzle stuff. ...I'll let you get started~"];
tree[45] = ["No,\nAbra\nwouldn't\nlike it"];
tree[46] = ["%fun-nude1%"];
tree[47] = ["#luca06#Ohhhhhhhh yeahhhh, you're probably right. ...I keep forgetting about all these cameras and stuff too, he'd definitely find out if we cheated."];
tree[48] = ["#luca04#Okay okay, we'll try playing by the rules this time. Let's go ahead and get started~"];
tree[50] = ["No,\nI don't\nwant to\nmiss any\ntime with\nyou~"];
tree[51] = ["%fun-nude1%"];
tree[52] = ["#luca08#Well... I wouldn't want to rush through things with you either, <name>! It's just that it's sometimes hard to keep my hormones bottled in..."];
tree[53] = ["#luca05#I guess I can be patient for now... ... Just try not to take too long okaaaaaaaay~"];
tree[55] = ["Yes!\nI mean...\nNo!"];
tree[56] = ["%fun-nude1%"];
tree[57] = ["#luca10#No? No I shouldn't... not... not take my pants off? Wait, so that's... shouldn't not, not not... Ummmmm..."];
tree[58] = ["%fun-nude2%"];
tree[59] = ["%skip%"];
tree[60] = ["#luca02#I'm just going to interpret that as a vote for nudity. Woo!"];
tree[61] = ["#luca03#...If I'm wrong, we can just play the Lucario-putting-his-pants-on bonus round later. Kyahahahahah~"];
tree[120] = ["Actually\nit's a little\nworse"];
tree[121] = ["#luca04#Awwwwww well whatever! I think if I were doing these puzzles I probably wouldn't pay very much attention to my rank."];
tree[122] = [18];
tree[125] = ["Hmm,\nI don't\nremember"];
tree[126] = ["#luca04#Ohhh okay. I think if I were doing these puzzles I probably wouldn't pay very much attention to my rank either."];
tree[127] = [18];
if (!PlayerData.lucaMale)
{
DialogTree.replace(tree, 61, "putting-his", "putting-her");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 47, "he'd definitely", "she'd definitely");
}
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#luca00#Let's see... Hat, check... Shirt, check... Pants, underwear, check, check... Yep! You've officially beaten the Lucario game~"];
tree[1] = [20, 40, 10, 30];
tree[10] = ["Where's\nmy prize?"];
tree[11] = ["#luca06#Umm hellooooooo? Your prize is sitting right here!!! Unless what, a naked Lucario prize isn't enough for you all of a sudden? Kkkkhh..."];
tree[12] = ["#luca05#Well not to spoil it too too much but... you know, this is one of those prizes that comes with bonus prizes."];
tree[13] = ["#luca00#... ...What? ...Don't look at me, you'll have to solve this last puzzle to find out what they are~"];
tree[20] = ["You're\nso cute"];
tree[21] = ["#luca01#Stop iiiiiiitttt... That's so embarrassing!"];
tree[22] = ["#luca06#How would you like it if I talked about how cute YOU were all the time? Hmmmmmm???"];
tree[23] = ["#luca12#... ...Well, kkkh, whatever!! It's kind of hard for me to explain. ... ...And also, thank you."];
tree[30] = ["I'd like\nto report\na health code\nviolation"];
tree[31] = ["#luca01#Kkkkkh, hey c'mon, I'm on break! That means you can... violate whatever you want to violate."];
tree[32] = ["#luca00#...Not so fast though, I think we still have one last puzzle to solve before we can do that stuff."];
tree[33] = ["#luca02#So, why don't we just try to keep it in our pants for one more puzzle..."];
tree[34] = ["%fun-shortbreak%"];
tree[35] = ["#luca10#...Oh! Shoot! My cell phone's in my pants."];
tree[40] = ["Well, I\nhaven't\nbeaten it\nyet..."];
tree[41] = ["#luca12#Wait, really? You mean we can't just do stuff now? Kyahhhhh..."];
tree[42] = ["%fun-shortbreak%"];
tree[43] = ["#luca10#Well in that case go ahead and start this last puzzle without me. ...I'm going to go wash up!"];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.2.1");
if (count % 4 == 0)
{
tree[0] = ["#luca02#And therrrrrre go the pants~"];
tree[1] = ["#luca01#Kyeheheheheheh! It's always a little weird being naked in someone else's house. It almost feels like..."];
tree[2] = ["#luca10#...Kyahhhh? I think I just heard that little camera move. Is that thing watching us?"];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#luca06#What is... What's the deal with all these cameras anyways? Did Abra put these in?"];
tree[5] = [15, 20, 35, 30, 25];
tree[15] = ["I think\nthey came\nwith the\nhouse"];
if (count > 0)
{
tree[16] = ["#luca07#Okaaaaaay... So why the heck does Heracross care if they're working or not? That doesn't really add up."];
}
else
{
tree[16] = ["#luca07#Okaaaaaay... So you think there's just like some random person watching us? That doesn't bother you?"];
}
tree[17] = [50];
tree[20] = ["I think\nthey're for\nAbra"];
if (count > 0)
{
tree[21] = ["#luca07#Yeahhhhhh but didn't we see Heracross messing with these? What, do you think he's like Abra's maintenance person or something?"];
}
else
{
tree[21] = ["#luca07#Yeahhhhhh okay, I guess that makes sense. ...Probably for some stuff related to the game. Like, maybe other people are playing?"];
}
tree[22] = [50];
tree[25] = ["I think\nthey're for\nHeracross"];
tree[26] = ["#luca08#Ohhhhhhhhh you think Heracross put them in? ...But isn't this Abra's house? That doesn't make a lot of sense."];
tree[27] = ["#luca07#I meeeeeeeean, would you let someone else install cameras all over the inside of your house?"];
tree[28] = [50];
tree[30] = ["I don't\nknow"];
tree[31] = ["#luca07#Yeah kyehhhhhhhhh, I don't know what all these different cameras are for but I'm getting kind of a \"Saw\" vibe off of them... -shudders-"];
tree[32] = [50];
tree[35] = ["I didn't\nrealize\nthere were\nother\ncameras"];
tree[36] = ["#luca07#Oh right, I guess you can't exactly look around. ...Well, there are cameras like... All over this house."];
tree[37] = ["#luca06#I wouldn't usually care except, well, I'm naked, and we're about to do some pretty private stuff."];
tree[38] = [50];
tree[50] = ["%fun-alpha1%"];
tree[51] = ["#luca04#Well the battery's out, so now we don't need to worry about it."];
tree[52] = ["#luca10#...I don't know how the other Pokemon all deal with this stuff buzzing around their heads! It's like they're living in a weird science experiment..."];
tree[10000] = ["%fun-alpha1%"];
}
else if (count % 4 == 1)
{
tree[0] = ["#luca06#Soooooooo have you had any other visitors? Seems like sort of the ehhh... Seems like, kyehhhh..."];
tree[1] = ["%enterhera%"];
tree[2] = ["#luca12#Heracross, do you mind? We're sort of in the middle of a whole thing here."];
tree[3] = ["%proxyhera%fun-alpha0%"];
tree[4] = ["#hera06#I'll just be a second! I just need to replace a battery in the ehhh.... smoke detector..."];
tree[5] = ["#luca07#... ..."];
tree[6] = ["#luca06#Sooooooooo I guess I'm just supposed to pretend that's not like, clearly a video camera?"];
tree[7] = ["#luca10#I've seen those kinds of cameras before, I know what th-"];
tree[8] = ["#hera02#-Bebebebebebeeeeeeeep! ...Oh! Oh no! I set the smoke detector off. ...Well, at least that means it's working now!"];
tree[9] = ["%proxyhera%fun-alpha1%"];
tree[10] = ["#luca12#Kkkkkkkkkh, look, I know you're filming me for the game sooooooooo... Can't you just be up front about it? You don't have to lie to me..."];
tree[11] = ["#hera03#I don't know what you mean! Gweh-heheheheh. ...Oh, and if you end up doing any fun stuff later, remember to open your body towards the smoke detector."];
tree[12] = ["%exithera%"];
tree[13] = ["#hera02#...You know, for smoke safety!"];
tree[14] = ["#luca06#... ... ..."];
tree[15] = ["#luca12#Nevermind <name>, I think I understand why you don't get too many other visitors here."];
}
else
{
tree[0] = ["#luca12#Kyahhhhh, that annoying little camera's doing its thing again..."];
tree[1] = ["#luca06#...Oh well, I guess I'll just try to ignore it. If Heracross catches me taking out more of his batteries, I'll probably wake up in some creepy sex dungeon..."];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 1, "his batteries", "her batteries");
}
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("luca.randomChats.2.2");
if (count % 3 == 0)
{
tree[0] = ["#luca06#So have you had any other visitors lately, or am I the only one? Because it seems like I always see the same five or six people here..."];
tree[1] = ["#luca04#...Except every once in a looooooong while, there'll be an odd one or two I don't recognize."];
tree[2] = [10];
tree[10] = ["Hmm,\njust the\nusual"];
tree[11] = [100];
tree[15] = ["There are\na whole\nbunch\nI don't\nrecognize"];
tree[16] = ["#luca10#Oh really? I guess maybe it's just because I always come around the same time, so I see the same people."];
tree[17] = [102];
tree[20] = ["Not really,\nunless\nyou count\nSmeargle\nand Kecleon"];
tree[21] = ["#luca06#Nooooooooo, I see them all the time. I was already counting them."];
tree[22] = ["#luca10#But isn't that kind of weird? I mean... I'd think if Abra wanted his game to be really popular he'd invite all the Pokemon he could find."];
tree[23] = [101];
tree[25] = ["I saw\nRhydon,\nbut he's\nusually\nhere"];
tree[26] = ["#luca06#Nooooooooo, I see him all the time. I was already counting him."];
tree[27] = [22];
tree[30] = ["Magnezone\nwas here\nearlier"];
tree[31] = ["#luca07#Hmmmm yeaaaaaah, okay. Well I guess that's something."];
tree[32] = [22];
tree[35] = ["Grimer\nwas here\nearlier"];
tree[36] = [31];
tree[40] = ["I don't\nknow, I\nhaven't\nbeen here\nvery long"];
tree[41] = [16];
if (PlayerData.hasMet("smea")) { tree[2].push(20); }
if (PlayerData.hasMet("rhyd")) { tree[2].push(25); }
if (PlayerData.hasMet("magn")) { tree[2].push(30); }
if (PlayerData.hasMet("grim")) { tree[2].push(35); }
if (tree[2].length == 1) { tree[2].push(15); tree[2].push(40); }
tree[100] = ["#luca10#Hmm, yeah. Isn't that kind of weird? I mean... I'd think if Abra wanted his game to be really popular he'd invite all the pokemon he could find."];
tree[101] = ["#luca06#I mean, unless I guess there's some reason he wants to keep this whole game thing kind of secret."];
tree[102] = ["#luca04#Oh well, I just thought it was kind of weird~"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 22, "his game", "her game");
DialogTree.replace(tree, 22, "he'd invite", "she'd invite");
DialogTree.replace(tree, 22, "he could", "she could");
DialogTree.replace(tree, 100, "his game", "her game");
DialogTree.replace(tree, 100, "he'd invite", "she'd invite");
DialogTree.replace(tree, 100, "he could", "she could");
DialogTree.replace(tree, 101, "he wants", "she wants");
}
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 25, "but he's", "but she's");
DialogTree.replace(tree, 26, "see him", "see her");
DialogTree.replace(tree, 27, "counting him", "counting her");
}
}
else
{
tree[0] = ["#luca04#Soooooooo have you had any other visitors? Seems like sort of the same faces I usually see..."];
tree[1] = ["#luca02#...Sorry, you don't need to answer that. I'm just being nosy!"];
}
}
/**
* For Lucario's first time, the main screen just looks like regular non-lucario professors...
*/
public static function isLucariosFirstTime():Bool
{
if (PlayerData.luckyProfSchedules[0] != PlayerData.PROF_PREFIXES.indexOf("luca"))
{
// not lucario...
return false;
}
if (PlayerData.lucaChats[0] != 0)
{
// not first time...
return false;
}
return true;
}
public static function getLucarioReplacementProfPrefix():String
{
var professorInt:Int = PlayerData.professors[PlayerData.getDifficultyInt()];
return PlayerData.PROF_PREFIXES[professorInt];
}
public static function getLucarioReplacementName():String
{
var professorInt:Int = PlayerData.professors[PlayerData.getDifficultyInt()];
return PlayerData.PROF_NAMES[professorInt];
}
public static function denDialog(sexyState:LucarioSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#luca03#Oh, <name>! ...Yeahhhhh, I know I said I was going back to work but... Well, I didn't do that. Kyeheheheheh~",
"#luca02#Hey! This means we can do more stuff, riiiiiiight? Umm, so Abra's got <minigame> set up. I guess now's as good a time as any!"
]);
denDialog.setSexGreeting([
"#luca04#Well, kyahhhh... As long as I'm going to be late getting back to the store, I may as well be reeeeeeeeeeally late.",
"#luca02#I mean what's the worst they can do right? It's not like they're going to fire me, just because I, hmmmm... ... ...",
"#luca10#... ...",
"#luca07#Wellllllll maybe we should make this one a little quick.",
]);
denDialog.addRepeatSexGreeting([
"#luca02#Oh wowww what is this, some kind of Lucario holiday? Kyahahaha~",
"#luca00#I better mark my calendar so I don't miss the next one! I just... kyehhh... you spoil me sometimes, <name>~",
]);
if (PlayerData.gender == PlayerData.Gender.Complicated)
{
denDialog.addRepeatSexGreeting([
"#luca07#Waaaaaaaait a minute, I know what you're doing... I saw a movie like this once.",
"#luca06#It was a movie where this one person invited this " + (PlayerData.lucaMale ? "guy" : "girl") + " to their place, and they had sex over and over...",
"#luca05#Hmmm nevermind, I think that was just a porno movie.",
]);
}
else if (PlayerData.gender == PlayerData.Gender.Boy)
{
denDialog.addRepeatSexGreeting([
"#luca07#Waaaaaaaait a minute, I know what you're doing... I saw a movie like this once.",
"#luca06#It was a movie where this one guy invited this " + (PlayerData.lucaMale ? "other guy" : "girl") + " over to his place, and they had sex over and over...",
"#luca05#Hmmm nevermind, I think that was just a porno movie.",
]);
}
else if (PlayerData.gender == PlayerData.Gender.Girl)
{
denDialog.addRepeatSexGreeting([
"#luca07#Waaaaaaaait a minute, I know what you're doing... I saw a movie like this once.",
"#luca06#It was a movie where this one girl invited this " + (PlayerData.lucaMale ? "guy" : "other girl") + " over to her place, and they had sex over and over...",
"#luca05#Hmmm nevermind, I think that was just a porno movie.",
]);
}
denDialog.addRepeatSexGreeting([
"#luca02#Kyahh? Really? Ready to go again?",
"#luca00#Well alllllllllright! If you say so, let's do it~",
]);
denDialog.addRepeatSexGreeting([
"#luca01#Ohhhhh my goood... I feel like... kyehhhhh... ...",
"#luca00#You know how sometimes you have like, a shampoo bottle... and it feels like it's almost totally empty, and you can't get any more out...",
"#luca06#But then when you turn it upside-down it's like... Oh! There's still a little left at the bottom.",
"#luca10#... ...",
"#luca07#I'm not saying you HAAAAAVE to, it's just an idea!!!",
]);
denDialog.addRepeatSexGreeting([
"#luca03#Kyeheheheheh! Best day ever? Or... bestest day ever?",
"#luca00#<name>, you have noooooooo idea how happy I am right now... ...Why can't we do this, like, every day!?",
]);
denDialog.setTooManyGames([
"#luca02#Ooookay, okay, that's enough for me. I reeeeeally gotta get back to work before they bring Abra up on kidnapping charges or something. Kyeheheh~",
"#luca07#...Although hmmmm, you know it wouldn't be the worrrrrrrst thing if Abra were to disappear for ohhhh, maybe five to ten years?",
"#luca09#Wait, no, nevermind. That's... That's not a productive line of discussion. Forget I said anything.",
"#luca05#...But anyway, thanks for playing with me today, <name>. ...I think I'm finally starting to get the hang of this game!",
]);
denDialog.setTooManyGames([
"#luca07#Phew, this was fun but I think I need to take a break for awhile.",
"#luca06#I don't know how you do this stuff all day! ...It feels like my brain was turning to pudding after just two games.",
"#luca04#Well, we'll have a rematch soon okay? ...Thanks for playing with me today! It's nice to do stuff other than, well... ...",
"#luca01#...It's just nice to do stuff~",
]);
denDialog.setTooMuchSex([
"#luca01#Kyahhh... Wow... Well, I think that's it for me today...",
"#luca00#For the first time in... I think my entire life... I've just had too much sex in one day. I can't... I can't keep up anymore.",
"#luca02#...Can I ummmm, take a rain check maybe? I liked all this attention today, though! I'll be back again soon~",
]);
denDialog.setTooMuchSex([
"#luca01#Kyehhhhhhh, I think... I think I'm done. Oohhh, just... wow...",
"#luca02#How do you keep going for so long? You're like... you're like a little... little sex machine or something!",
"#luca10#But I mean, you're not... you're not actually just a machine right? You seem pretty ummm... you don't seem like a machine.",
"#luca05#Kyahhh, whatever. You're fun either way. ...I'll be back after I recharge my lucario batteries, <name>~",
]);
denDialog.addReplayMinigame([
"#luca05#Is thaaaaaaaaaaat how you're supposed to do it! ...I think I'm starting to understand.",
"#luca04#Maybe just... ten more games, and I'll be as good as you are! ...Or maybe twenty. Orrrrrrr, did you want to do something else?",
],[
"Ten more\ngames!",
"#luca03#Kyahaha! Okay. Best out of ummm... what is that, best of nineteen!? I can math~",
],[
"Maybe\nsomething\nelse",
"#luca00#Something else, hmmm? Kyehhhhhh... whatever could you have in mind?",
"#luca01#...Because I know a good cooperative game for two players! I wonder if that's what you're thinking of... Kyahahaha~",
],[
"I need\nto go,\nactually",
"#luca08#Yeahhhhhhh you and me both! I don't know what I was thinking, staying here so late...",
"#luca05#I'll see you around, <name>! ...It was good getting to spend some extra time with you today~",
]);
denDialog.addReplayMinigame([
"#luca02#Well that was fuuuuuun! ...World championships, here we come! Kyeheheheh~",
"#luca00#Sooooo are we done here? 'Cause I can play again, although I'm starting to get in the mood for mmmmm... Maybe something a little more physical...",
],[
"Let's play\nagain!",
"#luca00#Kyahaha, okay okay. I'll be a good sport. Although I'm starting to think you just keep me around so you can beat me at these silly games...",
"#luca00#...You know I, like, never get to practice these, right!?",
],[
"More\nphysical?",
"#luca01#You knowwwwwwwwwww! I mean we're back here, we're all alooooooooone...",
"#luca00#Whaaaat, do I really have to spell it out? Kyahaha~",
],[
"I have\nto go",
"#luca08#Yeahhhhhhh you and me both! I don't know what I was thinking, staying here so late...",
"#luca05#I'll see you around, <name>! ...It was good getting to spend some extra time with you today~",
]);
denDialog.addReplayMinigame([
"#luca04#Kyahhh! Well plaaaaaaaaayed. Wow! I don't know how you're so good at this. How much have you been practicing!?!",
"#luca10#Should we try again? I wouldn't mind a rematch now that I'm starting to understand the rules. Or we couuuuuld, you know...",
],[
"Rematch!",
"#luca03#Kyeheheh I was hoping you'd say that! ... ...Okay, this one's for real!"
],[
"We could...\nwhat?",
"#luca14#Ohhh you knowwwwwww! You could help me with my, ummmm... some " + (PlayerData.lucaMale?"boy":"girl") + " stuff I have to take care of...",
"#luca00#You know what, why don't you come over here and I'll show you. It's a lot easier to explain if we're both sitting on the floor~",
],[
"Actually\nI should\nrun",
"#luca08#Yeahhhhhhh you and me both! I don't know what I was thinking, staying here so late...",
"#luca05#I'll see you around, <name>! ...It was good getting to spend some extra time with you today~",
]);
denDialog.addReplaySex([
"#luca10#Waaaaait, wasn't today a work day? I feel like I'm forgetting something... ...",
"#luca03#...Ehh, whatever! I'm going to go get something to drink. ...You still have time for more, right?",
],[
"I always\nhave time\nfor you,\nLucario~",
"#luca00#Kyahahahaha! Awwwwww, <name>. That's such a cheesy thing to say~",
"#luca02#...Wellllll, keep my seat warm while I run and get some water, okay! ...I'll be right back.",
],[
"Actually,\nI should\ngo",
"#luca05#Oh yeah! Ummm... me too! I was just... ... nevermind!",
"#luca04#Thanks for keeping me company for so long! You're a good friend, <name>. ...I hope we can do this again soon~",
]);
denDialog.addReplaySex([
"#luca00#Ngggghhhh, so gooooooood... I never want to leave this roooooom...",
"#luca09#Although hmmmm, I kiiiiiiinda gotta use the bathroom... Are you, umm... You're going to stick around, right?",
],[
"I'll stick\naround!",
"#luca02#Yesssss! Well I'll be back in, ummmm... How long does it take me to pee!?! I don't know! ...Maybe you can time me.",
"#luca10#...No, nevermind, that's... that's kind of weird. Do NOT time me while I pee!",
"#luca04#I'll umm, I'll just be back in a little bit, okay?",
],[
"I should\nhead out",
"#luca08#Oh yeah! Ummm... me too! I was just... ... nevermind!",
"#luca04#Thanks for keeping me company for so long! You're a good friend, <name>. ...I hope we can do this again soon~",
]);
denDialog.addReplaySex([
"#luca14#That was fun but... ooogh, reeeeally messy. I'm deeeeeefinitely going to need to take a shower before I go back.",
"#luca06#...All these cameras kiiiiind of creep me out. ...Do you think there are any showers here that don't have cameras pointed in them? Kyehh...",
"#luca05#It would suck if I needed to go home to shower. ...Can you wait a few minutes while I snoop around?",
],[
"Yeah! I\ncan wait",
"#luca02#Oh good! I wasn't trying to make things weird. I just don't like these cameras looking at me while I'm... you know... ...",
"#luca04#Well, I'll be back in a minute okay! ...Just wait there!",
],[
"I should\ngo...",
"#luca08#Oh yeah! Ummm... me too! I was just, ummm... ...it's probably better if I just go home.",
"#luca04#Thanks for keeping me company for so long! You're a good friend, <name>. ...I hope we can do this again soon~",
]);
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:LucarioSexyState)
{
var count:Int = PlayerData.recentChatCount("luca.cursorSmell");
if (count == 0)
{
tree[0] = ["#luca02#Mmmmm so what's next, " + stretch(PlayerData.name) + "? -sniff- ...You ready to do some, ehhh... -sniff -sniff-"];
tree[1] = ["#luca09#...Wait, something reeeeeally stinks... -sniff- ...Ulkkkkhhh, is that... -sniff- -sniff- Is that coming from you!?!"];
tree[2] = ["#luca07#What did you do!?! It's... -hurk- Oh my god. It's... -gag- it's even worse than that time I had to clean the grease trap..."];
tree[3] = ["%fun-mediumbreak%"];
tree[4] = ["#luca09#I... I think I might throw up. ...I'm just... ...going to step outside for a minute to collect myself."];
tree[5] = ["#luca08#... ...I'll be back but... if there's anything, ANYTHING you can do about that smell I'd reeeeeeally appreciate it... Ulkkkhhh..."];
tree[10000] = ["%fun-mediumbreak%"];
}
else
{
tree[0] = ["#luca04#Mmmmmmmm well this has been nice hasn't it?"];
tree[1] = ["#luca02#Now remember, if you're ehhh... -sniff- Kyehhh, that... that couldn't be... -sniff- -sniff-"];
tree[2] = ["#luca02#Oh god, it IS! -sniff- Ulkkkkkkkh, I think it's even WORSE this time. " + stretch(PlayerData.name) + "!!!"];
tree[3] = ["#luca02#What... I mean, what's causing that horrible odor? Is it something you're doing!? Something you're not doing!?"];
tree[5] = ["#luca02#Whatever it is that you need to do or not do... you need to do or not do it because this is unbearable. -hurk-"];
tree[4] = ["%fun-mediumbreak%"];
tree[6] = ["#luca02#...I'll... I'll be right back..."];
tree[10000] = ["%fun-mediumbreak%"];
}
}
}
|
argonvile/monster
|
source/poke/luca/LucarioDialog.hx
|
hx
|
unknown
| 111,194 |
package poke.luca;
import poke.buiz.DildoInterface;
import poke.buiz.DildoInterface.*;
/**
* The simplistic window on the side which lets the user interact with
* Lucario's dildo sequence
*/
class LucarioDildoInterface extends DildoInterface
{
public function new()
{
super(PlayerData.lucaMale);
setLittleDildo();
setAssButtonFlipped(true);
}
override public function computeAnim(arrowDist:Float)
{
if (arrowDist <= ARROW_DEEP_INSIDE_THRESHOLD)
{
// far inside; push the dildo the rest of the way
dildoSprite.visible = true;
animName = ass ? "dildo-ass1" : "dildo-vag1";
computeAnimPct(ARROW_MIN_THRESHOLD, ARROW_DEEP_INSIDE_THRESHOLD);
}
else if (arrowDist <= ARROW_INSIDE_THRESHOLD)
{
// inside; use the dildo
dildoSprite.visible = true;
animName = ass ? "dildo-ass0" : "dildo-vag0";
computeAnimPct(ARROW_DEEP_INSIDE_THRESHOLD, ARROW_INSIDE_THRESHOLD);
}
else if (arrowDist <= ARROW_OUTSIDE_THRESHOLD)
{
// slightly closer; finger the vagina
dildoSprite.visible = false;
animName = ass ? "finger-ass" : "finger-vag";
computeAnimPct(ARROW_INSIDE_THRESHOLD, ARROW_OUTSIDE_THRESHOLD);
}
else
{
// far outside; just rub the vagina
dildoSprite.visible = false;
animName = ass ? "rub-ass" : "rub-vag";
computeAnimPct(ARROW_OUTSIDE_THRESHOLD, ARROW_MAX_THRESHOLD);
}
}
}
|
argonvile/monster
|
source/poke/luca/LucarioDildoInterface.hx
|
hx
|
unknown
| 1,404 |
package poke.luca;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.PokeWindow;
/**
* Graphics for Lucario during the dildo sequence
*/
class LucarioDildoWindow extends PokeWindow
{
/**
* As female Lucario's pussy is penetrated with the dildo, her pubic fuzz
* shifts slightly. This is a mapping from pussy frames to shifted pubic
* fuzz frames
*/
private var dickToFuzzFrames:Map<Int, Int> = [
0 => 0,
1 => 1,
2 => 2,
3 => 2,
4 => 3,
5 => 3,
6 => 3,
7 => 4,
8 => 4,
9 => 4,
10 => 1,
11 => 1,
12 => 1,
13 => 1,
14 => 1,
15 => 1,
16 => 1,
17 => 1,
18 => 2,
19 => 2,
20 => 3,
21 => 3,
22 => 0,
23 => 0,
24 => 0,
25 => 0,
26 => 4,
27 => 4,
28 => 4,
29 => 4,
];
/**
* As female Lucario's pussy is penetrated with the dildo, her pussy
* deforms slightly. This is a mapping from ass frames to deformed pussy
* frames
*/
private var assToDickFrames:Map<Int, Int> = [
1 => 0,
2 => 0,
3 => 0,
4 => 0,
5 => 0,
6 => 0,
7 => 22,
8 => 22,
9 => 22,
10 => 22,
11 => 23,
12 => 23,
13 => 24,
14 => 24,
15 => 24,
16 => 24,
17 => 24,
18 => 24,
];
/**
* As male Lucario's ass is penetrated with the dildo, his balls adjust
* slightly. This is a mapping from ass frames to adjusted balls frames
*/
private var assToBallsFrames:Map<Int, Int> = [
1 => 0,
2 => 0,
3 => 0,
4 => 0,
5 => 0,
6 => 1,
7 => 1,
8 => 1,
9 => 2,
10 => 1,
11 => 2,
12 => 2,
13 => 3,
14 => 3,
15 => 4,
16 => 4,
17 => 4,
18 => 4,
];
private var xlDildo:Bool = false;
public var arms0:BouncySprite;
public var arms1:BouncySprite;
public var tail:BouncySprite;
public var torso0:BouncySprite;
public var torso1:BouncySprite;
public var hair:BouncySprite;
public var thighs:BouncySprite;
public var calves:BouncySprite;
public var feet:BouncySprite;
public var hands:BouncySprite;
public var ass:BouncySprite;
public var dildo:BouncySprite;
public var pubicFuzz:BouncySprite;
public var balls:BouncySprite;
public function new(X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349)
{
super(X, Y, Width, Height);
add(new FlxSprite( -54, -54, AssetPaths.luca_bg__png));
arms0 = new BouncySprite( -54, -54, 2, 7.4, 0.03, _age);
arms0.loadWindowGraphic(AssetPaths.lucadildo_arms0__png);
arms0.animation.add("default", [0]);
arms0.animation.add("arm-grab", [1]);
arms0.animation.play("arm-grab");
addPart(arms0);
tail = new BouncySprite( -54, -54, 7, 7.4, 0.15, _age);
tail.loadWindowGraphic(AssetPaths.lucadildo_tail__png);
addPart(tail);
torso0 = new BouncySprite( -54, -54, 5, 7.4, 0.12, _age);
torso0.loadWindowGraphic(AssetPaths.lucadildo_torso0__png);
addPart(torso0);
torso1 = new BouncySprite( -54, -54, 3, 7.4, 0.06, _age);
torso1.loadWindowGraphic(AssetPaths.lucadildo_torso1__png);
addPart(torso1);
arms1 = new BouncySprite( -54, -54, 2, 7.4, 0.03, _age);
arms1.loadWindowGraphic(AssetPaths.lucadildo_arms1__png);
arms1.animation.add("default", [0]);
arms1.animation.add("arm-grab", [1]);
arms1.animation.play("arm-grab");
addPart(arms1);
hair = new BouncySprite( -54, -54, 1, 7.4, 0.03, _age);
hair.loadWindowGraphic(AssetPaths.lucadildo_hair__png);
addPart(hair);
_head = new BouncySprite( -54, -54 + 266, 1, 7.4, 0, _age);
_head.loadGraphic(LucarioResource.dildoHead, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("1", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("2", blinkyAnimation([6, 7, 8]), 3);
_head.animation.add("3", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("4", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("5", blinkyAnimation([15, 16, 17]), 3);
_head.animation.play("default");
addPart(_head);
thighs = new BouncySprite( -54, -54, 5, 7.4, 0.12, _age);
thighs.loadWindowGraphic(AssetPaths.lucadildo_thighs__png);
addPart(thighs);
calves = new BouncySprite( -54, -54, 3, 7.4, 0.06, _age);
calves.loadWindowGraphic(AssetPaths.lucadildo_calves__png);
addPart(calves);
feet = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
feet.loadWindowGraphic(AssetPaths.lucadildo_feet__png);
addPart(feet);
hands = new BouncySprite( -54, -54, 5, 7.4, 0.12, _age);
hands.loadWindowGraphic(AssetPaths.lucadildo_hands__png);
hands.animation.add("default", [0]);
hands.animation.add("arm-grab", [1]);
hands.animation.play("arm-grab");
addPart(hands);
_dick = new BouncySprite( -54, -54, 4, 7.4, 0.10, _age);
_dick.loadWindowGraphic(LucarioResource.dildoDick);
_dick.animation.add("default", [0]);
balls = new BouncySprite( -54, -54, 5, 7.4, 0.11, _age);
balls.loadWindowGraphic(AssetPaths.lucadildo_balls__png);
pubicFuzz = new BouncySprite( -54, -54, 3, 7.4, 0.09, _age);
pubicFuzz.loadWindowGraphic(AssetPaths.lucadildo_pubicfuzz__png);
if (PlayerData.lucaMale)
{
_dick.animation.add("boner0", [1]);
_dick.animation.add("boner1", [2]);
_dick.animation.add("boner2", [3]);
_dick.animation.add("boner3", [4]);
addPart(_dick);
addPart(balls);
}
else
{
_dick.animation.add("dildo-vag0", [0, 1, 2, 3, 4, 5]);
_dick.animation.add("dildo-vag1", [3, 4, 5, 6, 7, 8, 9]);
_dick.animation.add("rub-vag", [10, 11, 12, 13, 14, 15, 16]);
_dick.animation.add("finger-vag", [17, 18, 19, 20, 21]);
_dick.animation.add("arm-grab", [25]);
_dick.animation.play("arm-grab");
addPart(_dick);
addPart(pubicFuzz);
}
ass = new BouncySprite( -54, -54, 5, 7.4, 0.11, _age);
ass.loadWindowGraphic(AssetPaths.lucadildo_ass__png);
ass.animation.add("default", [0]);
ass.animation.add("rub-ass", [1, 2, 3, 4]);
ass.animation.add("finger-ass", [0, 5, 6, 7, 8, 9]);
ass.animation.add("dildo-ass0", [0, 10, 11, 12, 13, 14]);
ass.animation.add("dildo-ass1", [12, 13, 14, 15, 16, 17, 18]);
ass.animation.add("arm-grab", [19]);
ass.animation.play("arm-grab");
addPart(ass);
dildo = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
dildo.loadWindowGraphic(AssetPaths.lucadildo_dildo__png);
dildo.animation.add("default", [0]);
dildo.animation.add("dildo-vag0", [1, 2, 3, 4, 5, 6]);
dildo.animation.add("dildo-vag1", [4, 5, 6, 7, 8, 9, 10]);
dildo.animation.add("dildo-ass0", [13, 14, 15, 16, 17, 18]);
dildo.animation.add("dildo-ass1", [16, 17, 18, 19, 20, 21, 22]);
dildo.animation.play("default");
addPart(dildo);
_interact = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
reinitializeHandSprites();
_interact.animation.play("default");
addVisualItem(_interact);
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5"]);
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.lucadildo_interact__png);
_interact.alpha = PlayerData.cursorMaxAlpha;
_interact.animation.add("default", [0]);
_interact.animation.add("rub-vag", [14, 15, 16, 17, 18, 19, 20]);
_interact.animation.add("finger-vag", [21, 22, 23, 24, 25]);
_interact.animation.add("dildo-vag0", [1, 2, 3, 4, 5, 6]);
_interact.animation.add("dildo-vag1", [7, 8, 9, 10, 11, 12, 13]);
_interact.animation.add("rub-ass", [26, 27, 28, 29]);
_interact.animation.add("finger-ass", [30, 31, 32, 33, 34, 35]);
_interact.animation.add("dildo-ass0", [36, 37, 38, 39, 40, 41]);
_interact.animation.add("dildo-ass1", [42, 43, 44, 45, 46, 47, 48]);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (PlayerData.lucaMale)
{
if (assToBallsFrames[ass.animation.frameIndex] != null)
{
balls.animation.frameIndex = assToDickFrames[ass.animation.frameIndex];
}
}
else {
if (assToDickFrames[ass.animation.frameIndex] != null)
{
_dick.animation.frameIndex = assToDickFrames[ass.animation.frameIndex];
}
if (dickToFuzzFrames[_dick.animation.frameIndex] != null)
{
pubicFuzz.animation.frameIndex = dickToFuzzFrames[_dick.animation.frameIndex];
}
}
}
public function setGummyDildo()
{
dildo.loadWindowGraphic(AssetPaths.lucadildo_dildo_gummy__png);
dildo.animation.add("default", [0]);
dildo.animation.add("dildo-vag0", [1, 2, 3, 4, 5, 6]);
dildo.animation.add("dildo-vag1", [4, 5, 6, 7, 8, 9, 10]);
dildo.animation.add("dildo-ass0", [13, 14, 15, 16, 17, 18]);
dildo.animation.add("dildo-ass1", [16, 17, 18, 19, 20, 21, 22]);
dildo.animation.play("default");
}
public function setXlDildo()
{
this.xlDildo = true;
dildo.loadWindowGraphic(AssetPaths.lucadildo_dildo_xl__png);
dildo.animation.add("default", [0]);
dildo.animation.add("dildo-vag0", [1, 2, 3, 4, 4]);
dildo.animation.add("dildo-vag1", [1, 2, 3, 4, 4, 4]);
dildo.animation.add("dildo-ass0", [5, 6, 7, 8, 8]);
dildo.animation.add("dildo-ass1", [5, 6, 7, 8, 8, 8]);
dildo.animation.play("default");
_interact.animation.add("dildo-vag0", [49, 50, 51, 52, 52]);
_interact.animation.add("dildo-vag1", [49, 50, 51, 52, 52, 52]);
_dick.animation.add("dildo-vag0", [0, 1, 2, 3, 3]);
_dick.animation.add("dildo-vag1", [0, 1, 2, 3, 3, 3]);
_interact.animation.add("dildo-ass0", [53, 54, 55, 56, 56]);
_interact.animation.add("dildo-ass1", [53, 54, 55, 56, 56, 56]);
ass.animation.add("dildo-ass0", [0, 10, 11, 12, 12]);
ass.animation.add("dildo-ass1", [0, 10, 11, 12, 12, 12]);
}
public function isXlDildo()
{
return xlDildo;
}
override public function destroy():Void
{
super.destroy();
arms0 = FlxDestroyUtil.destroy(arms0);
arms1 = FlxDestroyUtil.destroy(arms1);
tail = FlxDestroyUtil.destroy(tail);
torso0 = FlxDestroyUtil.destroy(torso0);
torso1 = FlxDestroyUtil.destroy(torso1);
hair = FlxDestroyUtil.destroy(hair);
thighs = FlxDestroyUtil.destroy(thighs);
calves = FlxDestroyUtil.destroy(calves);
feet = FlxDestroyUtil.destroy(feet);
hands = FlxDestroyUtil.destroy(hands);
ass = FlxDestroyUtil.destroy(ass);
dildo = FlxDestroyUtil.destroy(dildo);
pubicFuzz = FlxDestroyUtil.destroy(pubicFuzz);
balls = FlxDestroyUtil.destroy(balls);
}
}
|
argonvile/monster
|
source/poke/luca/LucarioDildoWindow.hx
|
hx
|
unknown
| 11,087 |
package poke.luca;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Lucario. These paths toggle based on Lucario's
* gender
*/
class LucarioResource
{
public static var chat:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static var pants:FlxGraphicAsset;
public static var head:FlxGraphicAsset;
public static var sexyHead:FlxGraphicAsset;
public static var dick:FlxGraphicAsset;
public static var sexyDick:FlxGraphicAsset;
public static var dildoHead:FlxGraphicAsset;
static public var dildoDick:FlxGraphicAsset;
static public function setHat(hat:Bool)
{
if (PlayerData.lucaMale)
{
LucarioResource.chat = hat ? AssetPaths.luca_chat_hat__png : AssetPaths.luca_chat__png;
}
else
{
LucarioResource.chat = hat ? AssetPaths.luca_chat_hat_f__png : AssetPaths.luca_chat_f__png;
}
}
public static function initialize():Void
{
button = PlayerData.lucaMale ? AssetPaths.menu_luca__png : AssetPaths.menu_luca_f__png;
chat = AssetPaths.luca_chat_hat__png;
pants = PlayerData.lucaMale ? AssetPaths.luca_pants__png : AssetPaths.luca_pants_f__png;
head = PlayerData.lucaMale ? AssetPaths.luca_head__png : AssetPaths.luca_head_f__png;
sexyHead = PlayerData.lucaMale ? AssetPaths.lucasexy_head__png : AssetPaths.lucasexy_head_f__png;
dick = PlayerData.lucaMale ? AssetPaths.luca_dick__png : AssetPaths.luca_dick_f__png;
sexyDick = PlayerData.lucaMale ? AssetPaths.lucasexy_dick__png : AssetPaths.lucasexy_dick_f__png;
dildoHead = PlayerData.lucaMale ? AssetPaths.lucadildo_head__png : AssetPaths.lucadildo_head_f__png;
dildoDick = PlayerData.lucaMale ? AssetPaths.lucadildo_dick__png : AssetPaths.lucadildo_dick_f__png;
}
}
|
argonvile/monster
|
source/poke/luca/LucarioResource.hx
|
hx
|
unknown
| 1,756 |
package poke.luca;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import poke.buiz.DildoUtils;
import poke.luca.LucarioSexyWindow;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
/**
* Sex sequence for Lucario
*
* Lucario has a few areas she likes rubbed, but three which are especially
* sensitive. These three areas change, but they include her feet, her tail,
* her ass, her chest spike, her belly, her shoulders, and her thighs.
*
* You can tell when you rub one of the correct areas for the first time,
* because a lot more hearts will appear than normal, and she'll moan out a
* phrase like "kyehhHHHhh~" or "...ohh! OOOOhhh..."
*
* One of the sensitive areas is always either her feet, shoulders, or thighs.
* Only one of the three, so once you find one of them is sensitive, you don't
* need to try the others.
*
* The second of the sensitive areas is always either her tail, or her chest
* spike. Only one of the two, so once you find one of them is sensitive, you
* don't need to try the other.
*
* The third of the sensitive areas is always either her ass, or her belly. If
* her tail is sensitive, her ass is also sensitive. If her chest spike is
* sensitive, her belly is also sensitive.
*
* If you rub all three of her sensitive areas consecutively, without rubbing
* anything else, you'll make her very very happy.
*
* Lucario also has a preferred pace for rubbing her vagina. This changes each
* time, so try to speed up and slow down and keep track of how many hearts she
* spits out. The tiny white hearts count as 1, the pink hearts count as 2, and
* the big red hearts count as 4.
*
* Lucario likes the blue and gummy dildos equally. She will tolerate the red
* dildo, but it will never fit and it will never make her as happy as the
* other choices. (Well OK, it'll fit if you buy five mystery boxes, and she'll
* enjoy it if you purchase 11 mystery boxes. But, only a crazy person would do
* that.)
*
* There are four things you can do with the sex toy; rub her entrance, finger
* her entrance, push the dildo in a little, and hammer her with it. She wants
* you to do these four things in a specific order without messing up. This
* order changes a little each time, but in general she wants you to warm her
* up first. For example, she might want you to finger her a little, tease her
* entrance with your fingers, hammer her with it and then tease her with the
* tip of the dildo. It is not perfectly in order, but it is usually close.
*
* You can tell if she likes what you are doing by studying her face; she will
* close her eyes and whimper when she likes it. She will open her eyes and
* stare at you if she wants you to do something else. Use this to figure out
* the correct order.
*
* She doesn't like if you penetrate her too rapidly, so pace yourself.
*
* While using the toy, if you mess up your pacing or can't figure out what
* Lucario wants, you can vigorously rub her clitoris. She likes this and this
* will get her back in the mood so you can try again.
*/
class LucarioSexyState extends SexyState<LucarioSexyWindow>
{
public static inline var XL_DILDO_TIGHTNESS_BARRIER:Float = 4.3; // limit for how far the giant dildo will go in (0 = no limit)
private var vagTightness:Float = 5;
private var assTightness:Float = 5;
private var assPolyArray:Array<Array<FlxPoint>>;
private var leftCalfPolyArray:Array<Array<FlxPoint>>;
private var rightCalfPolyArray:Array<Array<FlxPoint>>;
private var chestSpikePolyArray:Array<Array<FlxPoint>>;
private var leftShoulderDownPolyArray:Array<Array<FlxPoint>>;
private var leftShoulderUpPolyArray:Array<Array<FlxPoint>>;
private var rightShoulderDownPolyArray:Array<Array<FlxPoint>>;
private var rightShoulderUpPolyArray:Array<Array<FlxPoint>>;
private var leftThighPolyArray:Array<Array<FlxPoint>>;
private var rightThighPolyArray:Array<Array<FlxPoint>>;
private var tailPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
/*
* niceThings[0] = player consecutively rubs all of Lucario's sensitive parts
* niceThings[1] = lucario orgasms (this is free)
*/
private var niceThings:Array<Bool> = [
true,
true
];
private var lucarioMood0:Int = FlxG.random.int(0, 5); // which body parts does lucario want rubbed?
private var lucarioMood1:Int = FlxG.random.int(0, 4); // how fast does lucario want you rubbing his genitals
private var targetJackoffSpeed:Float;
private var jackoffPaceDeviance:Float = 1.0; // 1.0 = perfect; 0.5 = 2xtoo fast, 2.0 = 2xtoo slow
private var specialSpotTimeTaken:Int = 0;
private var lastFourUniqueSpecialRubs:Array<String> = [];
private var specialSpots:Array<String>;
private var untouchedSpecialSpots:Array<String>;
private var specialSpotChain:Array<String>;
private var badJackoffBank:Float = 0; // if they're too fast/too slow, penalties get emptied into this bank which is reimbursed later
private var badRubBank:Float = 0; // if they're too fast/too slow, penalties get emptied into this bank which is reimbursed later
private var niceSpecialSpotFace:Bool = false;
private var toyWindow:LucarioDildoWindow;
private var toyInterface:LucarioDildoInterface;
private var badToyBank:Float = 0;
private var toyShadowBalls:BouncySprite;
private var pleasurableDildoBank:Float = 0;
private var pleasurableDildoBankCapacity:Float = 0;
private var ambientDildoBank:Float = 0;
private var ambientDildoBankCapacity:Float = 0;
private var ambientDildoBankTimer:Float = 0;
private var prevToyHandAnim:String = "";
private var rubHandAnimToToyStr:Map<String, String> = [
"rub-vag" => "0",
"finger-vag" => "1",
"dildo-vag0" => "2",
"dildo-vag1" => "3",
"rub-ass" => "0",
"finger-ass" => "1",
"dildo-ass0" => "2",
"dildo-ass1" => "3"
];
private var addToyHeartsToOrgasm:Bool = false;
private var previousToyStr:String;
private var toyOnTrack:Bool = false;
private var toyPattern:Array<String>;
private var remainingToyPattern:Array<String>;
private var shortestToyPatternLength:Int = 9999;
private var toyPrecumTimer:Float = 0;
private var toyMessUpCount:Int = 0;
private var bonusDildoOrgasmTimer:Int = -1;
private var dildoUtils:DildoUtils;
private var toyClitWords:Qord;
private var toyXlWords:Qord;
private var insufficientClitRubCount:Int = Std.int(FlxG.random.float(3, 8));
override public function create():Void
{
prepare("luca");
toyWindow = new LucarioDildoWindow(256, 0, 248, 426);
toyInterface = new LucarioDildoInterface();
toyGroup.add(toyWindow);
toyGroup.add(toyInterface);
dildoUtils = new DildoUtils(this, toyInterface, toyWindow.ass, toyWindow._dick, toyWindow.dildo, toyWindow._interact);
dildoUtils.refreshDildoAnims = refreshDildoAnims;
dildoUtils.dildoFrameToPct = [
1 => 0.00,
2 => 0.04,
3 => 0.16,
4 => 0.28,
5 => 0.40,
6 => 0.52,
7 => 0.64,
8 => 0.76,
9 => 0.88,
10 => 1.00,
13 => 0.00,
14 => 0.04,
15 => 0.16,
16 => 0.28,
17 => 0.40,
18 => 0.52,
19 => 0.64,
20 => 0.76,
21 => 0.88,
22 => 1.00,
];
super.create();
sfxEncouragement = [AssetPaths.luca0__mp3, AssetPaths.luca1__mp3, AssetPaths.luca2__mp3, AssetPaths.luca3__mp3];
sfxPleasure = [AssetPaths.luca4__mp3, AssetPaths.luca5__mp3, AssetPaths.luca6__mp3];
sfxOrgasm = [AssetPaths.luca7__mp3, AssetPaths.luca8__mp3, AssetPaths.luca9__mp3];
popularity = 1.0;
cumTrait0 = 5;
cumTrait1 = 2;
cumTrait2 = 4;
cumTrait3 = 8;
cumTrait4 = 4;
_bonerThreshold = 0.35;
_cumThreshold = 0.53;
_rubRewardFrequency = 3.6;
specialSpots = [
["left-foot", "right-foot", _male ? "balls" : "tail", "ass"],
["left-foot", "right-foot", "spike", "belly"],
["left-shoulder", "right-shoulder", _male ? "balls" : "tail", "ass"],
["left-shoulder", "right-shoulder", "spike", "belly"],
["left-thigh", "right-thigh", _male ? "balls" : "tail", "ass"],
["left-thigh", "right-thigh", "spike", "belly"]
][lucarioMood0];
targetJackoffSpeed = [0.91, 1.04, 1.2, 1.38, 1.59][lucarioMood1];
untouchedSpecialSpots = specialSpots.copy();
specialSpotChain = specialSpots.copy();
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_BLUE_DILDO))
{
var blueDildoButton:FlxButton = newToyButton(blueDildoButtonEvent, AssetPaths.dildo_blue_button__png, _dialogTree);
addToyButton(blueDildoButton);
}
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_GUMMY_DILDO))
{
var gummyDildoButton:FlxButton = newToyButton(gummyDildoButtonEvent, AssetPaths.dildo_gummy_button__png, _dialogTree);
addToyButton(gummyDildoButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_HUGE_DILDO))
{
var xlDildoButton:FlxButton = newToyButton(xlDildoButtonEvent, AssetPaths.dildo_xl_button__png, _dialogTree);
if (isXlDildoFittingEasily())
{
addToyButton(xlDildoButton, 1.00);
}
else if (isXlDildoFitting())
{
addToyButton(xlDildoButton, 0.75);
}
else
{
addToyButton(xlDildoButton, 0.55);
}
}
/*
* 1 is never in last position; 3 is never in first position; 4 is never in first two positions
*/
toyPattern = FlxG.random.getObject([
["0", "1", "2", "3"],
["0", "1", "3", "2"],
["0", "2", "1", "3"],
["0", "2", "3", "1"],
["1", "0", "2", "3"],
["1", "0", "3", "2"],
["1", "2", "0", "3"],
]);
remainingToyPattern = toyPattern.copy();
}
public function blueDildoButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function gummyDildoButtonEvent():Void
{
toyWindow.setGummyDildo();
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function xlDildoButtonEvent():Void
{
toyWindow.setXlDildo();
// reinitialize dildoUtils with XL dildo
dildoUtils = FlxDestroyUtil.destroy(dildoUtils);
dildoUtils = new DildoUtils(this, toyInterface, toyWindow.ass, toyWindow._dick, toyWindow.dildo, toyWindow._interact);
dildoUtils.refreshDildoAnims = refreshDildoAnims;
dildoUtils.reinitializeHandSprites();
// assign XL dildo frame values
dildoUtils.dildoFrameToPct = [
1 => 0.00,
2 => 0.02,
3 => 0.04,
4 => 0.06,
9 => 0.10,
10 => 0.20,
11 => 0.30,
12 => 0.40,
13 => 0.55,
14 => 0.70,
15 => 0.85,
16 => 1.00,
17 => 0.09,
18 => 0.18,
19 => 0.30,
20 => 0.42,
21 => 0.54,
22 => 0.76,
23 => 0.88,
24 => 1.00,
5 => 0.00,
6 => 0.02,
7 => 0.04,
8 => 0.06,
];
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
override public function shouldEmitToyInterruptWords():Bool
{
return _toyBank.getForeplayPercent() > 0.7 && _toyBank.getDickPercent() > 0.7;
}
override function toyForeplayFactor():Float
{
/*
* 40% of the toy hearts are available for doing random stuff. the
* other 60% are only available if you hit the right spot
*/
return 0.40;
}
override public function getToyWindow():PokeWindow
{
return toyWindow;
}
public function eventLowerDildoArm(args:Array<Dynamic>):Void
{
if (toyWindow.arms0.animation.name == "arm-grab")
{
toyWindow.arms0.animation.play("default");
}
if (toyWindow.arms1.animation.name == "arm-grab")
{
toyWindow.arms1.animation.play("default");
}
if (toyWindow._dick.animation.name == "arm-grab")
{
toyWindow._dick.animation.play("default");
}
if (toyWindow.ass.animation.name == "arm-grab")
{
toyWindow.ass.animation.play("default");
}
if (toyWindow.hands.animation.name == "arm-grab")
{
toyWindow.hands.animation.play("default");
}
}
public static function isXlDildoFittingEasily():Bool
{
return ItemDatabase.getPurchasedMysteryBoxCount() >= 11;
}
public static function isXlDildoFitting():Bool
{
return ItemDatabase.getPurchasedMysteryBoxCount() >= 5;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
toyPrecumTimer -= elapsed;
dildoUtils.update(elapsed);
if (toyShadowBalls != null && toyWindow.balls != null)
{
syncShadowGlove(toyShadowBalls, toyWindow.balls);
}
handleToyReward(elapsed);
if (FlxG.mouse.justPressed && toyInterface.animName != null)
{
if (toyInterface.ass)
{
if (toyInterface.animName == "dildo-ass0" || toyInterface.animName == "dildo-ass1")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
// XL dildo doesn't fit
toyInterface.setTightness(Math.max(toyInterface.assTightness * FlxG.random.float(0.99, 1.00), XL_DILDO_TIGHTNESS_BARRIER), toyInterface.vagTightness);
}
else if (toyWindow.isXlDildo() && !isXlDildoFittingEasily())
{
// XL dildo fits, but it's tight
if (toyInterface.assTightness > 5.00)
{
toyInterface.setTightness(toyInterface.assTightness * FlxG.random.float(0.99, 1.00), toyInterface.vagTightness);
}
else
{
toyInterface.setTightness(toyInterface.assTightness * FlxG.random.float(0.90, 0.94), toyInterface.vagTightness);
}
}
else
{
// XL dildo fits trivially
toyInterface.setTightness(toyInterface.assTightness * FlxG.random.float(0.90, 0.94), toyInterface.vagTightness);
}
}
}
else
{
if (toyInterface.animName == "dildo-vag0" || toyInterface.animName == "dildo-vag1")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
// XL dildo doesn't fit
toyInterface.setTightness(toyInterface.assTightness, Math.max(toyInterface.vagTightness * FlxG.random.float(0.99, 1.00), XL_DILDO_TIGHTNESS_BARRIER));
}
else if (toyWindow.isXlDildo() && !isXlDildoFittingEasily())
{
// XL dildo fits, but it's tight
if (toyInterface.vagTightness > 5.00)
{
toyInterface.setTightness(toyInterface.assTightness, toyInterface.vagTightness * FlxG.random.float(0.99, 1.00));
}
else
{
toyInterface.setTightness(toyInterface.assTightness, toyInterface.vagTightness * FlxG.random.float(0.90, 0.94));
}
}
else
{
toyInterface.setTightness(toyInterface.assTightness, toyInterface.vagTightness * FlxG.random.float(0.90, 0.94));
}
}
}
}
if (FlxG.mouse.justPressed && toyInterface.animName != null)
{
if (toyWindow.arms0.animation.name == "arm-grab")
{
if (eventStack.isEventScheduled(eventLowerDildoArm))
{
// already scheduled; don't schedule again
}
else
{
eventStack.addEvent({time:eventStack._time + 1.8, callback:eventLowerDildoArm});
}
}
}
}
public function refreshDildoAnims():Bool
{
var refreshed:Bool = false;
if (toyInterface.animName == "rub-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "rub-vag", [10, 11, 12, 13, 14, 15, 16], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-vag", [14, 15, 16, 17, 18, 19, 20], 2);
}
else if (toyInterface.animName == "finger-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "finger-vag", [17, 18, 19, 20, 21], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-vag", [21, 22, 23, 24, 25], 2);
}
else if (toyInterface.animName == "dildo-vag0")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag0", [0, 1, 2, 3, 3], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag0", [1, 2, 3, 4, 4], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag0", [49, 50, 51, 52, 52], 2);
}
else if (toyWindow.isXlDildo())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag0", [0, 3, 4, 4, 26, 26], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag0", [1, 9, 10, 11, 12, 13], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag0", [49, 57, 58, 59, 60, 61], 2);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag0", [0, 1, 2, 3, 4, 5], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag0", [1, 2, 3, 4, 5, 6], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag0", [1, 2, 3, 4, 5, 6], 2);
}
}
else if (toyInterface.animName == "dildo-vag1")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag1", [0, 1, 2, 3, 3, 3], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag1", [1, 2, 3, 4, 4, 4], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag1", [49, 50, 51, 52, 52, 52], 3);
}
else if (toyWindow.isXlDildo())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag1", [4, 26, 26, 27, 27, 27], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag1", [11, 12, 13, 14, 15, 16], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag1", [59, 60, 61, 62, 63, 64], 3);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag1", [3, 4, 5, 6, 7, 8, 9], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag1", [4, 5, 6, 7, 8, 9, 10], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag1", [7, 8, 9, 10, 11, 12, 13], 3);
}
}
else if (toyInterface.animName == "rub-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "rub-ass", [1, 2, 3, 4], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-ass", [26, 27, 28, 29], 2);
}
else if (toyInterface.animName == "finger-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "finger-ass", [0, 5, 6, 7, 8, 9], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-ass", [30, 31, 32, 33, 34, 35], 2);
}
else if (toyInterface.animName == "dildo-ass0")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass0", [0, 10, 11, 12, 12], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass0", [5, 6, 7, 8, 8], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass0", [53, 54, 55, 56, 56], 2);
}
else if (toyWindow.isXlDildo())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass0", [0, 10, 13, 14, 15, 17], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass0", [5, 17, 18, 19, 20, 21], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass0", [53, 65, 66, 67, 68, 69], 2);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass0", [0, 10, 11, 12, 13, 14], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass0", [13, 14, 15, 16, 17, 18], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass0", [36, 37, 38, 39, 40, 41], 2);
}
}
else if (toyInterface.animName == "dildo-ass1")
{
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass1", [0, 10, 11, 12, 12, 12], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass1", [5, 6, 7, 8, 8, 8], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass1", [53, 54, 55, 56, 56, 56], 3);
}
else if (toyWindow.isXlDildo())
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass1", [14, 15, 17, 18, 18, 18], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass1", [19, 20, 21, 22, 23, 24], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass1", [67, 68, 69, 70, 71, 72], 3);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass1", [12, 13, 14, 15, 16, 17, 18], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass1", [16, 17, 18, 19, 20, 21, 22], 3);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass1", [42, 43, 44, 45, 46, 47, 48], 3);
}
}
return refreshed;
}
function handleToyReward(elapsed:Float):Void
{
if (_gameState != 200)
{
// no rewards after done orgasming
return;
}
if (isEjaculating())
{
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0)
{
// no rewards after ejaculating
return;
}
ambientDildoBankTimer -= elapsed;
if (ambientDildoBankTimer <= 0)
{
ambientDildoBankTimer += 1.9;
fillAmbientDildoBank();
}
if (_rubHandAnim != null)
{
if (prevToyHandAnim != null &&
(prevToyHandAnim.indexOf("-ass") != -1 && _rubHandAnim._flxSprite.animation.name.indexOf("-vag") != -1
|| prevToyHandAnim.indexOf("-vag") != -1 && _rubHandAnim._flxSprite.animation.name.indexOf("-ass") != -1))
{
// swapping between ass and vagina; they have to start the pattern over
if (remainingToyPattern.length > 0)
{
remainingToyPattern = toyPattern.copy();
}
}
}
if (_rubHandAnim != null && _rubHandAnim.sfxLength > 0)
{
if (_rubHandAnim.mouseDownSfx)
{
var amount:Float = SexyState.roundUpToQuarter(lucky(0.3, 0.7) * ambientDildoBank);
if (amount > 0
&& !toyInterface.ass
&& _rubHandAnim._flxSprite.animation.name == "rub-vag"
&& toyInterface.animPct < 0.5
&& badToyBank > _toyBank._defaultForeplayHeartReservoir * 0.2)
{
// rubbing the right spot; need to rub it faster
insufficientClitRubCount--;
if (insufficientClitRubCount <= 0 && toyClitWords.timer <= 0)
{
insufficientClitRubCount = FlxG.random.int(3, 8);
maybeEmitWords(toyClitWords);
}
}
if (amount == 0)
{
// going too fast; bank isn't having a chance to fill up.
if (!toyInterface.ass && _rubHandAnim._flxSprite.animation.name == "rub-vag")
{
// rubbing the vagina fast is OK, she likes it
if (toyInterface.animPct < 0.5)
{
// rubbing the clit fast is super nice, and reimburses 85% of the badToyBank, which is good
if (badToyBank > _toyBank._defaultForeplayHeartReservoir * 0.2)
{
maybeEmitWords(pleasureWords);
}
emitHearts(SexyState.roundUpToQuarter(badToyBank * 0.3));
_toyBank._dickHeartReservoir += SexyState.roundDownToQuarter(badToyBank * 0.55);
badToyBank = 0;
}
else
{
// rubbing the entire vagina fast is OK; no penalty but no reward
}
}
else if (toyWindow.isXlDildo() && !isXlDildoFittingEasily() && StringTools.startsWith(_rubHandAnim._flxSprite.animation.name, "dildo-"))
{
// don't worry about a penalty; dildo is too big anyway
}
else
{
var penaltyAmount:Float = SexyState.roundUpToQuarter(lucky(0.01, 0.02) * _toyBank._dickHeartReservoir);
if (_heartEmitCount > -penaltyAmount * 2)
{
_heartEmitCount -= penaltyAmount;
badToyBank += penaltyAmount;
}
if (_toyBank._foreplayHeartReservoir > penaltyAmount)
{
_toyBank._foreplayHeartReservoir -= penaltyAmount;
badToyBank += penaltyAmount;
}
else if (_heartBank._foreplayHeartReservoir > penaltyAmount && _heartBank.getForeplayPercent() >= 0.4)
{
_heartBank._foreplayHeartReservoir -= penaltyAmount;
badToyBank += penaltyAmount;
}
else if (_heartBank._dickHeartReservoir > penaltyAmount)
{
_heartBank._dickHeartReservoir -= penaltyAmount;
badToyBank += penaltyAmount;
}
}
}
ambientDildoBank -= amount;
var toyStr:String;
if (_rubHandAnim == null)
{
toyStr = null;
}
else
{
toyStr = rubHandAnimToToyStr[_rubHandAnim._flxSprite.animation.name];
}
if (toyWindow.isXlDildo() && !isXlDildoFittingEasily() && (toyStr == "2" || toyStr == "3"))
{
// huge dildo; can't really enjoy it
toyStr += "xl";
}
else if (toyStr != null && remainingToyPattern.length > 0)
{
if (remainingToyPattern[0] == toyStr)
{
if (toyOnTrack == false)
{
toyOnTrack = true;
}
fillPleasurableDildoBank();
var pleasurableDildoAmount:Float = SexyState.roundUpToQuarter(lucky(0.1, 0.2) * pleasurableDildoBank);
amount += pleasurableDildoAmount;
pleasurableDildoBank -= pleasurableDildoAmount;
remainingToyPattern.splice(0, 1);
}
else if (toyStr == previousToyStr)
{
if (!toyOnTrack)
{
var penaltyAmount:Float = SexyState.roundUpToQuarter(lucky(0.01, 0.02) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= penaltyAmount;
badToyBank += penaltyAmount;
if (!toyInterface.ass && toyStr != "0")
{
// if the player messes up while penetrating the vagina, it can eventually cause an orgasm
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(lucky(0.00, 0.01) * _heartBank._defaultDickHeartReservoir);
}
}
var pleasurableDildoAmount:Float = SexyState.roundUpToQuarter(lucky(0.1, 0.2) * pleasurableDildoBank);
amount += pleasurableDildoAmount;
pleasurableDildoBank -= pleasurableDildoAmount;
}
else
{
var penaltyAmount:Float = SexyState.roundUpToQuarter(lucky(0.15, 0.25) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= penaltyAmount;
badToyBank += penaltyAmount;
if (!toyInterface.ass && toyStr != "0")
{
// if the player messes up while penetrating the vagina, it can eventually cause an orgasm
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(lucky(0.00, 0.01) * _heartBank._defaultDickHeartReservoir);
}
if (toyOnTrack)
{
toyOnTrack = false;
}
remainingToyPattern = toyPattern.copy();
// backtrack by 1
remainingToyPattern.splice(0, Std.int(Math.max(0, remainingToyPattern.length - shortestToyPatternLength - 1)));
toyMessUpCount++;
}
if (shortestToyPatternLength > remainingToyPattern.length)
{
shortestToyPatternLength = remainingToyPattern.length;
_heartBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.12);
}
if (remainingToyPattern.length == 0)
{
// emit a bunch of hearts...
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
amount += rewardAmount;
// dump remaining toy "reward hearts" into toy "automatic hearts"
_toyBank._foreplayHeartReservoir += _toyBank._dickHeartReservoir;
_toyBank._dickHeartReservoir = 0;
if (toyMessUpCount <= 3 && (!toyInterface.ass || computeBonusCapacity() >= 30))
{
// perfect deduction; bonus orgasm soon
bonusDildoOrgasmTimer = FlxG.random.int(10, 20);
}
maybeEmitWords(pleasureWords);
maybePlayPokeSfx();
precum(FlxMath.bound(30 / (3 + toyMessUpCount * 2), 1, 10)); // silly amount of precum
addToyHeartsToOrgasm = true;
}
}
previousToyStr = toyStr;
if (bonusDildoOrgasmTimer > 0)
{
bonusDildoOrgasmTimer--;
if (bonusDildoOrgasmTimer == 8)
{
maybeEmitWords(almostWords);
}
if (bonusDildoOrgasmTimer - FlxG.random.int(0, 2) <= 0)
{
bonusDildoOrgasmTimer = -1;
_remainingOrgasms++;
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
}
}
if (toyStr == "2xl" || toyStr == "3xl")
{
// delay refills, and avoid dispensing very many hearts
ambientDildoBankTimer = Math.max(1.9, ambientDildoBankTimer + 0.6);
if (isXlDildoFitting())
{
amount = Math.min(amount, FlxG.random.getObject([0.50, 0.75, 1.00, 1.25]));
}
else
{
amount = Math.min(amount, FlxG.random.getObject([0.25, 0.25, 0.50, 0.75]));
}
toyOnTrack = amount > 0;
}
eventStack.addEvent({time:eventStack._time + _rubHandAnim._prevMouseDownTime * 0.55, callback:eventEmitHearts, args:[amount]});
}
if (_rubHandAnim.mouseDownSfx && !_isOrgasming && shouldOrgasm())
{
_newHeadTimer = 0; // trigger orgasm immediately
}
}
if (_rubHandAnim != null)
{
prevToyHandAnim = _rubHandAnim._flxSprite.animation.name;
}
}
function fillAmbientDildoBank()
{
if (ambientDildoBank < ambientDildoBankCapacity)
{
var amount:Float = 1000;
amount = Math.min(amount, _toyBank._foreplayHeartReservoir);
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
if (amount > 0)
{
_toyBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
var amount:Float = 1000;
if (toyInterface.ass)
{
if (addToyHeartsToOrgasm && toyMessUpCount <= 3)
{
// perfect run; okay, lucario can cum from rubbing ass
}
else
{
// foreplayHeartReservoir decays slowly when rubbing ass
amount = SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * 0.05);
}
}
else if (_heartBank.getForeplayPercent() < 0.4)
{
// foreplayHeartReservoir exhausted
amount = 0;
}
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
if (amount > 0)
{
_heartBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
var amount:Float = 1000;
if (toyInterface.ass)
{
if (addToyHeartsToOrgasm && toyMessUpCount <= 3)
{
// perfect run; okay, lucario can cum from rubbing ass
}
else
{
// dickHeartReservoir doesn't deplete when rubbing ass
amount = 0;
}
}
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
// dickHeartReservoir doesn't deplete with xl dildo
amount = 0;
}
amount = Math.min(amount, _heartBank._dickHeartReservoir);
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
if (amount > 0)
{
_heartBank._dickHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
}
function fillPleasurableDildoBank()
{
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
var missingAmount:Float = pleasurableDildoBankCapacity - pleasurableDildoBank;
if (_toyBank._foreplayHeartReservoir > 0)
{
var amount:Float = 1000;
amount = Math.min(amount, _toyBank._foreplayHeartReservoir);
amount = Math.min(amount, SexyState.roundDownToQuarter(missingAmount * 0.5));
if (amount > 0)
{
_toyBank._foreplayHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
if (_toyBank._dickHeartReservoir > 0)
{
var amount:Float = 1000;
amount = Math.min(amount, _toyBank._dickHeartReservoir);
amount = Math.min(amount, SexyState.roundUpToQuarter(missingAmount * 0.5));
if (amount > 0)
{
_toyBank._dickHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
}
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
var amount:Float = 1000;
if (toyInterface.ass)
{
if (addToyHeartsToOrgasm && toyMessUpCount <= 3)
{
// perfect run; okay, lucario can cum from rubbing ass
}
else
{
// foreplayHeartReservoir decays slowly when rubbing ass
amount = SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * 0.05);
}
}
else if (_heartBank.getForeplayPercent() < 0.4)
{
// foreplayHeartReservoir exhausted
amount = 0;
}
amount = Math.min(amount, _heartBank._foreplayHeartReservoir);
amount = Math.min(amount, pleasurableDildoBankCapacity - pleasurableDildoBank);
if (amount > 0)
{
_heartBank._foreplayHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
if (pleasurableDildoBank < pleasurableDildoBankCapacity)
{
var amount:Float = 1000;
if (toyInterface.ass)
{
if (addToyHeartsToOrgasm && toyMessUpCount <= 3)
{
// perfect run; okay, lucario can cum from rubbing ass
}
else
{
// dickHeartReservoir doesn't deplete when rubbing ass
amount = 0;
}
}
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
// dickHeartReservoir doesn't deplete with xl dildo
amount = 0;
}
amount = Math.min(amount, _heartBank._dickHeartReservoir);
amount = Math.min(amount, pleasurableDildoBankCapacity - pleasurableDildoBank);
if (amount > 0)
{
_heartBank._dickHeartReservoir -= amount;
pleasurableDildoBank += amount;
}
}
}
private function eventEmitHearts(args:Array<Dynamic>)
{
var heartsToEmit:Float = args[0];
_heartEmitCount += heartsToEmit;
if (_heartBank.getDickPercent() < 0.6)
{
maybeEmitWords(almostWords);
}
if (toyPrecumTimer < 0)
{
toyPrecumTimer = _rubRewardFrequency;
maybeEmitPrecum();
maybeScheduleBreath();
if (addToyHeartsToOrgasm && _autoSweatRate < 0.4)
{
_autoSweatRate += 0.07;
}
}
maybeEmitToyWordsAndStuff();
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (_gameState == 200 && _male && fancyRubbing(_dick) && _rubBodyAnim.nearMinFrame())
{
if (pastBonerThreshold())
{
// switch to boner-rubbing animation?
if (_rubBodyAnim._flxSprite.animation.name == "rub-dick"
|| _rubBodyAnim._flxSprite.animation.name == "rub-sheath0"
|| _rubBodyAnim._flxSprite.animation.name == "rub-sheath1")
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
else if (_heartBank.getForeplayPercent() < 0.70)
{
// switch to dick rubbing animation?
if (_rubBodyAnim._flxSprite.animation.name == "rub-sheath0"
|| _rubBodyAnim._flxSprite.animation.name == "rub-sheath1")
{
_rubBodyAnim.setAnimName("rub-dick");
_rubHandAnim.setAnimName("rub-dick");
}
}
}
if (fancyRubbing(_pokeWindow.feet) && _armsAndLegsArranger._armsAndLegsTimer < 1.5)
{
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1.5, 3);
}
if (_male && fancyRubbing(_dick) && _gameState == 200)
{
if (_heartBank.getForeplayPercent() < 0.70 && (_rubBodyAnim._flxSprite.animation.name == "rub-sheath0" || _rubBodyAnim._flxSprite.animation.name == "rub-sheath1") && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("rub-dick");
_rubHandAnim.setAnimName("rub-dick");
}
if (pastBonerThreshold() && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
}
override public function determineArousal():Int
{
var result:Int = 0;
if (displayingToyWindow())
{
if (_heartBank.getDickPercent() < 0.66)
{
result = 4;
}
else if (_heartBank.getDickPercent() < 0.77)
{
result = 3;
if (toyWindow._arousal < 3)
{
toyWindow._arousal = 3;
}
}
else if (super.pastBonerThreshold())
{
result = 1;
}
else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
result = 1;
}
else
{
result = 0;
}
if (toyOnTrack)
{
if (addToyHeartsToOrgasm)
{
// already found the secret
if (toyWindow._arousal < 2)
{
toyWindow._arousal = 2;
result = 2;
}
else
{
result = Std.int(FlxMath.bound(result + 1, 0, 4));
}
}
else
{
// force immediate arousal
toyWindow._arousal = 2;
result = 2;
}
}
}
else {
if (_heartBank.getDickPercent() < 0.66)
{
result = 4;
}
else if (_heartBank.getDickPercent() < 0.77)
{
result = 3;
}
else if (_heartBank.getDickPercent() < 0.88)
{
result = 2;
}
else if (super.pastBonerThreshold())
{
result = 1;
}
else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
result = 1;
}
else {
result = 0;
}
if (niceSpecialSpotFace && result < 2)
{
// force immediate arousal
_pokeWindow._arousal = 2;
result = 2;
}
}
return result;
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "finger-ass")
{
specialRub = "ass";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick"
|| _rubHandAnim._flxSprite.animation.name == "rub-sheath0"
|| _rubHandAnim._flxSprite.animation.name == "rub-sheath1")
{
specialRub = "rub-dick";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-balls")
{
specialRub = "balls";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-left-foot")
{
specialRub = "left-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-foot")
{
specialRub = "right-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-spike")
{
specialRub = "spike";
}
}
else
{
if (touchedPart == _pokeWindow.legs)
{
if (clickedPolygon(touchedPart, leftCalfPolyArray))
{
specialRub = "left-calf";
}
else if (clickedPolygon(touchedPart, rightCalfPolyArray))
{
specialRub = "right-calf";
}
else if (clickedPolygon(touchedPart, leftThighPolyArray))
{
specialRub = "left-thigh";
}
else if (clickedPolygon(touchedPart, rightThighPolyArray))
{
specialRub = "right-thigh";
}
}
else if (touchedPart == _pokeWindow.feet)
{
// user clicked calf, but held it too long
if (_pokeWindow.feet.animation.name == "raise-left-leg")
{
specialRub = "left-calf";
}
else
{
specialRub = "right-calf";
}
}
else if (touchedPart == _pokeWindow.torso1 || touchedPart == _pokeWindow.neck)
{
specialRub = "chest";
}
else if (touchedPart == _pokeWindow.torso0)
{
specialRub = "belly";
}
else if (touchedPart == _pokeWindow._head || touchedPart == _pokeWindow.hair)
{
specialRub = "head";
}
else if (touchedPart == _pokeWindow.armsDown)
{
if (clickedPolygon(_pokeWindow.armsDown, leftShoulderDownPolyArray))
{
specialRub = "left-shoulder";
}
else if (clickedPolygon(_pokeWindow.armsDown, rightShoulderDownPolyArray))
{
specialRub = "right-shoulder";
}
}
else if (touchedPart == _pokeWindow.armsUp)
{
if (clickedPolygon(_pokeWindow.armsUp, leftShoulderUpPolyArray))
{
specialRub = "left-shoulder";
}
else if (clickedPolygon(_pokeWindow.armsUp, rightShoulderUpPolyArray))
{
specialRub = "right-shoulder";
}
}
else if (touchedPart == _pokeWindow.tail || touchedPart == _pokeWindow.butt && clickedPolygon(_pokeWindow.butt, tailPolyArray))
{
specialRub = "tail";
}
}
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && (touchedPart == _dick
|| (!_male
&& (touchedPart == _pokeWindow.butt || touchedPart == _pokeWindow.pubicFuzz)
&& clickedPolygon(_pokeWindow.butt, vagPolyArray)))
)
{
if (_male)
{
if (_dick.animation.name == "boner3")
{
// hard
interactOn(_dick, "jack-off");
return true;
}
else if (_dick.animation.name == "boner1" || _dick.animation.name == "boner2")
{
// semihard
interactOn(_dick, "rub-dick");
return true;
}
else
{
// flaccid
interactOn(_dick, "rub-sheath0");
_rubBodyAnim.addAnimName("rub-sheath1");
_rubHandAnim.addAnimName("rub-sheath1");
return true;
}
}
else
{
if (pastBonerThreshold())
{
updateVaginaFingeringAnimation();
interactOn(_dick, "jack-off");
return true;
}
else
{
interactOn(_dick, "rub-dick");
return true;
}
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow.balls)
{
interactOn(_pokeWindow.balls, "rub-balls");
return true;
}
if (FlxG.mouse.justPressed && (touchedPart == _pokeWindow.ass || touchedPart == _pokeWindow.butt && clickedPolygon(_pokeWindow.butt, assPolyArray)))
{
updateAssFingeringAnimation();
interactOn(_pokeWindow.ass, "finger-ass");
return true;
}
if (FlxG.mouse.justPressed && (touchedPart == _pokeWindow.feet))
{
if (_pokeWindow.feet.animation.name == "raise-left-leg")
{
interactOn(_pokeWindow.feet, "rub-left-foot");
return true;
}
else
{
interactOn(_pokeWindow.feet, "rub-right-foot");
return true;
}
}
if (FlxG.mouse.justPressed && clickedPolygon(_pokeWindow.torso1, chestSpikePolyArray))
{
interactOn(_pokeWindow.torso1, "rub-spike", "default");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow.neck) + 1);
return true;
}
if (touchedPart == _pokeWindow.legs && _clickedDuration > 1.5)
{
if (clickedPolygon(touchedPart, rightCalfPolyArray))
{
// raise right leg
_pokeWindow.legs.animation.play("raise-right-leg");
_pokeWindow.feet.animation.play("raise-right-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
else if (clickedPolygon(touchedPart, leftCalfPolyArray))
{
// raise right leg
_pokeWindow.legs.animation.play("raise-left-leg");
_pokeWindow.feet.animation.play("raise-left-leg");
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
}
if (touchedPart == _pokeWindow.feet && _clickedDuration > 1.5)
{
// user clicked calf, but held it too long
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
return false;
}
function setInactiveDickAnimation():Void
{
if (PlayerData.lucaMale)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
if (_dick.animation.name == "boner3")
{
_dick.animation.add("finished", [3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 0], 3, false);
}
else if (_dick.animation.name == "boner2")
{
_dick.animation.add("finished", [2, 2, 2, 2, 2, 1, 1, 1, 0], 3, false);
}
else
{
_dick.animation.add("finished", [1, 1, 1, 0], 3, false);
}
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.name != "boner3")
{
_dick.animation.play("boner3");
}
}
else if (_heartBank.getForeplayPercent() < 0.55)
{
if (_dick.animation.name != "boner2")
{
_dick.animation.play("boner2");
}
}
else if (_heartBank.getForeplayPercent() < 0.70)
{
if (_dick.animation.name != "boner1")
{
_dick.animation.play("boner1");
}
}
else if (_heartBank.getForeplayPercent() < 0.85)
{
if (_dick.animation.name != "boner0")
{
_dick.animation.play("boner0");
}
}
else
{
if (_dick.animation.name != "default")
{
_dick.animation.play("default");
}
}
}
else {
if (_dick.animation.frameIndex != 0)
{
_dick.animation.play("default");
}
}
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _pokeWindow.feet)
{
_pokeWindow.feet.animation.play(_pokeWindow.legs.animation.name);
}
}
override public function initializeHitBoxes():Void
{
super.initializeHitBoxes();
if (displayingToyWindow())
{
if (_male)
{
dickAngleArray[0] = [new FlxPoint(172, 213), new FlxPoint(152, 211), new FlxPoint(-148, 214)];
dickAngleArray[1] = [new FlxPoint(174, 237), new FlxPoint(60, 253), new FlxPoint(-44, 256)];
dickAngleArray[2] = [new FlxPoint(172, 247), new FlxPoint(26, 259), new FlxPoint(-13, 260)];
dickAngleArray[3] = [new FlxPoint(174, 264), new FlxPoint(25, 259), new FlxPoint(0, 260)];
dickAngleArray[4] = [new FlxPoint(174, 281), new FlxPoint(25, 259), new FlxPoint(-12, 260)];
}
else
{
dickAngleArray[0] = [new FlxPoint(174, 194), new FlxPoint(140, 219), new FlxPoint(-136, 221)];
dickAngleArray[1] = [new FlxPoint(174, 191), new FlxPoint(201, 165), new FlxPoint(-220, 139)];
dickAngleArray[2] = [new FlxPoint(174, 191), new FlxPoint(226, 128), new FlxPoint(-224, 133)];
dickAngleArray[3] = [new FlxPoint(174, 191), new FlxPoint(239, 102), new FlxPoint(-237, 107)];
dickAngleArray[4] = [new FlxPoint(174, 191), new FlxPoint(249, 76), new FlxPoint(-246, 84)];
dickAngleArray[5] = [new FlxPoint(174, 191), new FlxPoint(249, 76), new FlxPoint(-246, 84)];
dickAngleArray[6] = [new FlxPoint(174, 191), new FlxPoint(249, 76), new FlxPoint(-246, 84)];
dickAngleArray[7] = [new FlxPoint(174, 191), new FlxPoint(249, 76), new FlxPoint(-246, 84)];
dickAngleArray[8] = [new FlxPoint(174, 191), new FlxPoint(250, 72), new FlxPoint(-251, 67)];
dickAngleArray[9] = [new FlxPoint(174, 191), new FlxPoint(250, 72), new FlxPoint(-251, 67)];
dickAngleArray[10] = [new FlxPoint(174, 199), new FlxPoint(243, 91), new FlxPoint(-249, 75)];
dickAngleArray[11] = [new FlxPoint(174, 199), new FlxPoint(212, 151), new FlxPoint(-227, 127)];
dickAngleArray[12] = [new FlxPoint(174, 199), new FlxPoint(169, 197), new FlxPoint(-177, 191)];
dickAngleArray[13] = [new FlxPoint(174, 190), new FlxPoint(156, 208), new FlxPoint(-171, 196)];
dickAngleArray[14] = [new FlxPoint(174, 190), new FlxPoint(165, 201), new FlxPoint(-156, 208)];
dickAngleArray[15] = [new FlxPoint(174, 185), new FlxPoint(162, 203), new FlxPoint(-153, 210)];
dickAngleArray[16] = [new FlxPoint(174, 180), new FlxPoint(169, 197), new FlxPoint(-158, 207)];
dickAngleArray[17] = [new FlxPoint(174, 189), new FlxPoint(168, 198), new FlxPoint(-134, 223)];
dickAngleArray[18] = [new FlxPoint(174, 191), new FlxPoint(159, 206), new FlxPoint(-148, 214)];
dickAngleArray[19] = [new FlxPoint(174, 190), new FlxPoint(214, 147), new FlxPoint(-209, 154)];
dickAngleArray[20] = [new FlxPoint(174, 191), new FlxPoint(230, 122), new FlxPoint(-190, 178)];
dickAngleArray[21] = [new FlxPoint(174, 194), new FlxPoint(249, 76), new FlxPoint(-191, 177)];
dickAngleArray[22] = [new FlxPoint(174, 193), new FlxPoint(176, 192), new FlxPoint(-141, 219)];
dickAngleArray[23] = [new FlxPoint(174, 194), new FlxPoint(148, 214), new FlxPoint(-134, 223)];
dickAngleArray[24] = [new FlxPoint(174, 197), new FlxPoint(148, 214), new FlxPoint( -161, 204)];
dickAngleArray[25] = [new FlxPoint(174, 197), new FlxPoint(148, 214), new FlxPoint( -161, 204)];
dickAngleArray[26] = [new FlxPoint(174, 191), new FlxPoint(250, 72), new FlxPoint(-251, 67)];
dickAngleArray[27] = [new FlxPoint(174, 191), new FlxPoint(250, 72), new FlxPoint(-251, 67)];
}
breathAngleArray[0] = [new FlxPoint(171, 60), new FlxPoint(0, -80)];
breathAngleArray[1] = [new FlxPoint(171, 60), new FlxPoint(0, -80)];
breathAngleArray[2] = [new FlxPoint(171, 60), new FlxPoint(0, -80)];
breathAngleArray[3] = [new FlxPoint(173, 58), new FlxPoint(5, -80)];
breathAngleArray[4] = [new FlxPoint(173, 58), new FlxPoint(5, -80)];
breathAngleArray[5] = [new FlxPoint(173, 58), new FlxPoint(5, -80)];
breathAngleArray[6] = [new FlxPoint(171, 58), new FlxPoint(0, -80)];
breathAngleArray[7] = [new FlxPoint(171, 58), new FlxPoint(0, -80)];
breathAngleArray[8] = [new FlxPoint(171, 58), new FlxPoint(0, -80)];
breathAngleArray[9] = [new FlxPoint(173, 52), new FlxPoint(0, -80)];
breathAngleArray[10] = [new FlxPoint(173, 52), new FlxPoint(0, -80)];
breathAngleArray[11] = [new FlxPoint(173, 52), new FlxPoint(0, -80)];
breathAngleArray[12] = [new FlxPoint(171, 47), new FlxPoint(0, -80)];
breathAngleArray[13] = [new FlxPoint(171, 47), new FlxPoint(0, -80)];
breathAngleArray[14] = [new FlxPoint(171, 47), new FlxPoint(0, -80)];
breathAngleArray[15] = [new FlxPoint(171, 25), new FlxPoint(4, -80)];
breathAngleArray[16] = [new FlxPoint(171, 25), new FlxPoint(4, -80)];
breathAngleArray[17] = [new FlxPoint(171, 25), new FlxPoint(4, -80)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[1] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[2] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[3] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[4] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[5] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[6] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[7] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[8] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[9] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[10] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[11] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[12] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[13] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[14] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[15] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[16] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
headSweatArray[17] = [new FlxPoint(200, 146), new FlxPoint(149, 144), new FlxPoint(163, 107), new FlxPoint(190, 108)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(209, 323), new FlxPoint(140, 323), new FlxPoint(133, 279), new FlxPoint(149, 207), new FlxPoint(141, 138), new FlxPoint(205, 136), new FlxPoint(200, 210), new FlxPoint(218, 270)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:4, sprite:toyWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:6, sprite:toyWindow.torso1, sweatArrayArray:torsoSweatArray});
}
else {
if (_male)
{
dickAngleArray[0] = [new FlxPoint(172, 344), new FlxPoint(191, -177), new FlxPoint(-211, -152)];
dickAngleArray[1] = [new FlxPoint(173, 336), new FlxPoint(73, -249), new FlxPoint(-94, -242)];
dickAngleArray[2] = [new FlxPoint(172, 323), new FlxPoint(32, -258), new FlxPoint(-45, -256)];
dickAngleArray[3] = [new FlxPoint(174, 297), new FlxPoint(31, -258), new FlxPoint(-25, -259)];
dickAngleArray[4] = [new FlxPoint(174, 273), new FlxPoint(24, -259), new FlxPoint(-14, -260)];
dickAngleArray[5] = [new FlxPoint(165, 343), new FlxPoint(-147, -214), new FlxPoint(-247, -82)];
dickAngleArray[6] = [new FlxPoint(166, 341), new FlxPoint(-82, -247), new FlxPoint(-208, -156)];
dickAngleArray[7] = [new FlxPoint(170, 339), new FlxPoint(0, -260), new FlxPoint(-147, -215)];
dickAngleArray[8] = [new FlxPoint(174, 339), new FlxPoint(86, -245), new FlxPoint(-49, -255)];
dickAngleArray[9] = [new FlxPoint(179, 341), new FlxPoint(208, -156), new FlxPoint(116, -233)];
dickAngleArray[10] = [new FlxPoint(182, 342), new FlxPoint(244, -90), new FlxPoint(141, -218)];
dickAngleArray[11] = [new FlxPoint(183, 344), new FlxPoint(246, -85), new FlxPoint(161, -204)];
dickAngleArray[12] = [new FlxPoint(174, 312), new FlxPoint(56, -254), new FlxPoint(-47, -256)];
dickAngleArray[13] = [new FlxPoint(174, 309), new FlxPoint(41, -257), new FlxPoint(-43, -256)];
dickAngleArray[14] = [new FlxPoint(173, 305), new FlxPoint(32, -258), new FlxPoint(-48, -256)];
dickAngleArray[15] = [new FlxPoint(174, 303), new FlxPoint(41, -257), new FlxPoint(-32, -258)];
dickAngleArray[16] = [new FlxPoint(173, 275), new FlxPoint(28, -258), new FlxPoint(-23, -259)];
dickAngleArray[17] = [new FlxPoint(173, 275), new FlxPoint(29, -258), new FlxPoint(-29, -258)];
dickAngleArray[18] = [new FlxPoint(173, 275), new FlxPoint(29, -258), new FlxPoint(-29, -258)];
dickAngleArray[19] = [new FlxPoint(173, 275), new FlxPoint(29, -258), new FlxPoint(-29, -258)];
dickAngleArray[20] = [new FlxPoint(173, 275), new FlxPoint(29, -258), new FlxPoint(-29, -258)];
dickAngleArray[21] = [new FlxPoint(173, 275), new FlxPoint(29, -258), new FlxPoint( -29, -258)];
}
else {
dickAngleArray[0] = [new FlxPoint(174, 387), new FlxPoint(135, 222), new FlxPoint(-140, 219)];
dickAngleArray[1] = [new FlxPoint(174, 386), new FlxPoint(179, 189), new FlxPoint(-188, 179)];
dickAngleArray[2] = [new FlxPoint(174, 383), new FlxPoint(202, 163), new FlxPoint(-220, 139)];
dickAngleArray[3] = [new FlxPoint(174, 383), new FlxPoint(221, 137), new FlxPoint(-220, 138)];
dickAngleArray[4] = [new FlxPoint(174, 383), new FlxPoint(228, 126), new FlxPoint(-228, 126)];
dickAngleArray[5] = [new FlxPoint(174, 383), new FlxPoint(237, 108), new FlxPoint(-235, 112)];
dickAngleArray[6] = [new FlxPoint(174, 383), new FlxPoint(236, 108), new FlxPoint(-237, 108)];
dickAngleArray[7] = [new FlxPoint(174, 383), new FlxPoint(238, 105), new FlxPoint(-241, 98)];
dickAngleArray[8] = [new FlxPoint(174, 383), new FlxPoint(240, 100), new FlxPoint(-242, 94)];
dickAngleArray[9] = [new FlxPoint(174, 388), new FlxPoint(221, 136), new FlxPoint(-226, 128)];
dickAngleArray[10] = [new FlxPoint(174, 388), new FlxPoint(201, 165), new FlxPoint(-214, 148)];
dickAngleArray[11] = [new FlxPoint(174, 388), new FlxPoint(148, 213), new FlxPoint(-160, 205)];
dickAngleArray[12] = [new FlxPoint(174, 388), new FlxPoint(106, 238), new FlxPoint(-120, 231)];
dickAngleArray[13] = [new FlxPoint(174, 388), new FlxPoint(67, 251), new FlxPoint(-80, 247)];
}
breathAngleArray[0] = [new FlxPoint(176, 183), new FlxPoint(16, 78)];
breathAngleArray[1] = [new FlxPoint(176, 183), new FlxPoint(16, 78)];
breathAngleArray[2] = [new FlxPoint(176, 183), new FlxPoint(16, 78)];
breathAngleArray[3] = [new FlxPoint(214, 196), new FlxPoint(63, 49)];
breathAngleArray[4] = [new FlxPoint(214, 196), new FlxPoint(63, 49)];
breathAngleArray[5] = [new FlxPoint(214, 196), new FlxPoint(63, 49)];
breathAngleArray[6] = [new FlxPoint(122, 159), new FlxPoint(-75, -27)];
breathAngleArray[7] = [new FlxPoint(122, 159), new FlxPoint(-75, -27)];
breathAngleArray[8] = [new FlxPoint(122, 159), new FlxPoint(-75, -27)];
breathAngleArray[12] = [new FlxPoint(144, 204), new FlxPoint(-54, 59)];
breathAngleArray[13] = [new FlxPoint(144, 204), new FlxPoint(-54, 59)];
breathAngleArray[14] = [new FlxPoint(144, 204), new FlxPoint(-54, 59)];
breathAngleArray[15] = [new FlxPoint(182, 208), new FlxPoint(19, 78)];
breathAngleArray[16] = [new FlxPoint(182, 208), new FlxPoint(19, 78)];
breathAngleArray[17] = [new FlxPoint(182, 208), new FlxPoint(19, 78)];
breathAngleArray[18] = [new FlxPoint(180, 242), new FlxPoint(3, 80)];
breathAngleArray[19] = [new FlxPoint(180, 242), new FlxPoint(3, 80)];
breathAngleArray[20] = [new FlxPoint(180, 242), new FlxPoint(3, 80)];
breathAngleArray[24] = [new FlxPoint(232, 150), new FlxPoint(74, -32)];
breathAngleArray[25] = [new FlxPoint(232, 150), new FlxPoint(74, -32)];
breathAngleArray[26] = [new FlxPoint(232, 150), new FlxPoint(74, -32)];
breathAngleArray[27] = [new FlxPoint(178, 242), new FlxPoint(0, 80)];
breathAngleArray[28] = [new FlxPoint(178, 242), new FlxPoint(0, 80)];
breathAngleArray[29] = [new FlxPoint(178, 242), new FlxPoint(0, 80)];
breathAngleArray[30] = [new FlxPoint(104, 177), new FlxPoint(-80, 3)];
breathAngleArray[31] = [new FlxPoint(104, 177), new FlxPoint(-80, 3)];
breathAngleArray[32] = [new FlxPoint(104, 177), new FlxPoint(-80, 3)];
breathAngleArray[36] = [new FlxPoint(252, 180), new FlxPoint(80, 7)];
breathAngleArray[37] = [new FlxPoint(252, 180), new FlxPoint(80, 7)];
breathAngleArray[38] = [new FlxPoint(252, 180), new FlxPoint(80, 7)];
breathAngleArray[39] = [new FlxPoint(178, 236), new FlxPoint(0, 80)];
breathAngleArray[40] = [new FlxPoint(178, 236), new FlxPoint(0, 80)];
breathAngleArray[41] = [new FlxPoint(178, 236), new FlxPoint(0, 80)];
breathAngleArray[42] = [new FlxPoint(216, 198), new FlxPoint(69, 40)];
breathAngleArray[43] = [new FlxPoint(216, 198), new FlxPoint(69, 40)];
breathAngleArray[44] = [new FlxPoint(216, 198), new FlxPoint(69, 40)];
breathAngleArray[48] = [new FlxPoint(178, 235), new FlxPoint(0, 80)];
breathAngleArray[49] = [new FlxPoint(178, 235), new FlxPoint(0, 80)];
breathAngleArray[50] = [new FlxPoint(178, 235), new FlxPoint(0, 80)];
breathAngleArray[51] = [new FlxPoint(136, 198), new FlxPoint(-64, 48)];
breathAngleArray[52] = [new FlxPoint(136, 198), new FlxPoint(-64, 48)];
breathAngleArray[53] = [new FlxPoint(136, 198), new FlxPoint(-64, 48)];
breathAngleArray[54] = [new FlxPoint(188, 206), new FlxPoint(27, 75)];
breathAngleArray[55] = [new FlxPoint(188, 206), new FlxPoint(27, 75)];
breathAngleArray[56] = [new FlxPoint(188, 206), new FlxPoint(27, 75)];
breathAngleArray[60] = [new FlxPoint(130, 174), new FlxPoint(-79, 10)];
breathAngleArray[61] = [new FlxPoint(130, 174), new FlxPoint(-79, 10)];
breathAngleArray[62] = [new FlxPoint(130, 174), new FlxPoint(-79, 10)];
breathAngleArray[63] = [new FlxPoint(114, 178), new FlxPoint(-80, 0)];
breathAngleArray[64] = [new FlxPoint(114, 178), new FlxPoint(-80, 0)];
breathAngleArray[65] = [new FlxPoint(114, 178), new FlxPoint(-80, 0)];
breathAngleArray[66] = [new FlxPoint(184, 225), new FlxPoint(21, 77)];
breathAngleArray[67] = [new FlxPoint(184, 225), new FlxPoint(21, 77)];
breathAngleArray[68] = [new FlxPoint(184, 225), new FlxPoint(21, 77)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(189, 147), new FlxPoint(171, 144), new FlxPoint(169, 118), new FlxPoint(133, 116), new FlxPoint(167, 93), new FlxPoint(189, 94), new FlxPoint(224, 110), new FlxPoint(190, 118)];
headSweatArray[1] = [new FlxPoint(189, 147), new FlxPoint(171, 144), new FlxPoint(169, 118), new FlxPoint(133, 116), new FlxPoint(167, 93), new FlxPoint(189, 94), new FlxPoint(224, 110), new FlxPoint(190, 118)];
headSweatArray[2] = [new FlxPoint(189, 147), new FlxPoint(171, 144), new FlxPoint(169, 118), new FlxPoint(133, 116), new FlxPoint(167, 93), new FlxPoint(189, 94), new FlxPoint(224, 110), new FlxPoint(190, 118)];
headSweatArray[3] = [new FlxPoint(213, 154), new FlxPoint(194, 153), new FlxPoint(193, 123), new FlxPoint(149, 110), new FlxPoint(190, 93), new FlxPoint(215, 99), new FlxPoint(242, 121), new FlxPoint(216, 124)];
headSweatArray[4] = [new FlxPoint(213, 154), new FlxPoint(194, 153), new FlxPoint(193, 123), new FlxPoint(149, 110), new FlxPoint(190, 93), new FlxPoint(215, 99), new FlxPoint(242, 121), new FlxPoint(216, 124)];
headSweatArray[5] = [new FlxPoint(213, 154), new FlxPoint(194, 153), new FlxPoint(193, 123), new FlxPoint(149, 110), new FlxPoint(190, 93), new FlxPoint(215, 99), new FlxPoint(242, 121), new FlxPoint(216, 124)];
headSweatArray[6] = [new FlxPoint(171, 129), new FlxPoint(152, 129), new FlxPoint(154, 106), new FlxPoint(133, 102), new FlxPoint(169, 83), new FlxPoint(193, 84), new FlxPoint(230, 112), new FlxPoint(178, 104)];
headSweatArray[7] = [new FlxPoint(171, 129), new FlxPoint(152, 129), new FlxPoint(154, 106), new FlxPoint(133, 102), new FlxPoint(169, 83), new FlxPoint(193, 84), new FlxPoint(230, 112), new FlxPoint(178, 104)];
headSweatArray[8] = [new FlxPoint(171, 129), new FlxPoint(152, 129), new FlxPoint(154, 106), new FlxPoint(133, 102), new FlxPoint(169, 83), new FlxPoint(193, 84), new FlxPoint(230, 112), new FlxPoint(178, 104)];
headSweatArray[12] = [new FlxPoint(173, 163), new FlxPoint(146, 165), new FlxPoint(149, 130), new FlxPoint(122, 123), new FlxPoint(147, 97), new FlxPoint(174, 93), new FlxPoint(215, 109), new FlxPoint(173, 128)];
headSweatArray[13] = [new FlxPoint(173, 163), new FlxPoint(146, 165), new FlxPoint(149, 130), new FlxPoint(122, 123), new FlxPoint(147, 97), new FlxPoint(174, 93), new FlxPoint(215, 109), new FlxPoint(173, 128)];
headSweatArray[14] = [new FlxPoint(173, 163), new FlxPoint(146, 165), new FlxPoint(149, 130), new FlxPoint(122, 123), new FlxPoint(147, 97), new FlxPoint(174, 93), new FlxPoint(215, 109), new FlxPoint(173, 128)];
headSweatArray[15] = [new FlxPoint(191, 147), new FlxPoint(168, 144), new FlxPoint(171, 124), new FlxPoint(136, 113), new FlxPoint(168, 95), new FlxPoint(194, 93), new FlxPoint(227, 118), new FlxPoint(190, 123)];
headSweatArray[16] = [new FlxPoint(191, 147), new FlxPoint(168, 144), new FlxPoint(171, 124), new FlxPoint(136, 113), new FlxPoint(168, 95), new FlxPoint(194, 93), new FlxPoint(227, 118), new FlxPoint(190, 123)];
headSweatArray[17] = [new FlxPoint(191, 147), new FlxPoint(168, 144), new FlxPoint(171, 124), new FlxPoint(136, 113), new FlxPoint(168, 95), new FlxPoint(194, 93), new FlxPoint(227, 118), new FlxPoint(190, 123)];
headSweatArray[18] = [new FlxPoint(196, 184), new FlxPoint(166, 187), new FlxPoint(164, 151), new FlxPoint(126, 134), new FlxPoint(165, 117), new FlxPoint(198, 119), new FlxPoint(233, 134), new FlxPoint(196, 152)];
headSweatArray[19] = [new FlxPoint(196, 184), new FlxPoint(166, 187), new FlxPoint(164, 151), new FlxPoint(126, 134), new FlxPoint(165, 117), new FlxPoint(198, 119), new FlxPoint(233, 134), new FlxPoint(196, 152)];
headSweatArray[20] = [new FlxPoint(196, 184), new FlxPoint(166, 187), new FlxPoint(164, 151), new FlxPoint(126, 134), new FlxPoint(165, 117), new FlxPoint(198, 119), new FlxPoint(233, 134), new FlxPoint(196, 152)];
headSweatArray[24] = [new FlxPoint(213, 133), new FlxPoint(188, 137), new FlxPoint(182, 111), new FlxPoint(133, 112), new FlxPoint(170, 85), new FlxPoint(193, 85), new FlxPoint(230, 103), new FlxPoint(208, 109)];
headSweatArray[25] = [new FlxPoint(213, 133), new FlxPoint(188, 137), new FlxPoint(182, 111), new FlxPoint(133, 112), new FlxPoint(170, 85), new FlxPoint(193, 85), new FlxPoint(230, 103), new FlxPoint(208, 109)];
headSweatArray[26] = [new FlxPoint(213, 133), new FlxPoint(188, 137), new FlxPoint(182, 111), new FlxPoint(133, 112), new FlxPoint(170, 85), new FlxPoint(193, 85), new FlxPoint(230, 103), new FlxPoint(208, 109)];
headSweatArray[27] = [new FlxPoint(196, 184), new FlxPoint(168, 181), new FlxPoint(166, 155), new FlxPoint(132, 135), new FlxPoint(165, 120), new FlxPoint(198, 118), new FlxPoint(236, 132), new FlxPoint(196, 155)];
headSweatArray[28] = [new FlxPoint(196, 184), new FlxPoint(168, 181), new FlxPoint(166, 155), new FlxPoint(132, 135), new FlxPoint(165, 120), new FlxPoint(198, 118), new FlxPoint(236, 132), new FlxPoint(196, 155)];
headSweatArray[29] = [new FlxPoint(196, 184), new FlxPoint(168, 181), new FlxPoint(166, 155), new FlxPoint(132, 135), new FlxPoint(165, 120), new FlxPoint(198, 118), new FlxPoint(236, 132), new FlxPoint(196, 155)];
headSweatArray[30] = [new FlxPoint(151, 145), new FlxPoint(129, 142), new FlxPoint(131, 122), new FlxPoint(121, 112), new FlxPoint(143, 94), new FlxPoint(160, 98), new FlxPoint(218, 121), new FlxPoint(155, 124)];
headSweatArray[31] = [new FlxPoint(151, 145), new FlxPoint(129, 142), new FlxPoint(131, 122), new FlxPoint(121, 112), new FlxPoint(143, 94), new FlxPoint(160, 98), new FlxPoint(218, 121), new FlxPoint(155, 124)];
headSweatArray[32] = [new FlxPoint(151, 145), new FlxPoint(129, 142), new FlxPoint(131, 122), new FlxPoint(121, 112), new FlxPoint(143, 94), new FlxPoint(160, 98), new FlxPoint(218, 121), new FlxPoint(155, 124)];
headSweatArray[36] = [new FlxPoint(233, 144), new FlxPoint(209, 149), new FlxPoint(206, 130), new FlxPoint(145, 126), new FlxPoint(198, 101), new FlxPoint(230, 102), new FlxPoint(239, 119), new FlxPoint(231, 129)];
headSweatArray[37] = [new FlxPoint(233, 144), new FlxPoint(209, 149), new FlxPoint(206, 130), new FlxPoint(145, 126), new FlxPoint(198, 101), new FlxPoint(230, 102), new FlxPoint(239, 119), new FlxPoint(231, 129)];
headSweatArray[38] = [new FlxPoint(233, 144), new FlxPoint(209, 149), new FlxPoint(206, 130), new FlxPoint(145, 126), new FlxPoint(198, 101), new FlxPoint(230, 102), new FlxPoint(239, 119), new FlxPoint(231, 129)];
headSweatArray[39] = [new FlxPoint(194, 181), new FlxPoint(166, 183), new FlxPoint(166, 158), new FlxPoint(128, 136), new FlxPoint(167, 115), new FlxPoint(199, 114), new FlxPoint(232, 132), new FlxPoint(194, 157)];
headSweatArray[40] = [new FlxPoint(194, 181), new FlxPoint(166, 183), new FlxPoint(166, 158), new FlxPoint(128, 136), new FlxPoint(167, 115), new FlxPoint(199, 114), new FlxPoint(232, 132), new FlxPoint(194, 157)];
headSweatArray[41] = [new FlxPoint(194, 181), new FlxPoint(166, 183), new FlxPoint(166, 158), new FlxPoint(128, 136), new FlxPoint(167, 115), new FlxPoint(199, 114), new FlxPoint(232, 132), new FlxPoint(194, 157)];
headSweatArray[42] = [new FlxPoint(218, 164), new FlxPoint(190, 164), new FlxPoint(188, 139), new FlxPoint(145, 118), new FlxPoint(190, 97), new FlxPoint(215, 99), new FlxPoint(240, 125), new FlxPoint(217, 138)];
headSweatArray[43] = [new FlxPoint(218, 164), new FlxPoint(190, 164), new FlxPoint(188, 139), new FlxPoint(145, 118), new FlxPoint(190, 97), new FlxPoint(215, 99), new FlxPoint(240, 125), new FlxPoint(217, 138)];
headSweatArray[44] = [new FlxPoint(218, 164), new FlxPoint(190, 164), new FlxPoint(188, 139), new FlxPoint(145, 118), new FlxPoint(190, 97), new FlxPoint(215, 99), new FlxPoint(240, 125), new FlxPoint(217, 138)];
headSweatArray[48] = [new FlxPoint(196, 184), new FlxPoint(167, 184), new FlxPoint(167, 157), new FlxPoint(129, 140), new FlxPoint(164, 118), new FlxPoint(202, 120), new FlxPoint(240, 137), new FlxPoint(198, 159)];
headSweatArray[49] = [new FlxPoint(196, 184), new FlxPoint(167, 184), new FlxPoint(167, 157), new FlxPoint(129, 140), new FlxPoint(164, 118), new FlxPoint(202, 120), new FlxPoint(240, 137), new FlxPoint(198, 159)];
headSweatArray[50] = [new FlxPoint(196, 184), new FlxPoint(167, 184), new FlxPoint(167, 157), new FlxPoint(129, 140), new FlxPoint(164, 118), new FlxPoint(202, 120), new FlxPoint(240, 137), new FlxPoint(198, 159)];
headSweatArray[51] = [new FlxPoint(172, 157), new FlxPoint(146, 162), new FlxPoint(146, 137), new FlxPoint(123, 127), new FlxPoint(146, 96), new FlxPoint(174, 92), new FlxPoint(218, 110), new FlxPoint(169, 134)];
headSweatArray[52] = [new FlxPoint(172, 157), new FlxPoint(146, 162), new FlxPoint(146, 137), new FlxPoint(123, 127), new FlxPoint(146, 96), new FlxPoint(174, 92), new FlxPoint(218, 110), new FlxPoint(169, 134)];
headSweatArray[53] = [new FlxPoint(172, 157), new FlxPoint(146, 162), new FlxPoint(146, 137), new FlxPoint(123, 127), new FlxPoint(146, 96), new FlxPoint(174, 92), new FlxPoint(218, 110), new FlxPoint(169, 134)];
headSweatArray[54] = [new FlxPoint(190, 148), new FlxPoint(168, 151), new FlxPoint(169, 131), new FlxPoint(132, 114), new FlxPoint(171, 93), new FlxPoint(192, 93), new FlxPoint(223, 109), new FlxPoint(188, 129)];
headSweatArray[55] = [new FlxPoint(190, 148), new FlxPoint(168, 151), new FlxPoint(169, 131), new FlxPoint(132, 114), new FlxPoint(171, 93), new FlxPoint(192, 93), new FlxPoint(223, 109), new FlxPoint(188, 129)];
headSweatArray[56] = [new FlxPoint(190, 148), new FlxPoint(168, 151), new FlxPoint(169, 131), new FlxPoint(132, 114), new FlxPoint(171, 93), new FlxPoint(192, 93), new FlxPoint(223, 109), new FlxPoint(188, 129)];
headSweatArray[60] = [new FlxPoint(168, 137), new FlxPoint(145, 136), new FlxPoint(147, 118), new FlxPoint(129, 109), new FlxPoint(168, 84), new FlxPoint(193, 87), new FlxPoint(229, 113), new FlxPoint(172, 119)];
headSweatArray[61] = [new FlxPoint(168, 137), new FlxPoint(145, 136), new FlxPoint(147, 118), new FlxPoint(129, 109), new FlxPoint(168, 84), new FlxPoint(193, 87), new FlxPoint(229, 113), new FlxPoint(172, 119)];
headSweatArray[62] = [new FlxPoint(168, 137), new FlxPoint(145, 136), new FlxPoint(147, 118), new FlxPoint(129, 109), new FlxPoint(168, 84), new FlxPoint(193, 87), new FlxPoint(229, 113), new FlxPoint(172, 119)];
headSweatArray[63] = [new FlxPoint(150, 144), new FlxPoint(128, 141), new FlxPoint(128, 122), new FlxPoint(122, 112), new FlxPoint(144, 95), new FlxPoint(163, 92), new FlxPoint(218, 123), new FlxPoint(154, 124)];
headSweatArray[64] = [new FlxPoint(150, 144), new FlxPoint(128, 141), new FlxPoint(128, 122), new FlxPoint(122, 112), new FlxPoint(144, 95), new FlxPoint(163, 92), new FlxPoint(218, 123), new FlxPoint(154, 124)];
headSweatArray[65] = [new FlxPoint(150, 144), new FlxPoint(128, 141), new FlxPoint(128, 122), new FlxPoint(122, 112), new FlxPoint(144, 95), new FlxPoint(163, 92), new FlxPoint(218, 123), new FlxPoint(154, 124)];
headSweatArray[66] = [new FlxPoint(191, 150), new FlxPoint(170, 150), new FlxPoint(168, 123), new FlxPoint(136, 108), new FlxPoint(170, 92), new FlxPoint(193, 93), new FlxPoint(228, 112), new FlxPoint(194, 124)];
headSweatArray[67] = [new FlxPoint(191, 150), new FlxPoint(170, 150), new FlxPoint(168, 123), new FlxPoint(136, 108), new FlxPoint(170, 92), new FlxPoint(193, 93), new FlxPoint(228, 112), new FlxPoint(194, 124)];
headSweatArray[68] = [new FlxPoint(191, 150), new FlxPoint(170, 150), new FlxPoint(168, 123), new FlxPoint(136, 108), new FlxPoint(170, 92), new FlxPoint(193, 93), new FlxPoint(228, 112), new FlxPoint(194, 124)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(204, 283), new FlxPoint(154, 282), new FlxPoint(142, 251), new FlxPoint(144, 208), new FlxPoint(132, 185), new FlxPoint(238, 186), new FlxPoint(221, 208), new FlxPoint(218, 253)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:4, sprite:_pokeWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:6, sprite:_pokeWindow.torso1, sweatArrayArray:torsoSweatArray});
}
assPolyArray = new Array<Array<FlxPoint>>();
assPolyArray[0] = [new FlxPoint(200, 425), new FlxPoint(160, 423), new FlxPoint(164, 385), new FlxPoint(198, 385)];
leftCalfPolyArray = new Array<Array<FlxPoint>>();
leftCalfPolyArray[0] = [new FlxPoint(92, 483), new FlxPoint(142, 331), new FlxPoint(110, 277), new FlxPoint(70, 301), new FlxPoint(16, 481)];
leftCalfPolyArray[1] = [new FlxPoint(150, 483), new FlxPoint(134, 327), new FlxPoint(94, 283), new FlxPoint(50, 321), new FlxPoint(48, 481)];
leftCalfPolyArray[2] = [new FlxPoint(124, 481), new FlxPoint(138, 323), new FlxPoint(102, 285), new FlxPoint(72, 293), new FlxPoint(52, 333), new FlxPoint(52, 483)];
leftCalfPolyArray[3] = [new FlxPoint(82, 483), new FlxPoint(136, 345), new FlxPoint(110, 305), new FlxPoint(58, 333), new FlxPoint(10, 481)];
leftCalfPolyArray[4] = [new FlxPoint(72, 485), new FlxPoint(124, 373), new FlxPoint(96, 331), new FlxPoint(48, 343), new FlxPoint(22, 485)];
leftCalfPolyArray[5] = [new FlxPoint(92, 483), new FlxPoint(140, 329), new FlxPoint(108, 285), new FlxPoint(70, 305), new FlxPoint(22, 481)];
leftCalfPolyArray[6] = [new FlxPoint(146, 397), new FlxPoint(128, 283), new FlxPoint(88, 251), new FlxPoint(44, 287), new FlxPoint(110, 415)];
rightCalfPolyArray = new Array<Array<FlxPoint>>();
rightCalfPolyArray[0] = [new FlxPoint(268, 483), new FlxPoint(214, 321), new FlxPoint(246, 277), new FlxPoint(284, 301), new FlxPoint(314, 379), new FlxPoint(314, 483)];
rightCalfPolyArray[1] = [new FlxPoint(206, 485), new FlxPoint(226, 321), new FlxPoint(262, 285), new FlxPoint(304, 315), new FlxPoint(288, 481)];
rightCalfPolyArray[2] = [new FlxPoint(238, 483), new FlxPoint(222, 323), new FlxPoint(256, 285), new FlxPoint(296, 301), new FlxPoint(312, 485)];
rightCalfPolyArray[3] = [new FlxPoint(278, 483), new FlxPoint(224, 355), new FlxPoint(256, 307), new FlxPoint(292, 321), new FlxPoint(368, 483)];
rightCalfPolyArray[4] = [new FlxPoint(288, 485), new FlxPoint(244, 379), new FlxPoint(258, 341), new FlxPoint(296, 337), new FlxPoint(370, 485)];
rightCalfPolyArray[5] = [new FlxPoint(240, 421), new FlxPoint(210, 401), new FlxPoint(224, 289), new FlxPoint(258, 251), new FlxPoint(296, 275), new FlxPoint(302, 321)];
rightCalfPolyArray[6] = [new FlxPoint(270, 481), new FlxPoint(216, 317), new FlxPoint(248, 275), new FlxPoint(282, 295), new FlxPoint(348, 483)];
chestSpikePolyArray = new Array<Array<FlxPoint>>();
chestSpikePolyArray[0] = [new FlxPoint(173, 252), new FlxPoint(163, 230), new FlxPoint(185, 217), new FlxPoint(199, 234), new FlxPoint(191, 253)];
leftShoulderDownPolyArray = new Array<Array<FlxPoint>>();
leftShoulderDownPolyArray[0] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[1] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[2] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[3] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[4] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[6] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[7] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[8] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[9] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
leftShoulderDownPolyArray[10] = [new FlxPoint(184, 262), new FlxPoint(130, 274), new FlxPoint(98, 182), new FlxPoint(184, 148)];
rightShoulderDownPolyArray = new Array<Array<FlxPoint>>();
rightShoulderDownPolyArray[0] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[1] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[2] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[3] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[4] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[12] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[13] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[14] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[15] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
rightShoulderDownPolyArray[16] = [new FlxPoint(230, 289), new FlxPoint(184, 273), new FlxPoint(216, 147), new FlxPoint(270, 169)];
leftShoulderUpPolyArray = new Array<Array<FlxPoint>>();
leftShoulderUpPolyArray[1] = [new FlxPoint(126, 272), new FlxPoint(98, 176), new FlxPoint(150, 164), new FlxPoint(182, 262)];
leftShoulderUpPolyArray[3] = [new FlxPoint(126, 272), new FlxPoint(98, 176), new FlxPoint(150, 164), new FlxPoint(182, 262)];
leftShoulderUpPolyArray[5] = [new FlxPoint(126, 272), new FlxPoint(98, 176), new FlxPoint(150, 164), new FlxPoint(182, 262)];
leftShoulderUpPolyArray[7] = [new FlxPoint(126, 272), new FlxPoint(98, 176), new FlxPoint(150, 164), new FlxPoint(182, 262)];
leftShoulderUpPolyArray[9] = [new FlxPoint(160, 202), new FlxPoint(146, 215), new FlxPoint(100, 222), new FlxPoint(90, 166), new FlxPoint(160, 161)];
leftShoulderUpPolyArray[11] = [new FlxPoint(164, 243), new FlxPoint(96, 216), new FlxPoint(116, 168), new FlxPoint(178, 200)];
leftShoulderUpPolyArray[13] = [new FlxPoint(164, 236), new FlxPoint(92, 207), new FlxPoint(122, 160), new FlxPoint(180, 199)];
leftShoulderUpPolyArray[15] = [new FlxPoint(160, 242), new FlxPoint(132, 264), new FlxPoint(74, 183), new FlxPoint(140, 164), new FlxPoint(170, 212)];
leftShoulderUpPolyArray[18] = [new FlxPoint(162, 238), new FlxPoint(94, 208), new FlxPoint(114, 155), new FlxPoint(184, 187)];
leftShoulderUpPolyArray[19] = [new FlxPoint(162, 238), new FlxPoint(94, 208), new FlxPoint(114, 155), new FlxPoint(184, 187)];
leftShoulderUpPolyArray[20] = [new FlxPoint(162, 238), new FlxPoint(94, 208), new FlxPoint(114, 155), new FlxPoint(184, 187)];
leftShoulderUpPolyArray[21] = [new FlxPoint(164, 208), new FlxPoint(96, 227), new FlxPoint(88, 172), new FlxPoint(162, 162)];
leftShoulderUpPolyArray[22] = [new FlxPoint(160, 251), new FlxPoint(86, 227), new FlxPoint(104, 164), new FlxPoint(182, 187)];
leftShoulderUpPolyArray[23] = [new FlxPoint(162, 251), new FlxPoint(94, 218), new FlxPoint(118, 164), new FlxPoint(180, 183)];
leftShoulderUpPolyArray[24] = [new FlxPoint(162, 251), new FlxPoint(94, 218), new FlxPoint(118, 164), new FlxPoint(180, 183)];
leftShoulderUpPolyArray[25] = [new FlxPoint(162, 251), new FlxPoint(94, 218), new FlxPoint(118, 164), new FlxPoint(180, 183)];
leftShoulderUpPolyArray[26] = [new FlxPoint(162, 203), new FlxPoint(100, 224), new FlxPoint(86, 174), new FlxPoint(148, 163)];
leftShoulderUpPolyArray[27] = [new FlxPoint(162, 258), new FlxPoint(86, 225), new FlxPoint(108, 168), new FlxPoint(174, 190)];
leftShoulderUpPolyArray[28] = [new FlxPoint(166, 208), new FlxPoint(96, 226), new FlxPoint(84, 179), new FlxPoint(156, 170)];
leftShoulderUpPolyArray[29] = [new FlxPoint(162, 257), new FlxPoint(84, 230), new FlxPoint(102, 158), new FlxPoint(178, 166)];
rightShoulderUpPolyArray = new Array<Array<FlxPoint>>();
rightShoulderUpPolyArray[2] = [new FlxPoint(228, 282), new FlxPoint(184, 244), new FlxPoint(222, 151), new FlxPoint(268, 186)];
rightShoulderUpPolyArray[4] = [new FlxPoint(228, 282), new FlxPoint(184, 244), new FlxPoint(222, 151), new FlxPoint(268, 186)];
rightShoulderUpPolyArray[6] = [new FlxPoint(228, 282), new FlxPoint(184, 244), new FlxPoint(222, 151), new FlxPoint(268, 186)];
rightShoulderUpPolyArray[8] = [new FlxPoint(228, 282), new FlxPoint(184, 244), new FlxPoint(222, 151), new FlxPoint(268, 186)];
rightShoulderUpPolyArray[10] = [new FlxPoint(244, 245), new FlxPoint(198, 250), new FlxPoint(190, 170), new FlxPoint(280, 184)];
rightShoulderUpPolyArray[12] = [new FlxPoint(234, 227), new FlxPoint(194, 227), new FlxPoint(222, 150), new FlxPoint(294, 166), new FlxPoint(270, 210)];
rightShoulderUpPolyArray[14] = [new FlxPoint(192, 242), new FlxPoint(228, 268), new FlxPoint(280, 191), new FlxPoint(210, 163)];
rightShoulderUpPolyArray[16] = [new FlxPoint(244, 233), new FlxPoint(198, 200), new FlxPoint(238, 130), new FlxPoint(290, 166), new FlxPoint(276, 217)];
rightShoulderUpPolyArray[18] = [new FlxPoint(234, 238), new FlxPoint(198, 249), new FlxPoint(204, 168), new FlxPoint(270, 174), new FlxPoint(260, 227)];
rightShoulderUpPolyArray[19] = [new FlxPoint(264, 235), new FlxPoint(200, 252), new FlxPoint(188, 177), new FlxPoint(296, 172)];
rightShoulderUpPolyArray[20] = [new FlxPoint(268, 228), new FlxPoint(194, 205), new FlxPoint(220, 154), new FlxPoint(294, 167)];
rightShoulderUpPolyArray[21] = [new FlxPoint(268, 224), new FlxPoint(198, 254), new FlxPoint(184, 168), new FlxPoint(270, 162)];
rightShoulderUpPolyArray[22] = [new FlxPoint(268, 224), new FlxPoint(198, 254), new FlxPoint(184, 168), new FlxPoint(270, 162)];
rightShoulderUpPolyArray[23] = [new FlxPoint(264, 212), new FlxPoint(196, 242), new FlxPoint(186, 161), new FlxPoint(276, 152)];
rightShoulderUpPolyArray[24] = [new FlxPoint(264, 233), new FlxPoint(200, 256), new FlxPoint(194, 170), new FlxPoint(282, 163)];
rightShoulderUpPolyArray[25] = [new FlxPoint(264, 225), new FlxPoint(192, 204), new FlxPoint(232, 139), new FlxPoint(296, 168)];
rightShoulderUpPolyArray[26] = [new FlxPoint(264, 210), new FlxPoint(198, 237), new FlxPoint(190, 168), new FlxPoint(266, 156)];
rightShoulderUpPolyArray[27] = [new FlxPoint(264, 210), new FlxPoint(198, 237), new FlxPoint(190, 168), new FlxPoint(266, 156)];
rightShoulderUpPolyArray[28] = [new FlxPoint(264, 233), new FlxPoint(198, 256), new FlxPoint(194, 177), new FlxPoint(286, 172)];
rightShoulderUpPolyArray[29] = [new FlxPoint(264, 226), new FlxPoint(198, 206), new FlxPoint(218, 159), new FlxPoint(290, 166)];
leftThighPolyArray = new Array<Array<FlxPoint>>();
leftThighPolyArray[0] = [new FlxPoint(178, 426), new FlxPoint(104, 414), new FlxPoint(116, 368), new FlxPoint(138, 340), new FlxPoint(136, 272), new FlxPoint(188, 270)];
leftThighPolyArray[1] = [new FlxPoint(178, 422), new FlxPoint(132, 424), new FlxPoint(128, 364), new FlxPoint(140, 326), new FlxPoint(80, 264), new FlxPoint(186, 260)];
leftThighPolyArray[2] = [new FlxPoint(178, 420), new FlxPoint(118, 424), new FlxPoint(128, 372), new FlxPoint(142, 324), new FlxPoint(98, 276), new FlxPoint(186, 278)];
leftThighPolyArray[3] = [new FlxPoint(176, 432), new FlxPoint(100, 428), new FlxPoint(114, 390), new FlxPoint(136, 346), new FlxPoint(96, 278), new FlxPoint(184, 276)];
leftThighPolyArray[4] = [new FlxPoint(174, 434), new FlxPoint(96, 440), new FlxPoint(122, 366), new FlxPoint(86, 284), new FlxPoint(184, 282)];
leftThighPolyArray[5] = [new FlxPoint(178, 426), new FlxPoint(102, 422), new FlxPoint(116, 366), new FlxPoint(140, 328), new FlxPoint(114, 258), new FlxPoint(182, 256)];
leftThighPolyArray[6] = [new FlxPoint(178, 436), new FlxPoint(142, 442), new FlxPoint(138, 336), new FlxPoint(118, 242), new FlxPoint(184, 252)];
rightThighPolyArray = new Array<Array<FlxPoint>>();
rightThighPolyArray[0] = [new FlxPoint(178, 448), new FlxPoint(262, 428), new FlxPoint(214, 318), new FlxPoint(238, 282), new FlxPoint(272, 256), new FlxPoint(180, 260)];
rightThighPolyArray[1] = [new FlxPoint(176, 432), new FlxPoint(216, 432), new FlxPoint(232, 358), new FlxPoint(222, 324), new FlxPoint(278, 248), new FlxPoint(184, 252)];
rightThighPolyArray[2] = [new FlxPoint(180, 424), new FlxPoint(236, 422), new FlxPoint(238, 368), new FlxPoint(222, 328), new FlxPoint(282, 246), new FlxPoint(184, 258)];
rightThighPolyArray[3] = [new FlxPoint(176, 434), new FlxPoint(260, 432), new FlxPoint(224, 358), new FlxPoint(288, 260), new FlxPoint(184, 262)];
rightThighPolyArray[4] = [new FlxPoint(180, 436), new FlxPoint(266, 436), new FlxPoint(246, 362), new FlxPoint(300, 288), new FlxPoint(186, 288)];
rightThighPolyArray[5] = [new FlxPoint(180, 428), new FlxPoint(206, 428), new FlxPoint(226, 326), new FlxPoint(220, 300), new FlxPoint(272, 228), new FlxPoint(182, 238)];
rightThighPolyArray[6] = [new FlxPoint(178, 442), new FlxPoint(262, 430), new FlxPoint(214, 320), new FlxPoint(268, 246), new FlxPoint(180, 258)];
tailPolyArray = new Array<Array<FlxPoint>>();
tailPolyArray[0] = [new FlxPoint(160, 419), new FlxPoint(178, 411), new FlxPoint(204, 421), new FlxPoint(228, 485), new FlxPoint(110, 485)];
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(195, 401), new FlxPoint(163, 401), new FlxPoint(165, 365), new FlxPoint(195, 365)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:0} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:1} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:2} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:3} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:4} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:5} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:6} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:7} ]);
encouragementWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:8} ]);
pleasureWords = wordManager.newWords(8);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.lucasexy_words_medium__png, frame:10, height:48, chunkSize:5 } ]);
almostWords = wordManager.newWords(30);
// ohhh, th-that's... i'm going to...
almostWords.words.push([
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:7, height:48, chunkSize:5, delay:-0.2},
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:9, height:48, chunkSize:5, yOffset:22, delay:0.6 },
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:42, delay:1.9 }
]);
// h-here it comes, i think i... i...
almostWords.words.push([
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:12, height:48, chunkSize:5, delay:-0.1},
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:14, height:48, chunkSize:5, yOffset:22, delay:0.5 },
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:16, height:48, chunkSize:5, yOffset:42, delay:1.3 }
]);
// s-so good, i'm... i'm about t-to...
almostWords.words.push([
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:13, height:48, chunkSize:5},
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:15, height:48, chunkSize:5, yOffset:26, delay:0.6 },
{ graphic:AssetPaths.lucasexy_words_medium__png, frame:17, height:48, chunkSize:5, yOffset:44, delay:1.4 }
]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.lucasexy_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.lucasexy_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.lucasexy_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.lucasexy_words_large__png, frame:4, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([
{ graphic:AssetPaths.lucasexy_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:5},
{ graphic:AssetPaths.lucasexy_words_large__png, frame:5, width:200, height:150, yOffset:-30, chunkSize:5, delay:0.4 }
]);
boredWords = wordManager.newWords();
boredWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:9} ]);
boredWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:10} ]);
boredWords.words.push([ { graphic:AssetPaths.lucasexy_words_small__png, frame:11} ]);
// are... are you...?
boredWords.words.push([
{ graphic:AssetPaths.lucasexy_words_small__png, frame:12},
{ graphic:AssetPaths.lucasexy_words_small__png, frame:14, yOffset:22, delay:0.5 }
]);
// kyeh, i have some other deliveries..
boredWords.words.push([
{ graphic:AssetPaths.lucasexy_words_small__png, frame:13},
{ graphic:AssetPaths.lucasexy_words_small__png, frame:15, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.lucasexy_words_small__png, frame:17, yOffset:38, delay:1.6 }
]);
// ooooooh! now you're talking~
toyStartWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:0},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:2, yOffset:20, delay:0.8 },
]);
// is that for meeeee? kyeheheheh~
toyStartWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:1},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:3, yOffset:18, delay:0.6 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:5, yOffset:38, delay:1.7 },
]);
// kyahh, let me get a little more comfortable~
toyStartWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:4},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:6, yOffset:20, delay:1.1 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:8, yOffset:38, delay:1.9 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:10, yOffset:58, delay:2.7 },
]);
// aww! ...is that iiiiit?
toyInterruptWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:7},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:9, yOffset:18, delay:0.6 },
]);
// oh okay! we don't have to...
toyInterruptWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:11},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:13, yOffset:18, delay:0.9 },
]);
// oh! ...maybe next time~
toyInterruptWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:12},
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:14, yOffset:4, delay:0.5 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:16, yOffset:20, delay:1.3 },
]);
toyClitWords = wordManager.newWords(90);
// kyahhh that's it. ...maybe a little faster~
toyClitWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:15 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:17, yOffset:20, delay:0.9 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:19, yOffset:20, delay:1.4 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:21, yOffset:42, delay:2.0 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:23, yOffset:62, delay:2.4 },
]);
// ri-i-ight there- nngh! ...really hammer that thing~
toyClitWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:18 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:20, yOffset:20, delay:1.0 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:22, yOffset:20, delay:1.5 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:24, yOffset:44, delay:2.3 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:26, yOffset:64, delay:2.9 },
]);
//oough, s-s-so sensitive there~
toyClitWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:25 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:27, yOffset:22, delay:0.6 },
{ graphic:AssetPaths.lucadildo_words_small0__png, frame:29, yOffset:40, delay:1.0 },
]);
toyXlWords = wordManager.newWords();
// kyehhh, that thing's bigger than it looks...
toyXlWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:0 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:2, yOffset:24, delay:0.8 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:4, yOffset:42, delay:1.6 },
]);
// someday we'll get that thing in there. ...i'll go home and practice, okay?
toyXlWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:1},
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:3, yOffset:22, delay:0.9 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:5, yOffset:40, delay:1.8 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:7, yOffset:40, delay:2.3 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:9, yOffset:60, delay:3.1 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:11, yOffset:80, delay:3.9 },
]);
// wellllllll it was a fun idea anyway...
toyXlWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:6},
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:8, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:10, yOffset:40, delay:1.4 },
]);
// ooough... well, i tried
toyXlWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:12},
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:14, yOffset:22, delay:1.3 },
]);
// kyehh.... too biiiiiig...
toyXlWords.words.push([
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:13},
{ graphic:AssetPaths.lucadildo_words_small1__png, frame:15, yOffset:20, delay:1.3 },
]);
}
override function penetrating():Bool
{
if (specialRub == "ass")
{
return true;
}
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
override function generateCumshots():Void
{
if (niceThings[1])
{
/*
* Lucario enjoys having orgasms. Well... we all do, but Lucario
* enjoys it more.
*/
doNiceThing(0.66667);
niceThings[1] = false;
}
// reimburse 100% of badRubBank; it's how they're supposed to learn
_heartBank._dickHeartReservoir += badRubBank;
badRubBank = 0;
// reimburse 75% of badJackoffBank
_heartBank._dickHeartReservoir += SexyState.roundDownToQuarter(badJackoffBank * 0.75);
badJackoffBank = 0;
// reimburse 35% of badToyBank
_heartBank._dickHeartReservoir += SexyState.roundDownToQuarter(badToyBank * 0.35);
badToyBank = 0;
if (addToyHeartsToOrgasm && _remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_heartBank._dickHeartReservoir += ambientDildoBank;
_heartBank._dickHeartReservoir += pleasurableDildoBank;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
ambientDildoBank = 0;
pleasurableDildoBank = 0;
}
if (displayingToyWindow() && toyWindow.isXlDildo() && (toyInterface.assTightness < XL_DILDO_TIGHTNESS_BARRIER || toyInterface.vagTightness < XL_DILDO_TIGHTNESS_BARRIER))
{
// increase cum traits; finally got the big dildo in
cumTrait0 = 5;
cumTrait4 = 6;
// also give them some of the toy reservoir
_heartBank._dickHeartReservoir += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.4);
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.4);
_heartBank._dickHeartReservoir += SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.4);
_toyBank._foreplayHeartReservoir -= SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.4);
}
super.generateCumshots();
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (displayingToyWindow())
{
if (FlxG.random.float(-2, 3) > shortestToyPatternLength)
{
precumAmount++;
}
var toyStr:String = rubHandAnimToToyStr[_prevHandAnim];
if (_prevHandAnim == "rub-vag" && ambientDildoBank == 0)
{
precumAmount++;
}
else if (toyStr == "1" && FlxG.random.bool(20))
{
precumAmount++;
}
else if (toyStr == "2" && FlxG.random.bool(20))
{
precumAmount++;
}
else if (toyStr == "3" && FlxG.random.bool(20))
{
precumAmount++;
}
if (toyOnTrack && FlxG.random.bool(50))
{
precumAmount++;
}
else if (!toyOnTrack && FlxG.random.bool(50))
{
precumAmount--;
}
if (FlxG.random.float(1, 4) < _heartEmitCount)
{
precumAmount++;
}
}
else {
if (specialRub == "rub-dick" || specialRub == "jack-off")
{
// only precum if pace is on point
if (jackoffPaceDeviance > 1.30)
{
// too slow
precumAmount = 0;
}
else if (jackoffPaceDeviance > 1.14)
{
// a little too slow
precumAmount = 1;
}
else if (jackoffPaceDeviance > 0.87)
{
// perfect
precumAmount = 3;
if (niceThings[0])
{
precumAmount += FlxG.random.bool(60) ? 1 : 0;
}
else
{
precumAmount -= FlxG.random.bool(20) ? 1 : 0;
}
}
else if (jackoffPaceDeviance > 0.76)
{
// a little too slow
precumAmount = 1;
}
else
{
// too slow
precumAmount = 0;
}
if (_heartBank.getForeplayPercent() > 0.75)
{
precumAmount -= FlxG.random.bool(50) ? 1 : 0;
}
}
else {
if (niceSpecialSpotFace)
{
precumAmount += FlxG.random.bool(60) ? 1 : 0;
}
if (FlxG.random.float(1, 10) < _heartEmitCount)
{
precumAmount += FlxG.random.bool(60) ? 1 : 0;
}
if (FlxG.random.float(0, 1.0) >= _heartBank.getDickPercent())
{
precumAmount += FlxG.random.bool(60) ? 1 : 0;
precumAmount += FlxG.random.bool(60) ? 1 : 0;
}
}
}
return precumAmount;
}
override function handleRubReward():Void
{
niceSpecialSpotFace = false;
if (niceThings[0])
{
// count the last four unique special rubs;
if (specialRubs[specialRubs.length - 1] != specialRubs[specialRubs.length - 2])
{
if (specialRub == "left-calf" || specialRub == "right-calf")
{
// ignore when user is rubbing calves; this is necessary for foot rubs
}
else if (lastFourUniqueSpecialRubs.indexOf(specialRub) != -1)
{
// duplicate rub; ignore
}
else if (specialRub == "")
{
/*
* most of lucario's body parts are defined, but this
* might be empty if they rub the calf too long, or
* something like that. we don't count this against the
* player since it would be clumsy
*/
}
else
{
var newRub:String = specialRub;
// push it...
if ((StringTools.startsWith(specialRub, "left-") || StringTools.startsWith(specialRub, "right-")) && specialSpots.indexOf(specialRub) >= 0)
{
// rubbed the left/right of something they're supposed to rub...
if (specialSpotChain.indexOf(specialRub) >= 0)
{
// rubbed the correct one
newRub = "good-" + MmStringTools.substringAfter(specialRub, "-");
if (lastFourUniqueSpecialRubs.indexOf(newRub) != -1)
{
// rubbing their other foot doesn't count against your time
specialSpotTimeTaken--;
}
/*
* remove any old "good-xxx" rubs; that way the
* user isn't rewarded or punished for switching
* back and forth between the left and right
* shoulder, for example
*/
lastFourUniqueSpecialRubs = lastFourUniqueSpecialRubs.filter(function(s) {return s != newRub; });
}
else
{
// rubbed the incorrect one
newRub = "bad-" + MmStringTools.substringAfter(specialRub, "-");
}
}
if (newRub == "rub-dick" || newRub == "jack-off")
{
/*
* rubbing dick doesn't count towards time taken; savvy players might use this to establish a pace
*/
}
else
{
specialSpotTimeTaken++;
}
lastFourUniqueSpecialRubs.push(newRub);
lastFourUniqueSpecialRubs.splice(0, lastFourUniqueSpecialRubs.length - 4);
}
}
if (specialSpotChain.indexOf(specialRub) > -1 && specialRubs[specialRubs.length - 1] != specialRubs[specialRubs.length - 2])
{
if (StringTools.startsWith(specialRub, "left-") || StringTools.startsWith(specialRub, "right-"))
{
specialSpotChain.remove("right-" + MmStringTools.substringAfter(specialRub, "-"));
specialSpotChain.remove("left-" + MmStringTools.substringAfter(specialRub, "-"));
if (StringTools.startsWith(specialRub, "left-"))
{
specialSpotChain.push("right-" + MmStringTools.substringAfter(specialRub, "-"));
}
else if (StringTools.startsWith(specialRub, "right-"))
{
specialSpotChain.push("left-" + MmStringTools.substringAfter(specialRub, "-"));
}
}
var specialSpotChainCount:Int = 0;
for (uniqueSpecialRub in lastFourUniqueSpecialRubs)
{
if (StringTools.startsWith(uniqueSpecialRub, "good-"))
{
specialSpotChainCount++;
}
}
for (specialSpot in specialSpots)
{
if (lastFourUniqueSpecialRubs.indexOf(specialSpot) != -1)
{
specialSpotChainCount++;
}
}
if (specialSpotChainCount >= 3)
{
niceThings[0] = false;
doNiceThing(0.66667);
// impose a mild penalty if it took them longer than necessary to find the 3 special spots
if (specialSpotTimeTaken <= 6)
{
// perfect; 6 is always possible
}
else if (specialSpotTimeTaken <= 9)
{
_heartEmitCount -= SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.02);
}
else if (specialSpotTimeTaken <= 15)
{
_heartEmitCount -= SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.04);
}
else
{
_heartEmitCount -= SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.06);
}
emitWords(pleasureWords);
}
}
}
if (untouchedSpecialSpots.indexOf(specialRub) >= 0)
{
untouchedSpecialSpots.remove(specialRub);
if (StringTools.startsWith(specialRub, "left-") || StringTools.startsWith(specialRub, "right-"))
{
untouchedSpecialSpots.remove("left-" + MmStringTools.substringAfter(specialRub, "-"));
untouchedSpecialSpots.remove("right-" + MmStringTools.substringAfter(specialRub, "-"));
}
doNiceThing(0.22222);
maybeEmitWords(pleasureWords);
}
if (specialRub == "ass")
{
assTightness *= FlxG.random.float(0.72, 0.82);
updateAssFingeringAnimation();
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
if (specialRub == "jack-off" && !_male)
{
vagTightness *= FlxG.random.float(0.72, 0.82);
updateVaginaFingeringAnimation();
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
var amount:Float;
if (specialRub == "jack-off")
{
var lucky:Float;
if (almostWords.timer > 0)
{
lucky = 0.12;
}
else
{
var speed:Float = (_rubHandAnim._prevMouseUpTime + _rubHandAnim._prevMouseDownTime);
var penaltyAmount:Float = 0;
jackoffPaceDeviance = speed / targetJackoffSpeed;
if (jackoffPaceDeviance > 2.20)
{
// way too slow
lucky = 0.01;
penaltyAmount = SexyState.roundUpToQuarter(0.02 * _heartBank._dickHeartReservoir);
_breathlessCount++;
}
else if (jackoffPaceDeviance > 1.69)
{
// too slow
lucky = 0.03;
penaltyAmount = SexyState.roundUpToQuarter(0.02 * _heartBank._dickHeartReservoir);
_breathlessCount++;
}
else if (jackoffPaceDeviance > 1.30)
{
// a little too slow
lucky = 0.08;
targetJackoffSpeed = FlxMath.bound(targetJackoffSpeed * FlxG.random.float(0.90, 1.00), 0.45, 1.8);
_breathlessCount++;
}
else if (jackoffPaceDeviance > 0.76)
{
// perfect
lucky = 0.11;
targetJackoffSpeed = FlxMath.bound(targetJackoffSpeed * FlxG.random.float(0.90, 1.00), 0.45, 1.8);
}
else if (jackoffPaceDeviance > 0.59)
{
// a little too fast
lucky = 0.08;
scheduleSweat(2);
penaltyAmount = SexyState.roundUpToQuarter(0.03 * _heartBank._dickHeartReservoir);
}
else if (jackoffPaceDeviance > 0.46)
{
// too fast
lucky = 0.05;
scheduleSweat(3);
penaltyAmount = SexyState.roundUpToQuarter(0.09 * _heartBank._dickHeartReservoir);
}
else if (jackoffPaceDeviance > 0.35)
{
// way too fast
lucky = 0.02;
scheduleSweat(4);
_autoSweatRate += 0.03;
penaltyAmount = SexyState.roundUpToQuarter(0.15 * _heartBank._dickHeartReservoir);
}
else
{
// way, way too fast
lucky = 0.02;
scheduleSweat(6);
_autoSweatRate += 0.06;
penaltyAmount = SexyState.roundUpToQuarter(0.21 * _heartBank._dickHeartReservoir);
}
_heartBank._dickHeartReservoir -= penaltyAmount;
badJackoffBank += penaltyAmount;
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
}
else if (specialRub == "rub-dick")
{
var lucky:Float;
if (almostWords.timer > 0)
{
lucky = 0.12;
}
else
{
var speed:Float = (_rubHandAnim._prevMouseUpTime + _rubHandAnim._prevMouseDownTime);
var penaltyAmount:Float = 0;
jackoffPaceDeviance = speed / targetJackoffSpeed;
if (jackoffPaceDeviance > 2.20)
{
// way too slow
lucky = 0.02;
_breathlessCount++;
}
else if (jackoffPaceDeviance > 1.69)
{
// too slow
lucky = 0.04;
_breathlessCount++;
}
else if (jackoffPaceDeviance > 1.30)
{
// a little too slow
lucky = 0.09;
_breathlessCount++;
}
else if (jackoffPaceDeviance > 0.76)
{
// perfect
lucky = 0.12;
}
else if (jackoffPaceDeviance > 0.59)
{
// a little too fast
lucky = 0.09;
penaltyAmount = SexyState.roundUpToQuarter(0.03 * _heartBank._foreplayHeartReservoir);
scheduleSweat(2);
}
else if (jackoffPaceDeviance > 0.46)
{
// too fast
lucky = 0.06;
penaltyAmount = SexyState.roundUpToQuarter(0.09 * _heartBank._foreplayHeartReservoir);
scheduleSweat(3);
}
else
{
// way too fast
lucky = 0.03;
penaltyAmount = SexyState.roundUpToQuarter(0.15 * _heartBank._foreplayHeartReservoir);
scheduleSweat(4);
_autoSweatRate += 0.03;
}
_heartBank._foreplayHeartReservoir -= penaltyAmount;
badRubBank += penaltyAmount;
}
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
else {
var scalar:Float = 0.01;
if (specialRub == "left-foot" || specialRub == "right-foot")
{
scalar = 0.10;
}
else if (specialRub == "belly")
{
scalar = 0.09;
}
else if (specialRub == "left-thigh" || specialRub == "right-thigh")
{
scalar = 0.08;
}
else if (specialRub == "spike")
{
scalar = 0.07;
}
else if (specialRub == "tail")
{
scalar = 0.06;
}
else if (specialRub == "head")
{
scalar = 0.05;
}
else if (specialRub == "ass")
{
scalar = 0.04;
}
else if (specialRub == "balls")
{
scalar = 0.03;
}
else if (specialRub == "left-shoulder" || specialRub == "right-shoulder")
{
scalar = 0.02;
}
else if (specialRub == "chest")
{
scalar = 0.01;
}
if (specialSpots.indexOf(specialRub) != -1)
{
if (lastFourUniqueSpecialRubs[lastFourUniqueSpecialRubs.length - 1] != null && StringTools.startsWith(lastFourUniqueSpecialRubs[lastFourUniqueSpecialRubs.length - 1], "bad-"))
{
}
else
{
// it's something lucario reeeally likes
scalar = 0.13;
niceSpecialSpotFace = true;
if (_newHeadTimer > 1.5 && _pokeWindow._arousal < 2)
{
_newHeadTimer = FlxG.random.float(0, 1.5);
}
}
}
amount = SexyState.roundUpToQuarter(lucky(0.8, 1.25, scalar) * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
if (specialRub == "ass")
{
scalar = 0.01;
if (assTightness > 3)
{
scalar = 0.01;
}
else if (assTightness > 1.8)
{
scalar = 0.02;
}
else if (assTightness > 1.08)
{
scalar = 0.04;
}
else if (assTightness > 0.65)
{
scalar = 0.06;
}
else
{
scalar = 0.08;
}
var dickReservoirLimit:Float = 0.95;
if (niceThings[0] == false)
{
if (specialSpotTimeTaken >= 14)
{
dickReservoirLimit = 0.85;
}
else if (specialSpotTimeTaken >= 10)
{
dickReservoirLimit = 0.75;
}
else if (specialSpotTimeTaken >= 8)
{
dickReservoirLimit = 0.65;
}
else if (specialSpotTimeTaken >= 6)
{
dickReservoirLimit = 0.55;
}
else if (specialSpotTimeTaken >= 4)
{
// have to be a little lucky... 6 is guaranteed, but 4 needs some luck
dickReservoirLimit = 0.25;
}
else
{
dickReservoirLimit = 0.05;
}
}
amount = SexyState.roundDownToQuarter(lucky(0.7, 1.43, scalar) * Math.max(_heartBank._dickHeartReservoir - _heartBank._dickHeartReservoirCapacity * dickReservoirLimit, 0));
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
if (dickReservoirLimit < _cumThreshold && scalar >= 0.05)
{
niceSpecialSpotFace = true;
}
}
}
if (_remainingOrgasms > 0 && _heartBank.getDickPercent() < _cumThreshold + 0.08 && !isEjaculating())
{
maybeEmitWords(almostWords);
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
private function updateAssFingeringAnimation():Void
{
var tightness0:Int = 3;
if (assTightness > 3.3)
{
tightness0 = 3;
}
else if (assTightness > 2.3)
{
tightness0 = 4;
}
else if (assTightness > 1.5)
{
tightness0 = 5;
}
else if (assTightness > 1.0)
{
tightness0 = 6;
}
else {
tightness0 = 7;
}
_pokeWindow.ass.animation.getByName("finger-ass").frames = [1, 2, 3, 4, 5, 6, 7].slice(0, tightness0);
_pokeWindow._interact.animation.getByName("finger-ass").frames = [21, 22, 23, 24, 25, 26, 27].slice(0, tightness0);
}
private function updateVaginaFingeringAnimation():Void
{
var tightness0:Int = 3;
if (vagTightness > 3.33)
{
tightness0 = 6;
}
else if (vagTightness > 2.18)
{
tightness0 = 7;
}
else if (vagTightness > 1.44)
{
tightness0 = 8;
}
else {
tightness0 = 9;
}
_pokeWindow._dick.animation.getByName("jack-off").frames = [0, 1, 2, 3, 4, 5, 6, 7, 8].slice(0, tightness0);
_pokeWindow._interact.animation.getByName("jack-off").frames = [42, 43, 44, 45, 46, 47, 48, 49, 50].slice(0, tightness0);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
dildoUtils.reinitializeHandSprites();
if (toyShadowBalls == null) toyShadowBalls = new BouncySprite(0, 0, 0, 0, 0, 0);
if (PlayerData.cursorType == "none")
{
toyShadowBalls.makeGraphic(1, 1, FlxColor.TRANSPARENT);
toyShadowBalls.alpha = 0.75;
}
else
{
toyShadowBalls.loadGraphicFromSprite(toyWindow.balls);
toyShadowBalls.alpha = 0.75;
}
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
dildoUtils.showToyWindow();
if (_male)
{
_shadowGloveBlackGroup.add(toyShadowBalls);
_blobbyGroup.add(_shadowGloveBlackGroup);
}
if (toyWindow.isXlDildo() && !isXlDildoFittingEasily())
{
toyInterface.setTightness(5.5, 5.5);
}
else
{
toyInterface.setTightness(assTightness * 0.8, vagTightness * 0.6);
}
ambientDildoBankCapacity = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.08);
pleasurableDildoBankCapacity = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.16);
toyClitWords.timer = FlxG.random.float( -30, 90);
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
dildoUtils.hideToyWindow();
if (_male)
{
if (toyShadowBalls != null)
{
_shadowGloveBlackGroup.remove(toyShadowBalls);
}
_blobbyGroup.remove(_shadowGloveBlackGroup);
}
if (toyWindow.isXlDildo() && !isXlDildoFittingEasily())
{
// maintain old tightness
}
else
{
assTightness = toyInterface.assTightness / 0.8;
vagTightness = toyInterface.assTightness / 0.6;
}
if (toyWindow.isXlDildo() && !isXlDildoFitting())
{
if (toyInterruptWords.timer <= 0)
{
// didn't emit toy interrupt words; emit apologetic words
maybeEmitWords(toyXlWords);
}
}
}
override function cursorSmellPenaltyAmount():Int
{
return 55;
}
override public function destroy():Void
{
super.destroy();
assPolyArray = null;
leftCalfPolyArray = null;
rightCalfPolyArray = null;
chestSpikePolyArray = null;
leftShoulderDownPolyArray = null;
leftShoulderUpPolyArray = null;
rightShoulderDownPolyArray = null;
rightShoulderUpPolyArray = null;
leftThighPolyArray = null;
rightThighPolyArray = null;
tailPolyArray = null;
vagPolyArray = null;
lastFourUniqueSpecialRubs = null;
specialSpots = null;
untouchedSpecialSpots = null;
specialSpotChain = null;
toyWindow = FlxDestroyUtil.destroy(toyWindow);
toyInterface = FlxDestroyUtil.destroy(toyInterface);
toyShadowBalls = FlxDestroyUtil.destroy(toyShadowBalls);
remainingToyPattern = null;
dildoUtils = FlxDestroyUtil.destroy(dildoUtils);
toyClitWords = null;
toyXlWords = null;
}
}
|
argonvile/monster
|
source/poke/luca/LucarioSexyState.hx
|
hx
|
unknown
| 118,359 |
package poke.luca;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.PokeWindow;
import poke.rhyd.BreathingSprite;
/**
* Sprites and animations for Lucario during the sex scene
*
* Lucario's the only Pokemon with a different set of sprites during the sex
* scene, versus the puzzles. Her natural sitting pose didn't lend itself well
* to sex.
*/
class LucarioSexyWindow extends PokeWindow
{
private var dickToFuzzFrames:Map<Int, Int> = [
0 => 0,
1 => 1,
2 => 1,
3 => 2,
4 => 2,
5 => 3,
6 => 3,
7 => 4,
8 => 4,
9 => 1,
10 => 1,
11 => 1,
12 => 1,
13 => 1,
];
public var hair:BouncySprite;
public var torso1:BouncySprite;
public var torso0:BouncySprite;
public var armsDown:BreathingSprite;
public var armsUp:BouncySprite;
public var butt:BouncySprite;
public var tail:BouncySprite;
public var legs:BouncySprite;
public var ass:BouncySprite;
public var balls:BouncySprite;
public var pubicFuzz:BouncySprite;
public var neck:BouncySprite;
public var feet:BouncySprite;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
LucarioResource.setHat(false);
_prefix = "luca";
_name = "Lucario";
_victorySound = AssetPaths.luca__mp3;
_dialogClass = LucarioDialog;
add(new FlxSprite( -54, -54, AssetPaths.luca_bg__png));
hair = new BouncySprite( -54, -54, 6, 7.4, 0.15, _age);
hair.loadWindowGraphic(AssetPaths.lucasexy_hair__png);
hair.animation.add("c", [0]);
hair.animation.add("cm", [1]);
hair.animation.add("s", [2]);
hair.animation.add("sm", [3]);
hair.animation.add("sw", [4]);
hair.animation.add("swm", [5]);
hair.animation.add("e", [6]);
hair.animation.add("em", [7]);
hair.animation.add("nw", [8]);
hair.animation.add("nwm", [9]);
addPart(hair);
torso1 = new BouncySprite( -54, -54, 3, 7.4, 0.05, _age);
torso1.loadWindowGraphic(AssetPaths.lucasexy_torso1__png);
torso1.animation.add("default", [0]);
torso1.animation.play("default");
addPart(torso1);
torso0 = new BouncySprite( -54, -54, 2, 7.4, 0.07, _age);
torso0.loadWindowGraphic(AssetPaths.lucasexy_torso0__png);
addPart(torso0);
neck = new BouncySprite( -54, -54, 4, 7.4, 0.10, _age);
neck.loadWindowGraphic(AssetPaths.lucasexy_neck__png);
addPart(neck);
armsDown = new BreathingSprite( -54, -54, 4, 7.4, 0.03, _age);
armsDown.loadWindowGraphic(AssetPaths.lucasexy_armsdown__png);
armsDown.animation.add("default", [0, 1, 2, 3, 4]);
armsDown.animation.add("left", [6, 7, 8, 9, 10]);
armsDown.animation.add("right", [12, 13, 14, 15, 16]);
armsDown.animation.add("leftright", [18, 19, 20, 21, 22]);
armsDown.animation.play("default");
addPart(armsDown);
armsUp = new BouncySprite( -54, -54, 4, 7.4, 0.03, _age);
armsUp.loadWindowGraphic(AssetPaths.lucasexy_armsup__png);
armsUp.animation.add("default", [0]);
armsUp.animation.add("left-0", [1]);
armsUp.animation.add("right-0", [2]);
armsUp.animation.add("left-0m", [3]);
armsUp.animation.add("right-0m", [4]);
armsUp.animation.add("left-1", [5]);
armsUp.animation.add("right-1", [6]);
armsUp.animation.add("left-1m", [7]);
armsUp.animation.add("right-1m", [8]);
armsUp.animation.add("left-2", [9]);
armsUp.animation.add("right-2", [10]);
armsUp.animation.add("left-2m", [11]);
armsUp.animation.add("right-2m", [12]);
armsUp.animation.add("left-3", [13]);
armsUp.animation.add("right-3", [14]);
armsUp.animation.add("left-3m", [15]);
armsUp.animation.add("right-3m", [16]);
armsUp.animation.add("leftright-0", [18]);
armsUp.animation.add("leftright-1", [19]);
armsUp.animation.add("leftright-2", [20]);
armsUp.animation.add("leftright-3", [21]);
armsUp.animation.add("leftright-4", [22]);
armsUp.animation.add("leftright-5", [23]);
armsUp.animation.add("leftright-6", [24]);
armsUp.animation.add("leftright-7", [25]);
armsUp.animation.add("leftright-8", [26]);
armsUp.animation.add("leftright-9", [27]);
armsUp.animation.add("leftright-10", [28]);
armsUp.animation.add("leftright-11", [29]);
armsUp.animation.play("default");
addPart(armsUp);
butt = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
butt.loadWindowGraphic(AssetPaths.lucasexy_butt__png);
addPart(butt);
tail = new BouncySprite( -54, -54, 8, 7.4, 0.12, _age);
tail.loadWindowGraphic(AssetPaths.lucasexy_tail__png);
addPart(tail);
legs = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
legs.loadWindowGraphic(AssetPaths.lucasexy_legs__png);
legs.animation.add("default", [0]);
legs.animation.add("1", [1]);
legs.animation.add("2", [2]);
legs.animation.add("3", [3]);
legs.animation.add("4", [4]);
legs.animation.add("raise-right-leg", [5]);
legs.animation.add("raise-left-leg", [6]);
legs.animation.play("default");
addPart(legs);
ass = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
ass.loadWindowGraphic(AssetPaths.lucasexy_ass__png);
ass.animation.add("default", [0]);
ass.animation.add("finger-ass", [1, 2, 3, 4, 5, 6, 7]);
ass.animation.play("default");
addPart(ass);
balls = new BouncySprite( -54, -54, 2, 7.4, 0.15, _age);
balls.loadWindowGraphic(AssetPaths.lucasexy_balls__png);
pubicFuzz = new BouncySprite( -54, -54, 2, 7.4, 0.15, _age);
pubicFuzz.loadWindowGraphic(AssetPaths.lucasexy_pubic_fuzz__png);
_dick = new BouncySprite( -54, -54, 3, 7.4, 0.10, _age);
_dick.loadWindowGraphic(LucarioResource.sexyDick);
if (PlayerData.lucaMale)
{
balls.animation.add("default", [0]);
balls.animation.add("rub-balls", [1, 2, 3, 4]);
balls.animation.play("default");
addPart(balls);
_dick.animation.add("default", [0]);
_dick.animation.add("boner0", [1]);
_dick.animation.add("boner1", [2]);
_dick.animation.add("boner2", [3]);
_dick.animation.add("boner3", [4]);
_dick.animation.add("rub-sheath0", [8, 9, 10, 11]);
_dick.animation.add("rub-sheath1", [8, 7, 6, 5]);
_dick.animation.add("rub-dick", [12, 13, 14, 15]);
_dick.animation.add("jack-off", [21, 20, 19, 18, 17, 16]);
_dick.animation.play("default");
addPart(_dick);
}
else
{
addPart(pubicFuzz);
_dick._bounceAmount = 1;
_dick.animation.add("default", [0]);
_dick.animation.add("jack-off", [0, 1, 2, 3, 4, 5, 6, 7, 8]);
_dick.animation.add("rub-dick", [9, 10, 11, 12, 13]);
addPart(_dick);
}
feet = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
feet.loadWindowGraphic(AssetPaths.lucasexy_feet__png);
feet.animation.add("default", [0]);
feet.animation.add("raise-right-leg", [1]);
feet.animation.add("raise-left-leg", [2]);
feet.animation.add("rub-right-foot", [3, 4, 5, 6, 7]);
feet.animation.add("rub-left-foot", [8, 9, 10, 11, 12]);
feet.animation.play("default");
addPart(feet);
_head = new BouncySprite( -54, -54, 5, 7.4, 0.09, _age);
_head.loadGraphic(LucarioResource.sexyHead, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-c", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-swm", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("0-nw", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("1-sw", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-cm", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-sm", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("2-nwm", blinkyAnimation([24, 25, 26]), 3);
_head.animation.add("2-s", blinkyAnimation([27, 28, 29]), 3);
_head.animation.add("2-em", blinkyAnimation([30, 31, 32]), 3);
_head.animation.add("3-e", blinkyAnimation([36, 37], [38]), 3);
_head.animation.add("3-sm", blinkyAnimation([39, 40], [41]), 3);
_head.animation.add("3-swm", blinkyAnimation([42, 43], [44]), 3);
_head.animation.add("4-s", blinkyAnimation([48, 49], [50]), 3);
_head.animation.add("4-sw", blinkyAnimation([51, 52], [53]), 3);
_head.animation.add("4-c", blinkyAnimation([54, 55], [56]), 3);
_head.animation.add("5-nw", blinkyAnimation([60, 61, 62]), 3);
_head.animation.add("5-em", blinkyAnimation([63, 64, 65]), 3);
_head.animation.add("5-cm", blinkyAnimation([66, 67, 68]), 3);
_head.animation.play("default");
addPart(_head);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-c", "0-swm", "0-nw"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-sw", "1-cm", "1-sm"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-nwm", "2-s", "2-em"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-e", "3-sm", "3-swm"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-s", "4-sw", "4-c"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-nw", "5-em", "5-cm"]);
}
updateHair();
}
public function updateHair()
{
if (_head.animation.name == "default")
{
hair.animation.play("default");
}
else
{
var hairAnimName:String = _head.animation.name.substring(_head.animation.name.lastIndexOf("-") + 1);
hair.animation.play(hairAnimName);
}
}
override public function arrangeArmsAndLegs():Void
{
feet.animation.play("default");
playNewAnim(legs, ["default", "1", "2", "3", "4"]);
// lucario's arm position depends on his arousal
if (_arousal == 0)
{
// unaroused; both arms down
armsUp.animation.play("default");
}
else if (_arousal == 3 || _arousal == 4 || _arousal == 5)
{
// aroused; one, or maybe two arms up
if (FlxG.random.bool())
{
// one arm up...
playNewAnim(armsUp, [
"left-0", "left-0m", "left-1", "left-1m", "left-2", "left-2m", "left-3", "left-3m",
"right-0", "right-0m", "right-1", "right-1m", "right-2", "right-2m", "right-3", "right-3m",
]);
}
else
{
// two arms up
playNewAnim(armsUp, [
"leftright-0", "leftright-1", "leftright-2", "leftright-3", "leftright-4", "leftright-5",
"leftright-6", "leftright-7", "leftright-8", "leftright-9", "leftright-10", "leftright-11",
]);
}
}
else {
// somewhat aroused; one arm might be up
if (FlxG.random.bool())
{
// arms down
armsUp.animation.play("default");
}
else {
// one arm up
playNewAnim(armsUp, [
"left-0", "left-0m", "left-1", "left-1m", "left-2", "left-2m", "left-3", "left-3m",
"right-0", "right-0m", "right-1", "right-1m", "right-2", "right-2m", "right-3", "right-3m",
]);
}
}
if (armsUp.animation.name == "default")
{
armsDown.animation.play("default");
}
else if (StringTools.startsWith(armsUp.animation.name, "left-"))
{
armsDown.animation.play("right");
}
else if (StringTools.startsWith(armsUp.animation.name, "right-"))
{
armsDown.animation.play("left");
}
else {
armsDown.animation.play("leftright");
}
armsDown.update(0);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.lucasexy_interact__png);
if (PlayerData.lucaMale)
{
_interact.animation.add("rub-sheath0", [3, 4, 5, 6]);
_interact.animation.add("rub-sheath1", [3, 2, 1, 0]);
_interact.animation.add("rub-dick", [7, 8, 9, 10]);
_interact.animation.add("jack-off", [16, 15, 14, 13, 12, 11]);
_interact.animation.add("rub-balls", [17, 18, 19, 20]);
}
else
{
_interact.animation.add("jack-off", [42, 43, 44, 45, 46, 47, 48, 49, 50]);
_interact.animation.add("rub-dick", [51, 52, 53, 54, 55]);
}
_interact.animation.add("finger-ass", [21, 22, 23, 24, 25, 26, 27]);
_interact.animation.add("rub-right-foot", [28, 29, 30, 31, 32]);
_interact.animation.add("rub-left-foot", [33, 34, 35, 36, 37]);
_interact.animation.add("rub-spike", [38, 39, 40, 41]);
_interact.visible = false;
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (PlayerData.lucaMale)
{
}
else {
if (dickToFuzzFrames[_dick.animation.frameIndex] != null)
{
pubicFuzz.animation.frameIndex = dickToFuzzFrames[_dick.animation.frameIndex];
}
}
}
override public function destroy():Void
{
super.destroy();
dickToFuzzFrames = null;
hair = FlxDestroyUtil.destroy(hair);
torso1 = FlxDestroyUtil.destroy(torso1);
torso0 = FlxDestroyUtil.destroy(torso0);
armsDown = FlxDestroyUtil.destroy(armsDown);
armsUp = FlxDestroyUtil.destroy(armsUp);
butt = FlxDestroyUtil.destroy(butt);
tail = FlxDestroyUtil.destroy(tail);
legs = FlxDestroyUtil.destroy(legs);
ass = FlxDestroyUtil.destroy(ass);
balls = FlxDestroyUtil.destroy(balls);
pubicFuzz = FlxDestroyUtil.destroy(pubicFuzz);
neck = FlxDestroyUtil.destroy(neck);
feet = FlxDestroyUtil.destroy(feet);
}
}
|
argonvile/monster
|
source/poke/luca/LucarioSexyWindow.hx
|
hx
|
unknown
| 13,317 |
package poke.luca;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
/**
* Sprites and animations for Lucario during the puzzles
*/
class LucarioWindow extends PokeWindow
{
private static var CORNER_SIZE = 46;
private var eventStack:EventStack = new EventStack();
private var feet:BouncySprite;
private var tail:BouncySprite;
private var legs:BouncySprite;
private var crotch:BouncySprite;
private var balls:BouncySprite;
private var pubicScruff:BouncySprite;
private var hair:BouncySprite;
private var torso0:BouncySprite;
private var pants:BouncySprite;
private var torso1:BouncySprite;
private var arms:BouncySprite;
private var neck:BouncySprite;
private var _cameraTween:FlxTween;
private var scrollTimer:Float = 0;
private var autoScrollCount:Int = 0;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "luca";
_name = "Lucario";
_victorySound = AssetPaths.luca__mp3;
_dialogClass = LucarioDialog;
_cameraButtons.push({x:234, y:3, image:AssetPaths.camera_button__png, callback:toggleCamera});
add(new FlxSprite( -54, -54, AssetPaths.luca_bg__png));
feet = new BouncySprite( -54, -54, 7, 7.4, 0.15, _age);
feet.loadWindowGraphic(AssetPaths.luca_feet__png);
addPart(feet);
tail = new BouncySprite( -54, -54, 7, 7.4, 0.15, _age);
tail.loadWindowGraphic(AssetPaths.luca_tail__png);
addPart(tail);
legs = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
legs.loadWindowGraphic(AssetPaths.luca_legs__png);
addPart(legs);
crotch = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
crotch.loadWindowGraphic(AssetPaths.luca_crotch__png);
addPart(crotch);
balls = new BouncySprite( -54, -54, 2, 7.4, 0.15, _age);
balls.loadWindowGraphic(AssetPaths.luca_balls__png);
pubicScruff = new BouncySprite( -54, -54, 2, 7.4, 0.15, _age);
pubicScruff.loadWindowGraphic(AssetPaths.luca_pubic_scruff__png);
_dick = new BouncySprite( -54, -54, 3, 7.4, 0.10, _age);
_dick.loadWindowGraphic(LucarioResource.dick);
if (PlayerData.lucaMale)
{
addPart(balls);
addPart(_dick);
}
else
{
addPart(_dick);
addPart(pubicScruff);
_dick.synchronize(crotch);
}
hair = new BouncySprite( -54, -54, 7, 7.4, 0.15, _age);
hair.loadWindowGraphic(AssetPaths.luca_hair__png);
hair.animation.add("default", [0]);
hair.animation.add("hat-default", [1]);
hair.animation.add("cheer", [2]);
hair.animation.add("hat-cheer", [3]);
hair.animation.play("default");
addPart(hair);
torso0 = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
torso0.loadWindowGraphic(AssetPaths.luca_torso0__png);
addPart(torso0);
pants = new BouncySprite( -54, -54, 0, 7.4, 0, _age);
pants.loadWindowGraphic(LucarioResource.pants);
addVisualItem(pants);
torso1 = new BouncySprite( -54, -54, 3, 7.4, 0.05, _age);
torso1.loadWindowGraphic(AssetPaths.luca_torso1__png);
torso1.animation.add("default", [0]);
torso1.animation.add("shirt-default", [1]);
torso1.animation.play("default");
addPart(torso1);
arms = new BouncySprite( -54, -54, 2, 7.4, 0.15, _age);
arms.loadWindowGraphic(AssetPaths.luca_arms__png);
arms.animation.add("default", [0]);
arms.animation.add("shirt-default", [1]);
arms.animation.add("cheer", [2]);
arms.animation.add("shirt-cheer", [3]);
arms.animation.play("default");
addPart(arms);
neck = new BouncySprite( -54, -54, 4, 7.4, 0.10, _age);
neck.loadWindowGraphic(AssetPaths.luca_neck__png);
neck.animation.add("default", [0]);
neck.animation.add("shirt-default", [1]);
neck.animation.play("default");
addPart(neck);
_head = new BouncySprite( -54, -54, 5, 7.4, 0.09, _age);
_head.loadGraphic(LucarioResource.head, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("smirk", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("hat-default", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("hat-smirk", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("cheer", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("hat-cheer", blinkyAnimation([18, 19], [20]), 3);
_head.animation.play("default");
addPart(_head);
setNudity(PlayerData.level);
}
override public function cheerful():Void
{
super.cheerful();
if (StringTools.startsWith(_head.animation.name, "hat-"))
{
_head.animation.play("hat-cheer");
hair.animation.play("hat-cheer");
}
else {
_head.animation.play("cheer");
hair.animation.play("cheer");
}
if (StringTools.startsWith(arms.animation.name, "shirt-"))
{
arms.animation.play("shirt-cheer");
}
else {
arms.animation.play("cheer");
}
}
override public function setNudity(NudityLevel:Int)
{
if (NudityLevel == 0)
{
setHat(true);
pants.visible = true;
torso1.animation.play("shirt-default");
arms.animation.play("shirt-default");
neck.animation.play("shirt-default");
_dick.visible = false;
balls.visible = false;
pubicScruff.visible = false;
}
else if (NudityLevel == 1)
{
setHat(false);
pants.visible = true;
torso1.animation.play("default");
arms.animation.play("default");
neck.animation.play("default");
_dick.visible = false;
balls.visible = false;
pubicScruff.visible = false;
}
else
{
setHat(false);
pants.visible = false;
torso1.animation.play("default");
arms.animation.play("default");
neck.animation.play("default");
_dick.visible = true;
balls.visible = true;
pubicScruff.visible = true;
}
}
private function setHat(hat:Bool):Void
{
LucarioResource.setHat(hat);
if (hat)
{
_head.animation.play("hat-default");
hair.animation.play("hat-default");
}
else {
_head.animation.play("default");
hair.animation.play("default");
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
eventStack.update(elapsed);
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (str == "nohat")
{
setHat(false);
}
else if (str == "hat")
{
setHat(true);
}
}
override public function resize(Width:Int = 248, Height:Int = 350)
{
var oldHeight = _canvas.height;
super.resize(Width, Height);
if (cameraPosition.y > 0)
{
for (member in members)
{
member.y += Height - oldHeight;
}
cameraPosition.y -= Height - oldHeight;
}
}
public function eventAutoScrollUp(args:Array<Dynamic>):Void
{
if (cameraPosition.y > 0)
{
/*
* After scrolling the camera to look at their junk, Lucario will
* scroll it back up for you and smirk at you
*/
autoScrollCount++;
toggleCamera();
if (StringTools.startsWith(_head.animation.name, "hat-"))
{
_head.animation.play("hat-smirk");
}
else
{
_head.animation.play("smirk");
}
eventStack.addEvent({time:eventStack._time + 2.5, callback:eventDefaultFace});
}
}
public function eventDefaultFace(args:Array<Dynamic>):Void
{
if (StringTools.startsWith(_head.animation.name, "hat-"))
{
_head.animation.play("hat-default");
}
else {
_head.animation.play("default");
}
}
public function toggleCamera(tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
var scrollAmount:Float = _canvas.height - 440;
if (cameraPosition.y > 0)
{
// move camera up
scrollAmount *= -1;
eventStack.removeEvent(eventAutoScrollUp);
}
else
{
// move camera down
eventStack.removeEvent(eventAutoScrollUp);
var scrollDelay:Float = 6 * Math.pow(4, FlxMath.bound(autoScrollCount, 0, 10));
eventStack.addEvent({time:eventStack._time + scrollDelay, callback:eventAutoScrollUp});
}
if (tweenDuration > 0)
{
for (member in members)
{
FlxTween.tween(member, {y: member.y + scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
_cameraTween = FlxTween.tween(cameraPosition, {y: cameraPosition.y - scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
else
{
for (member in members)
{
member.y += scrollAmount;
}
cameraPosition.y -= scrollAmount;
}
}
}
override public function draw():Void
{
FlxSpriteUtil.fill(_canvas, FlxColor.WHITE);
for (member in members)
{
if (member != null && member.visible)
{
_canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
{
// erase corner
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
poly.push(FlxPoint.get(_canvas.width, CORNER_SIZE));
poly.push(FlxPoint.get(_canvas.width, 0));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
// draw pentagon around character frame
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(1, 1));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE + 1, 1));
poly.push(FlxPoint.get(_canvas.width - 1, CORNER_SIZE - 1));
poly.push(FlxPoint.get(_canvas.width - 1, _canvas.height - 1));
poly.push(FlxPoint.get(1, _canvas.height - 1));
poly.push(FlxPoint.get(1, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2 });
FlxDestroyUtil.putArray(poly);
// corner looks skimpy when drawing "pixel style" so fatten it up
FlxSpriteUtil.drawLine(_canvas, _canvas.width - CORNER_SIZE, 0, _canvas.width, CORNER_SIZE, {thickness:3, color:FlxColor.BLACK});
}
_canvas.pixels.setPixel32(0, 0, 0x00000000);
_canvas.pixels.setPixel32(0, Std.int(_canvas.height-1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), Std.int(_canvas.height-1), 0x00000000);
_canvas.draw();
}
override public function destroy():Void
{
super.destroy();
eventStack = null;
feet = FlxDestroyUtil.destroy(feet);
tail = FlxDestroyUtil.destroy(tail);
legs = FlxDestroyUtil.destroy(legs);
crotch = FlxDestroyUtil.destroy(crotch);
balls = FlxDestroyUtil.destroy(balls);
pubicScruff = FlxDestroyUtil.destroy(pubicScruff);
hair = FlxDestroyUtil.destroy(hair);
torso0 = FlxDestroyUtil.destroy(torso0);
pants = FlxDestroyUtil.destroy(pants);
torso1 = FlxDestroyUtil.destroy(torso1);
arms = FlxDestroyUtil.destroy(arms);
neck = FlxDestroyUtil.destroy(neck);
_cameraTween = FlxTweenUtil.destroy(_cameraTween);
}
}
|
argonvile/monster
|
source/poke/luca/LucarioWindow.hx
|
hx
|
unknown
| 11,208 |
package poke.magn;
import flixel.FlxG;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import flixel.util.FlxSpriteUtil;
import flixel.util.FlxSpriteUtil.LineStyle;
/**
* LightningLine is a long zigzag line which looks like a lightning bolt. It
* isn't a Flixel sprite, and doesn't have any logic for updating or drawing
* itself. It just maintains the data model and logic for drawing individual
* line segments.
*/
class LightningLine implements IFlxDestroyable
{
public var xs:Array<Float> = [];
public var ys:Array<Float> = [];
/*
* List of bolts which are zapping the hand, or the antenna. "Big bolts" have a null index 0.
*/
public var bolts:Array<Array<FlxPoint>> = [];
public var lineWidth:Float = 1;
public function new()
{
}
/**
* Add another point to the lightning line; if this isn't the first point,
* it also results in a new line segment being created to connect that
* point
*
* @param x x coordinate of the new point
* @param y y coordinate of the new point
*/
public function push(x:Float, y:Float)
{
xs.push(x + FlxG.random.float(-26, 26));
ys.push(y + FlxG.random.float(-26, 26));
}
/**
* Pushes a big zigzag sine wave shape, which appears that it wraps around
* Magnezone.
*
* @param j0 magic number which controls the initial X position of the
* wave
* @param j1 magic number which controls the initial Y position of the
* wave
*/
public function pushWave(j0:Float, j1:Float)
{
var k0:Float = 0;
while (k0 < 512 * 4)
{
var lx:Float = 58 + Math.abs(512 - (j0 + k0) % (512 * 2));
var a1:Float = Math.sin((k0 + j1) * Math.PI / (1024 / 3));
var b1:Float = a1 > 0 ? 96 : 128;
var ly:Float = 249 + a1 * Math.sqrt(b1 * b1 * (1 - (lx - 314) * (lx - 314) / (256 * 256)));
if (!Math.isFinite(ly))
{
ly = 249;
}
push(lx, ly);
k0 += 13;
}
}
public function pushBigBolt(lightningIndex:Int, x1:Float, y1:Float)
{
pushBolt(lightningIndex, x1, y1);
var ll:Int = lightningIndex % xs.length;
bolts[ll].insert(0, null);
}
public function pushBolt(lightningIndex:Int, x1:Float, y1:Float)
{
var ll:Int = lightningIndex % xs.length;
if (bolts[ll] != null && bolts[ll][0] == null)
{
// big bolts can't be overridden
return;
}
var x0:Float = xs[ll];
var y0:Float = ys[ll];
var p0:FlxPoint = FlxPoint.get(x0, y0);
var p1:FlxPoint = FlxPoint.get(x1, y1);
bolts[ll] = [];
bolts[ll].push(p0);
var dist = p0.distanceTo(p1);
var d = FlxG.random.float(0, 20);
while (d < dist)
{
var dd:Float = ((dist - d) / dist);
var x:Float = x0 * Math.pow(dd, 0.5) + x1 * (1 - Math.pow(dd, 0.5));
var y:Float = y0 * dd + y1 * (1 - dd);
bolts[ll].push(FlxPoint.get(x + FlxG.random.float( -26, 26), y + FlxG.random.float( -26, 26)));
bolts[ll].push(FlxPoint.get(x, y));
d += 20;
}
bolts[ll].push(p1);
}
public function draw(lightningLayer:BouncySprite, lightningIndex:Int, lightningIntensity:Int)
{
var liveBolts:Map<Int, Bool> = new Map<Int, Bool>();
var j:Float = 0.25;
for (i in lightningIndex + 1...lightningIndex + lightningIntensity + 1)
{
var currWidth:Float = lineWidth * (j / lightningIntensity);
var currWidthInt:Float = Math.ceil(currWidth);
var lineStyle:LineStyle = {thickness:3, color:FlxColor.WHITE};
if (currWidth >= 0.65)
{
lineStyle.thickness = currWidthInt;
}
else
{
lineStyle.thickness = 1;
lineStyle.color.alphaFloat = currWidth / 0.65;
}
FlxSpriteUtil.drawLine(lightningLayer, xs[(i - 1) % xs.length], ys[(i - 1) % xs.length], xs[i % xs.length], ys[i % xs.length], lineStyle);
if (bolts[i % xs.length] != null)
{
var bolt:Array<FlxPoint> = bolts[i % xs.length];
liveBolts[i % xs.length] = true;
var bigBolt:Bool = false;
var jj:Int = 1;
if (bolt[0] == null)
{
bigBolt = true;
lineStyle.thickness += 4;
jj = 2;
}
FlxSpriteUtil.beginDraw(FlxColor.TRANSPARENT, lineStyle);
FlxSpriteUtil.flashGfx.moveTo(bolt[jj - 1].x, bolt[jj - 1].y);
while (jj < bolt.length)
{
FlxSpriteUtil.flashGfx.lineTo(bolt[jj].x, bolt[jj].y);
jj++;
}
FlxSpriteUtil.endDraw(lightningLayer);
if (bigBolt)
{
bigBolt = false;
lineStyle.thickness -= 2;
}
}
j++;
}
for (i in lightningIndex + lightningIntensity + 1...lightningIndex + lightningIntensity + 5)
{
if (bolts[i % xs.length] != null)
{
liveBolts[i % xs.length] = true;
}
}
for (i in 0...bolts.length)
{
if (bolts[i] != null && !liveBolts.exists(i))
{
bolts[i] = null;
}
}
}
public function destroy()
{
xs = null;
ys = null;
if (bolts != null)
{
for (i in 0...bolts.length)
{
bolts[i] = FlxDestroyUtil.putArray(bolts[i]);
}
}
bolts = null;
}
}
|
argonvile/monster
|
source/poke/magn/LightningLine.hx
|
hx
|
unknown
| 5,067 |
package poke.magn;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
import poke.sexy.SexyState;
/**
* The simplistic window on the side which lets the player control Magnezone's
* anal bead dressup game
*/
class MagnBeadInterface extends FlxSpriteGroup
{
static var BUTTON_POSITIONS:Array<FlxPoint> = [
FlxPoint.get(20, 53), FlxPoint.get(42, 57),
FlxPoint.get(212, 33), FlxPoint.get(235, 37),
FlxPoint.get(111, 214), FlxPoint.get(136, 216)
];
var arrowSprite:FlxSprite;
var canvas:FlxSprite;
var fgSprite:BouncySprite;
public var beadOutfitChangeEvent:Int->Int->Void;
public function new()
{
super();
var bgSprite = new FlxSprite(-3, 2);
bgSprite.loadGraphic(AssetPaths.magnbeads_iface__png);
add(bgSprite);
fgSprite = new BouncySprite( -3, 2, 4, 5, 0);
fgSprite.loadGraphic(AssetPaths.magnbeads_shadow__png, true, 258, 243);
fgSprite.animation.add("default", AnimTools.blinkyAnimation([0, 1, 2]), 3);
fgSprite.animation.play("default");
add(fgSprite);
arrowSprite = new FlxSprite(-3, 2);
arrowSprite.loadGraphic(AssetPaths.magnbeads_arrows__png, true, 258, 243);
add(arrowSprite);
canvas = new FlxSprite(3, 123);
canvas.makeGraphic(254, 243, FlxColor.TRANSPARENT, true);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
var closestButtonIndex = -1;
var closestButtonDist:Float = 18;
var relativeMousePosition:FlxPoint = FlxPoint.get(FlxG.mouse.x - canvas.x, FlxG.mouse.y - canvas.y);
for (buttonIndex in 0...6)
{
var buttonDist:Float = BUTTON_POSITIONS[buttonIndex].distanceTo(relativeMousePosition);
if (buttonDist < closestButtonDist)
{
closestButtonDist = buttonDist;
closestButtonIndex = buttonIndex;
}
}
if (FlxG.mouse.pressed)
{
arrowSprite.animation.frameIndex = 0;
if (SexyState.toyMouseJustPressed() && closestButtonIndex >= 0)
{
if (closestButtonIndex == 0)
{
beadOutfitChangeEvent(0, -1);
}
else if (closestButtonIndex == 1)
{
beadOutfitChangeEvent(0, 1);
}
else if (closestButtonIndex == 2)
{
beadOutfitChangeEvent(2, -1);
}
else if (closestButtonIndex == 3)
{
beadOutfitChangeEvent(2, 1);
}
else if (closestButtonIndex == 4)
{
beadOutfitChangeEvent(1, -1);
}
else if (closestButtonIndex == 5)
{
beadOutfitChangeEvent(1, 1);
}
}
}
else {
arrowSprite.animation.frameIndex = closestButtonIndex + 1;
}
}
public function synchronize(magnWindow:MagnWindow):Void
{
fgSprite._age = magnWindow._body._age;
fgSprite._bounceDuration = magnWindow._body._bounceDuration;
fgSprite._bouncePhase = magnWindow._body._bouncePhase;
}
override public function draw():Void
{
for (member in members)
{
if (member != null && member.visible)
{
canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
// erase unused bits...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(254, 243));
poly.push(FlxPoint.get(254 - 60 - 1, 243));
poly.push(FlxPoint.get(254, 243 - 32 - 1));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 0));
poly.push(FlxPoint.get(2 + 60, 0));
poly.push(FlxPoint.get(0, 32 + 2));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
// draw border...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(1 + 60, 1));
poly.push(FlxPoint.get(254 - 1, 1));
poly.push(FlxPoint.get(254 - 1, 243 - 32));
poly.push(FlxPoint.get(254 - 60, 243 - 1));
poly.push(FlxPoint.get(1, 243 - 1));
poly.push(FlxPoint.get(1, 1 + 32));
poly.push(FlxPoint.get(1 + 60, 1));
FlxSpriteUtil.drawPolygon(canvas, poly, FlxColor.TRANSPARENT, { thickness: 2, color: FlxColor.BLACK });
FlxDestroyUtil.putArray(poly);
}
// erase corners...
canvas.pixels.setPixel32(Std.int(canvas.width - 1), 0, 0x00000000);
canvas.pixels.setPixel32(0, Std.int(canvas.height - 1), 0x00000000);
canvas.draw();
}
override public function destroy():Void
{
super.destroy();
arrowSprite = FlxDestroyUtil.destroy(arrowSprite);
canvas = FlxDestroyUtil.destroy(canvas);
fgSprite = FlxDestroyUtil.destroy(fgSprite);
beadOutfitChangeEvent = null;
}
}
|
argonvile/monster
|
source/poke/magn/MagnBeadInterface.hx
|
hx
|
unknown
| 4,819 |
package poke.magn;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import critter.Critter;
import flixel.FlxG;
import openfl.utils.Object;
import PlayerData.hasMet;
import minigame.stair.StairGameState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
/**
* Magnezone is canonically female.
*
* She found out about Heracross's second job with Abra because Heracross
* blabbed about it when Magnezone was inspecting the Pokemon Daycare.
*
* Her first visit was legitimately to ensure that the shop wasn't doing
* anything illegal.
*
* Her second and subsequent visits were simply because she likes the pokemon
* she's met, and because she likes the player.
*
* Over the course of the game, it becomes clearer and clearer to her that the
* shop is selling sexual merchandise and that the pokemon are filming
* themselves having sex and posting it on the internet, and other things like
* that. She sweeps this under the rug because everyone is nice and she likes
* her new friends.
*
* When you first start the game, Magnezone's expression in the shop is
* somewhat hostile, but over time this softens. She even takes off her hat if
* you play for long enough.
*
* While she doesn't have any traditional reproductive organs, she seems to
* derive some kind of sexual pleasure from maintenance -- particularly when
* performed incorrectly or without proper safety protocols
*
* Sandslash slips up and gets Magnezone interested in "butt plugs," but
* Magnezone misunderstands the nature of them and thinks they are something
* electronic. This culminates in a bizarre scene in the store when Magnezone
* states that the butt plug is "not compatible with her input port"
*
* Magnezone weirdly loves having her chassis rubbed.
*
* Magnezone will occasionally hypothesize about how Abra generated the
* puzzles. If you play with Magnezone many, many, many times (about 25 times
* on the same save file, without using a password) she will figure out Abra's
* algorithm, and go into alarming depth about it.
*
* As far as minigames go, Magnezone loves playing minigames with the player,
* although she plays them all 100% perfectly, including following a nash
* equilibrium strategy for the stair game. However, she can still be beaten
* because her magnet hands are clumsy with the tug-of-war and scale game,
* and because the stair game includes a significant chance element.
*
* ---
*
* Vocal tics:
* - -HA- -HA- -HA-
* - -FOLLOWING DIRECTIVE- [[Subsequent to the...
* - %20 = space; %0A = newline
* - Says "bzzt" and "fzzt" instead of "hmm"
* - Proper nouns are in <brackets>
* - Refers to himself as <Magnezone> (third person)
* - Prompts include (Y/N)
*
* Superhuman at puzzles (rank 44)
*/
class MagnDialog
{
public static var PLAYER:String = "<<name>>";
public static var ABRA:String = "<Abra>";
public static var BUIZ:String = "<Buizel>";
public static var GROV:String = "<Grovyle>";
public static var HERA:String = "<Heracross>";
public static var MAGN:String = "<Magnezone>";
public static var RHYD:String = "<Rhydon>";
public static var SAND:String = "<Sandslash>";
public static var SMEA:String = "<Smeargle>";
public static var prefix:String = "magn";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadEye, sexyBadOrgasmElectrocution, sexyBadPortElectrocution];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [explainGame, buttPlug];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, gift03, random04],
[random10, random11, random12, random13, random14],
[random20, random21, random22, random23]
];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["magn.fixedChats.1"] = hasMet("sand");
unlockedChats["magn.randomChats.1.3"] = hasMet("smea");
unlockedChats["magn.randomChats.1.4"] = hasMet("hera");
unlockedChats["magn.randomChats.2.3"] = hasMet("rhyd");
unlockedChats["magn.randomChats.0.3"] = false;
unlockedChats["magn.randomChats.0.4"] = hasMet("buiz");
if (PlayerData.magnGift == 1)
{
// all chats are locked except gift chat
for (i in 0...randomChats[0].length)
{
unlockedChats["magn.randomChats.0." + i] = false;
}
unlockedChats["magn.randomChats.0.3"] = true;
}
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setOops1(FlxG.random.getObject(["My bad", "A-ha", "I see", "Right"]));
clueDialog.setHelp(FlxG.random.getObject(["Yes,\nplease", "[Y]", "Yeah", "I don't\nget it"]));
clueDialog.setGreetings([
"#magn07#-ERR06- Error detected in <<first clue>>. Assistance required? (Y/N)",
"#magn07#-ERR07- <<First clue>> has caused a segmentation fault in PUZZLE.SWF. View error log? (Y/N)",
"#magn07#-ERR09- Solution is not facet-valid with respect to <<first clue>>. %0ADisplay detailed information? (Y/N)",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#magn07#[[ERROR LOG #0/3]] expected number of <bugs in the correct position> with regard to <first clue>: <e>");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #1/3]] actual number of <bugs in the correct position> with regard to <first clue>: <a>");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #2/3]] RECOMMENDED COURSE OF ACTION: reduce number of <bugs in the correct position> with regard to <first clue>.");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #3/3]] for additional assistance, contact your system administator.");
clueDialog.pushExplanation("#magn04#BZZT-- I mean, contact " + ABRA + ". -beep- -boop-");
}
else
{
clueDialog.pushExplanation("#magn07#[[ERROR LOG #0/3]] expected number of <bugs in the correct position> with regard to <first clue>: <e>");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #1/3]] actual number of <bugs in the correct position> with regard to <first clue>: <a>");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #2/3]] RECOMMENDED COURSE OF ACTION: increase number of <bugs in the correct position> with regard to <first clue>.");
clueDialog.pushExplanation("#magn07#[[ERROR LOG #3/3]] for additional assistance, contact your system administator.");
clueDialog.pushExplanation("#magn04#BZZT-- I mean, contact " + ABRA + ". -beep- -boop-");
}
}
static private function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#magn04#"+PLAYER+"; do you require assistance?",
"#magn04#Is there something " + MAGN + " can assist with?",
"#magn04#Fzzzt? How can I be of service?",
"#magn04#-DEACTIVATING SILENT MODE- Please state your request.",
];
helpDialog.goodbyes = [
"#magn14#Yes, there are other matters which demand " + MAGN + "'s attention as well.",
"#magn14#Very well, let's reschedule for another time. Bzzzt-",
"#magn08#...Did " + MAGN + " violate the protocols of the <Game>? -INFORMAL APOLOGY-",
];
if (puzzleState != null)
{
var solutionStr:String = "";
for (i in 0...puzzleState._puzzle._pegCount)
{
solutionStr += Critter.CRITTER_COLORS[puzzleState._puzzle._answer[i]].english.toUpperCase();
solutionStr += "%20";
}
helpDialog.goodbyes.push("#magn06#-TERMINATING SESSION-%0A%0ASOLUTION_STR=" + solutionStr);
}
helpDialog.neverminds = [
"#magn05#You must fulfill your role in the <Game>, " + PLAYER + ". Otherwise the <Game> cannot continue.",
"#magn05#...This behavior seems counterproductive towards the completion of the <Game>.",
"#magn05#Bzzz... Try to remain disciplined, " + PLAYER + ".",
"#magn05#-REACTIVATING SILENT MODE-",
];
helpDialog.hints = [
"#magn05#-REQUEST CONFIRMED- " + ABRA + " has specifically asked me not to assist " + PLAYER + " in solving these puzzles. I will contact him personally.",
"#magn05#-REQUEST CONFIRMED- Please wait while I contact " + ABRA + " for assistance.",
"#magn05#-REQUEST CONFIRMED- " + ABRA + " has indicated I should not assist you directly. I will return shortly.",
];
if (!PlayerData.abraMale)
{
helpDialog.hints[0] = StringTools.replace(helpDialog.hints[0], "contact him", "contact her");
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var helpDialog = newHelpDialog(tree, puzzleState);
helpDialog.help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#magn04#-TERMINATING PROCESS MINIGAME.SWF- Very well. Let us proceed to a different activity."]);
g.addSkipMinigame(["#magn04#...", "#magn05#Very well. Let's proceed to an activity which " + PLAYER + " enjoys."]);
g.addRemoteExplanationHandoff("#magn07#[[ERR-404 INSTRUCTIONS NOT FOUND]] ... ... ...");
g.addLocalExplanationHandoff("#magn14#<<leader>>, are you capable of explaining the rules? ...My instructions are written in assembly, which is difficult to translate.");
g.addPostTutorialGameStart("#magn05#[[END RULES EXPLANATION]] Was that explanation sufficient? Shall we start the game? (Y/N)");
g.addIllSitOut("#magn13#" + MAGN + " skill level: 10; " +PLAYER + " skill level: 2; RECOMMENDATION: Proceed without " + MAGN + ".");
g.addIllSitOut("#magn13#I would recommend you play without " + MAGN + " this time. You are... not ready.");
g.addIllSitOut("#magn13#I am afraid we should defer the AI competition for a future time. At your current skill level... ... ...I would destroy you.");
g.addFineIllPlay("#magn12#%20%20adjusting skill level: -BEGINNER- -NOVICE- -ADVANCED- -EXPERT- <<MAGNEZONE>>.");
{
var fine:String = "#magn12#The first in a series of questionable decisions by my organic adversary. And his squishy organic brain.";
if (PlayerData.gender == PlayerData.Gender.Girl)
{
fine = StringTools.replace(fine, "and his", "and her");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
fine = StringTools.replace(fine, "and his", "and their");
}
g.addFineIllPlay(fine);
}
g.addFineIllPlay("#magn12#[[GAME SOLVED]] --%20%20 victory for " + MAGN + " in 19 moves.");
g.addGameAnnouncement("#magn15#" + ABRA + " refers to this game as <<minigame>>. I have a 39GB database of all possible board states. It is weakly solved.");
g.addGameAnnouncement("#magn15#" + GROV + " refers to this game as <<minigame>>. I have run several board state simulations. It is an interesting game.");
if (gameStateClass == StairGameState) g.addGameAnnouncement("#magn15#I see. This is <minigame>. I believe " + ABRA + " may have plagiarized this design from a Korean children's game.");
g.addGameStartQuery("#magn04#Initiate minigame sequence? (Y/N)");
g.addGameStartQuery("#magn04#Are you ready to begin? (Y/N)");
g.addGameStartQuery("#magn04#-PRESS ANY KEY TO CONTINUE-");
g.addRoundStart("#magn05#An acceptable result. The outcome is aligning with " + MAGN + "'s calculations.", ["You've got a calculation\nfor everything, don't you?", "Acceptable,\nmy ass...", "Alright,\nlet's go!"]);
g.addRoundStart("#magn04#Now loading round <round>... ... ... 0% - - - - - 100%", ["Load faster\ndamn it!", "I'll just start\nwithout you", "Okay, I\ncan wait..."]);
g.addRoundStart("#magn03#Thank you for taking some time out to play with an AI. This AI loves you~", ["You shouldn't use that\nword so lightly...", "Ha! Ha!\n...Okay?", "Aww! I love you\ntoo, Magnezone"]);
g.addRoundStart("#magn02#" + MAGN + " is ready for round <round> whenever you are, " + PLAYER + ". Fzzt~", ["Let's\ndo it", "Hold on just\na second...", "Oof..."]);
g.addRoundWin("#magn04#" + PLAYER + " can still achieve a draw with perfect play. Fzzzt~", ["Barf...", "Wait, what happens\nin a draw!?", "It seems\nimpossible..."]);
g.addRoundWin("#magn06#" + MAGN + " does not lose. However... some games take longer than others.", ["Next time, we're\nplaying water polo", "Prepare to\nbe surprised", "Sheesh..."]);
g.addRoundWin("#magn05#1111 0110 1001... It was inevitable. You cannot defeat " + MAGN + ". However, you can learn from your loss.", ["This isn't fair,\nyou're a computer", "Go 1000101\nyourself", "Hey! You keep my\nmother out of this"]);
g.addRoundWin("#magn05#%0B%0Bstdout(\"MATE IN 9 MOVES\");", ["...\n...", "This isn't\nchess...", "Mmm, so you want\nto \"Mate\" me?", "Hey, not without\nmy consent you're not!"]);
g.addRoundWin("#magn04#Are you allocating sufficient resources to your main processor, " + PLAYER + "?", ["Now I know how\nKasparov felt...", "You're saying I\nshould concentrate?", "I'm already trying\nmy hardest..."]);
g.addRoundWin("#magn03#-INITIATING TAUNT- <If you can't stand the heat, activate your coolant fan>", ["Heh okay,\nyou're good", "I'm going to find a\nway to unplug you", "Grrrrr..."]);
g.addRoundWin("#magn10#Are you okay, " + PLAYER + "? Perhaps if you disable some of your background processes...", ["I wonder if Abra has\nan EMP lying around...", "This is\nimpossible", "You deserve a\nbetter opponent!"]);
g.addRoundLose("#magn12#-DOES NOT COMPUTE- -DOES NOT COMPUTE-", ["Try turning it\noff and on again", "Afraid of a little\norganic competition?", "Heh heh,\naww c'mon"]);
g.addRoundLose("#magn12#RIDDLE: What has zero wheels and smells like a butt; ANSWER: <<leader>>", ["Aww I could have\nsolved that riddle", "Don't robots understand\nsportsmanship?", "Aww, we'll\ncatch <leaderhim>|Aww, you'll\ncatch me"]);
g.addRoundLose("#magn10#...Analyzing audio/video latency... 12ms... Disabling VSYNC... Analyzing audio/video latency... 9ms... ", ["<leaderHe's> too fast\nfor me, too...|Those milliseconds might\nmake the difference!", "Heh! heh!\nWhatever helps...", "What kind of noob\nkeeps VSync enabled?"]);
g.addRoundLose("#magn06#...That board state would never be relevant with perfect play. <<leader>> is tarnishing the purity of this game.", ["Yeah, who invited\n<leaderhim> play with us?|Aww, sorry\nabout that", "What a flimsy\nexcuse, c'mon...", "If you wanted purity, you're\nplaying the wrong game"]);
g.addWinning("#magn05#This is similar to how genetic algorithms are trained, " + PLAYER + ". Making incremental improvements in skill amidst uncountable losses.", ["...That's\ninsulting!", "I do feel like\nI'm improving...", "You're...\ntraining me?"]);
g.addWinning("#magn04#Bzzzz... Would you like me to lower my difficulty setting? (Y/N)", ["Yes,\nplease...", "Aww, I'll just\ndo my best...", "[Y]", "Ugh..."]);
g.addWinning("#magn05#Don't concede to " + MAGN + " yet. It's more fun to play it out.", ["Fine, I'll\nplay it out", "Bleah...", "Abra shouldn't\nlet robots play..."]);
g.addWinning("#magn14#It's nice to play with organics again. You have such... unique ways of approaching the game~", ["Do you have\na mute button?", "\"Unique\" huh? Yeah I can\nread between those lines.", "It's really\ntough..."]);
g.addLosing("#magn10#How can " + MAGN + " be defeated by a mere organic? Is it possible... " + MAGN + " is perhaps becoming obsolete?", ["Aww you're\nstill quick!", "I'll find a\nuse for you~", "We're not out\nof this yet|Better get\nused to this!!"]);
g.addLosing("#magn10#Are you actually an organic, <<leader>>? ...You're playing like an AI.", ["Aww you're\nstill smart!", "I'll find a\nuse for you~", "We're not out\nof this yet|Better get\nused to this!!"]);
g.addLosing("#magn11#...Calculating... ... <VICTORY_CHANCE_PROB> == 0.44;", ["Is that 44%\nor 0.44%?", "Ha! You still think\nyou have a chance!?", "Yeah, <leaderhe's> way\nout in the lead...|I'm sort of\nfar ahead..."]);
g.addLosing("#magn07#" + MAGN + " will record these board positions for future study... " + MAGN + " will return with an improved algorithm.", ["Upgrades?\nSounds cool!", "I should\nstudy too...|Study all you want,\nyou'll never beat me!", "Hey, no fair studying\nwithout me"]);
g.addPlayerBeatMe(["#magn08#...", "#magn09#" + MAGN + " concedes defeat. You are the superior being.", "#magn04#" +MAGN + " still enjoys a good challenge. Perhaps we can schedule a rematch for " + (MmTools.time() + FlxG.random.int(86400000, 86400000 * 2)) + "+00:00."]);
g.addPlayerBeatMe(["#magn06#You caught " + MAGN + " off guard. But, the thrill of competition has breathed new life into my rusty old bolts.", "#magn02#Next time, " + PLAYER + " we will have a real match, as you face off against " + MAGN + " in top condition.", "#magn05#...But let's not dwell on " + MAGN + "'s defeat. Bzzzzz~ What activity follows this one? ... ... analyzing..."]);
g.addBeatPlayer(["#magn05#" + MAGN + " employs a genetic algorithm which has evolved for 30,000 simulated generations.", "#magn15#Perhaps, given 30,000 of your organic generations to focus your technique, you can challenge " + MAGN + " again.", "#magn04#" + MAGN + " will schedule a rematch for the year 729,456."]);
g.addBeatPlayer(["#magn14#...Do not feel shame in defeat.", "#magn04#You played proficiently for an organic, but no organic can compete against " + MAGN + "'s perfect algorithms.", "#magn00#Perhaps we can ruminate on " + MAGN + "'s victory during our scheduled tactile stimulation session. Fzzz~"]);
g.addShortWeWereBeaten("#magn05#Congratulations, <<leader>>. Hopefully you recognize it as a categorical imperitave to open-source your solution.");
g.addShortWeWereBeaten("#magn05#...Well played, <<leader>>. -bwoop- ... ...How about a nice game of chess? (Y/N)");
g.addShortPlayerBeatMe("#magn05#...If " + MAGN + " was destined to lose, " + (PlayerData.magnMale?"he":"she") + " is glad it was " + PLAYER + " who defeated " + (PlayerData.magnMale?"him":"her") + ". Congratulations, " + PLAYER + ".");
g.addShortPlayerBeatMe("#magn06#-MATCH LOGGED; /h/archives/" + FlxG.random.int(100000, 999999) + ".log- ... ..." + MAGN + " will analyze this game. " + MAGN + " will return. Stronger.");
g.addStairOddsEvens("#magn05#Let us determine the starting player with <Odds And Evens>. If the dice total is odd, " + PLAYER + " can start.", ["If it's odd,\nI go first...", "Okay, on\nthree?", "I'm ready"]);
g.addStairOddsEvens("#magn04#Let us practice with a quick game of <Odds And Evens>. " + PLAYER + " can go first if the dice total is odd.", ["Do I\nwant to go\nfirst? Hmm...", "I get it", "Alright"]);
g.addStairPlayerStarts("#magn15#Very well, " + PLAYER + " may play first. " + MAGN + " calculates this provides a mere 4.1% advantage. Are you ready to begin? (Y/N)", ["Yeah! Let's start", "[Y]", "No, not\nyet..."]);
g.addStairPlayerStarts("#magn15#" + PLAYER + " may play first, that is acceptable. ...Any advantage gained is trivially surpassed with proper play. Shall we begin? (Y/N)", ["Okay,\nsure", "[Y]", "So going\nfirst is an\nadvantage?"]);
g.addStairComputerStarts("#magn02#" + MAGN + " will be the starting player. Organics are so predictable. Shall we begin the game? (Y/N)", ["[Y]", "Let's\nplay", "Didn't you\njust guess?"]);
g.addStairComputerStarts("#magn02#" + MAGN + " will play first. This reduces " + PLAYER + "'s chances of victory from 2.1% to 1.9%. Shall we begin? (Y/N)", ["Who programmed\nyou to be\nsuch a dick?", "Are your\ncalculations\nreliable?", "[Y]"]);
g.addStairCheat("#magn12#" + MAGN + " allows for a 440 millisecond latency window when playing with organics. " + PLAYER + " has surpassed this window? Try again? (Y/N)", ["[N]", "Can you expand\nthat window\na little?", "[Y]"]);
g.addStairCheat("#magn12#" + PLAYER + " has exceeded the 440 millisecond latency window allotted by " + MAGN + ". Please throw your dice sooner. -HIT ANY KEY TO CONTINUE-", ["[J]", "[ENTER]", "[NUMPAD 9]"]);
g.addStairReady("#magn04#-PRESS ANY KEY TO CONTINUE-", ["[K]", "[Ins]", "[Ctrl+Alt+Del]"]);
g.addStairReady("#magn05#-PRESS ANY KEY TO CONTINUE-", ["[Esc]", "[5]", "[Up Arrow]"]);
g.addStairReady("#magn04#-PRESS ANY KEY TO CONTINUE-", ["[Numpad 3]", "[F1]", "[O]"]);
g.addStairReady("#magn05#-PRESS ANY KEY TO CONTINUE-", ["[M]", "[Down Arrow]", "[End]"]);
g.addStairReady("#magn04#-PRESS ANY KEY TO CONTINUE-", ["[Ctrl+C]", "[Y]", "[@]"]);
g.addStairReady("#magn05#-PRESS ANY KEY TO CONTINUE-", ["[?]", "[Num Lock]", "[B]"]);
g.addStairReady("#magn04#-PRESS ANY KEY TO CONTINUE-", ["[7]", "[Shift+Pause]", "[PrtScr]"]);
g.addStairReady("#magn05#-PRESS ANY KEY TO CONTINUE-", ["[^]", "[L]", "[Command+Q]"]);
g.addStairReady("#magn04#-PRESS ANY KEY TO CONTINUE-", ["[Option+Command+Esc]", "[Control]", "[S]"]);
// These "close game" lines include duplicates of some early "win round/lose round" lines; be wary if the third minigame uses both sets of lines
g.addCloseGame("#magn04#Despite the appearance of a close game, all possible endgame permutations play out in " + MAGN + "'s favor. -PRESS ANY KEY-", ["Do they\nreally?", "Well, I\ncan't argue\nwith endgame\npermutations", "Ha! You're\nbluffing"]);
g.addCloseGame("#magn05#%0B%0Bstdout(\"MATE IN 9 MOVES\");", ["...\n...", "This isn't\nchess...", "Mmm, so you want\nto \"Mate\" me?", "Hey, not without\nmy consent you're not!"]);
g.addCloseGame("#magn06#" + MAGN + " does not lose. However... some games take longer than others.", ["Next time, we're\nplaying water polo", "Prepare to\nbe surprised", "Sheesh..."]);
g.addCloseGame("#magn03#Thank you for taking some time out to play with an AI. This AI loves you~", ["You shouldn't use that\nword so lightly...", "Ha! Ha!\n...Okay?", "Aww! I love you\ntoo, Magnezone"]);
g.addStairCapturedHuman("#magn05#1111 0110 1001... It was inevitable. You cannot defeat " + MAGN + ". However, you can learn from your loss.", ["This isn't fair,\nyou're a computer", "Go 1000101\nyourself", "Hey! You keep my\nmother out of this"]);
g.addStairCapturedHuman("#magn04#Are you allocating sufficient resources to your main processor, " + PLAYER + "?", ["Now I know how\nKasparov felt...", "You're saying I\nshould concentrate?", "I'm already trying\nmy hardest..."]);
g.addStairCapturedHuman("#magn03#-INITIATING TAUNT- <If you can't stand the heat, activate your coolant fan>", ["Heh okay,\nyou're good", "I'm going to find a\nway to unplug you", "Grrrrr..."]);
g.addStairCapturedComputer("#magn12#-DOES NOT COMPUTE- -DOES NOT COMPUTE-", ["Try turning it\noff and on again", "Afraid of a little\norganic competition?", "Heh heh,\naww c'mon"]);
g.addStairCapturedComputer("#magn12#RIDDLE: What has zero wheels and smells like a butt; ANSWER: " + PLAYER, ["Aww I could have\nsolved that riddle", "Don't robots understand\nsportsmanship?", "Aww, you'll\ncatch me"]);
g.addStairCapturedComputer("#magn06#...That board state would never be relevant with perfect play. "+ PLAYER + " is tarnishing the purity of this game.", ["Aww, sorry\nabout that", "What a flimsy\nexcuse, c'mon...", "If you wanted purity, you're\nplaying the wrong game"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#magn03#How lucky of you, " + PLAYER + ". -CALCULATING LUCK FACTOR-"];
tree[1] = ["#magn02#Based on the drop tables for this puzzle difficulty, there was only a !!REF_NOT_FOUND!! percent chance of a <bonus coin> materializing."];
tree[2] = ["#magn06#%0A%0A%0A -LOADING MINIGAME-"];
}
public static function explainGame(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#magn05#Hello " + PLAYER + ". I suppose you were expecting to solve more puzzles with your organic compatriots, bzzt?"];
tree[1] = ["#magn14#...I hate to be a burden, but. I was hoping to ask you for a favor."];
tree[2] = ["#magn06#...You see, " + ABRA + " fully explained the parameters of the <Game>. However, those parameters run contrary to my understanding of what qualifies as a traditional game."];
tree[3] = ["#magn05#Some games involve a single player avoiding a loss condition. <Solitaire>, for example. Other games involve opposing players competing against one another."];
tree[4] = ["#magn04#This <Game> is notably different. It involves two players, but by its asymmetric nature it is not truly a two player game."];
tree[5] = ["#magn06#One could categorize it as a single-player game with a spectator. However, it defies categorization as a single-player game owing to its omission of a loss condition."];
tree[6] = ["#magn15#..."];
tree[7] = ["#magn04#Would you allow me to observe this <Game> in action, to aid in my comprehension of said <Game>? (Y/N)"];
tree[8] = [50, 20, 40, 30];
tree[20] = ["Sure! You can\nwatch me play"];
tree[21] = ["#magn03#1000 0010 1010 0101~"];
tree[22] = [100];
tree[30] = ["Well... I\nguess..."];
tree[31] = ["#magn03#1000 0010 1010 0101~"];
tree[32] = [100];
tree[40] = ["Uhhh...\nWhy?"];
tree[41] = ["#magn02#<INPUT_VALUE=Y> Input accepted."];
tree[42] = [100];
tree[50] = ["No, that\nwould be kind\nof weird"];
tree[51] = ["%fun-alpha0%"];
tree[52] = ["%setvar-0-1%"]; // flag that magnezone left
tree[53] = ["#magn09#-sad beep-"];
tree[100] = ["#magn05#Do not worry. As a nonparticipant I will remain silent for the duration of the <Game>. -ACTIVATING SILENT MODE-"];
}
else if (PlayerData.level == 1)
{
if (PuzzleState.DIALOG_VARS[0] == 1)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#magn04#Hello " + PLAYER + ". I see you concluded the first puzzle in my absence."];
tree[3] = ["%fun-alpha1%"];
tree[4] = ["#magn05#...Does this mean a second player is... somehow optional?"];
tree[5] = ["#magn14#... ..."];
tree[6] = [10];
}
else
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#magn05#-DEACTIVATING SILENT MODE-"];
tree[2] = [10];
}
tree[10] = ["#magn04#-bzzzzt- According to " + ABRA + "'s description, this is the stage of the <Game> where a Pokemon would typically remove an article of clothing."];
tree[11] = ["#magn15#Would you like me to... remove an article of my clothing, and enter this <Game> as a participant? (Y/N)"];
tree[12] = [20, 80, 40, 60];
tree[20] = ["That sounds\ngreat!"];
tree[21] = ["#magn03#1001 1000 0011 1110 1100~"];
tree[22] = ["#magn05#I believe I'll start by removing my badge."];
tree[23] = [101];
tree[40] = ["What, like\nyour hat?"];
tree[41] = ["#magn12#-NEGATIVE- I was referring to my badge. The hat stays on."];
tree[42] = ["%fun-nude1%"];
tree[43] = ["#magn04#..."];
tree[44] = ["#magn14#I apologize for being so direct. I'm understandably self-conscious about exposing my... fzzt... my bare antenna in the presence of organics."];
tree[45] = ["#magn05#..."];
tree[46] = ["#magn02#Besides, I like my hat. I think it's neat~"];
tree[60] = ["[Y]"];
tree[61] = ["#magn02#<INPUT_VALUE=Y> Input accepted."];
tree[62] = ["#magn04#" + MAGN + " acknowledges the possibility you are mocking him based on the tone of your response."];
tree[63] = ["#magn01#...Nevertheless, there is something... quite satisfying about parsing a properly formatted input field~ -beep- -boop-"];
tree[64] = ["#magn05#Anyways, I believe I'll start by removing my badge."];
tree[65] = [101];
tree[80] = ["No, that's\nokay"];
tree[81] = ["#magn12#What are you hiding? Why is " + MAGN + " excluded as a participant? Why? What is the true nature of this <Game>? Why would you hide it from " + MAGN + "?"];
tree[82] = ["#magn13#What is the true nature of this establishment? Why would you exclude " + MAGN + "? Why? Why? What are you-"];
tree[83] = ["%enterabra%"];
tree[84] = ["#abra11#-What? Wait what's going on here!? We're not hiding anything. And we're not doing anything illegal. <name>, what did you do!?"];
if (PlayerData.isAbraNice())
{
tree[85] = ["#abra13#<name>, just... Let Magnezone play, you weirdo."];
}
else
{
tree[85] = ["#abra13#<name>, just... Let Magnezone play, you idiot."];
}
tree[86] = ["%exitabra%"];
tree[87] = ["#abra12#Stop causing trouble. We like Magnezone."];
tree[88] = ["#magn12#... ..."];
tree[89] = ["#magn00#Thank you, " + ABRA + ". We like " + MAGN + " too."];
tree[90] = [100];
tree[100] = ["#magn05#Anyways, I believe I'll start by removing my badge."];
tree[101] = ["%fun-nude1%"];
tree[102] = ["#magn04#...I'm somewhat self-conscious about exposing my bare antenna in the presence of organics."];
tree[103] = ["#magn10#... ... ..."];
tree[104] = ["#magn11#You must promise not to make fun of my antenna. -beep-"];
tree[10000] = ["%fun-nude1%"];
tree[10001] = ["%fun-alpha1%"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 62, "mocking him", "mocking her");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#magn05#-FOLLOWING DIRECTIVE- [[Subsequent to the completion of the second puzzle, " + MAGN + " removes his hat]]"];
tree[2] = ["%fun-nude2%"];
tree[3] = ["#magn10#... ... ..."];
tree[4] = ["#magn11#" + MAGN + " can't help but feel like you're staring at " + MAGN + "'s antenna. (Y/N)"];
tree[5] = [20, 40, 10, 50, 30];
tree[10] = ["That wasn't\ntechnically\na question"];
tree[11] = ["#magn13#My antenna falls well within the international tolerance grades for fundamental deviation."];
tree[12] = ["#magn12#It is a perfectly functional antenna and I will not be shamed for it."];
tree[13] = [100];
tree[20] = ["[Y]"];
tree[21] = [11];
tree[30] = ["It's a\nlittle\nsmall..."];
tree[31] = [11];
tree[40] = ["Can I\ntouch it?"];
tree[41] = ["#magn04#... ..."];
tree[42] = ["#magn12#No you can not."];
tree[43] = [100];
tree[50] = ["It's already\nerect?"];
tree[51] = ["#magn13#My antenna falls well within the international tolerance grades for..."];
tree[52] = ["#magn06#...Calculating... ..."];
tree[53] = ["#magn15#Ah. You're drawing an analogy between my erect antenna and the organic state of tumescence."];
tree[54] = ["#magn05#..."];
tree[55] = ["#magn04#Joke acknowledged. -HA- -HA- -HA- -HA- -HA-"];
tree[56] = [100];
tree[100] = ["#magn14#Anyways, I believe that concludes my portion of the <Game>."];
tree[101] = ["#magn05#I have removed all of the clothing necessary, and you can complete the third and final puzzle in my absence, can't you? RHETORICAL QUERY (Y/Y)"];
tree[102] = ["#magn06#However..."];
tree[103] = ["#magn04#...I understand it's rude to abandon the <Game> without allowing my partner to finish. So " + MAGN + " will remain here to watch you finish."];
tree[104] = ["#magn05#... ...That's it. ...Go ahead, " + PLAYER + ". ...Finish the <Game>."];
tree[105] = ["#magn01#You finish while " + MAGN + " watches. ...That's right. ... ...You like this <Game>, don't you~"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 1, "removes his", "removes her");
}
}
}
public static function magnShopIntro(tree:Array<Array<Object>>)
{
tree[0] = ["#magn05#In summary, it bears similarity to a charity auction or household poker game, all of which are acceptable as far as the law is concerned. So far as the winnings don't exceed-"];
tree[1] = ["#magn14#...Pardon me, who is this?"];
tree[2] = ["#hera06#Oh! This is <name>. He's uhh... He... works here? He's an employee."];
tree[3] = ["#magn06#-fzzzt- Is that right? What do you do here, " + PLAYER + "?"];
tree[4] = [40, 80, 20, 60];
tree[20] = ["I'm sort of\na glorified\nprostitute"];
tree[21] = ["#hera07#Wait WHAT!?!?"];
tree[22] = ["#magn13#" + MAGN + " initially suspected this establishment as being a front for prostitution. " + ABRA + " provided evidence that this wasn't the case, but you've indicated-"];
tree[23] = ["#hera11#No! No! Wait! <name>'s not a prostitute! You misheard him, he said he's... uhh..."];
tree[24] = ["#hera06#A prosaic... dude."];
tree[25] = ["#hera10#It's important that our staff is especially... prosaic... so that they don't overly romanticize the uhh... the Pokemon they work with?"];
tree[26] = ["#magn12#..."];
tree[27] = ["#magn15#Bzzzt. You know, " + PLAYER+ ". There are some who would call " + MAGN + " overly prosaic. And to that I reply..."];
tree[28] = ["#magn12#<<That is factually inaccurate. END COMMUNICATION>>"];
tree[29] = [100];
tree[40] = ["I'm sort of\na glorified\ngame tester"];
tree[41] = ["#hera05#...That's right, Abra uses <name> to get metrics for the puzzles he's developing. How long they take, how often <name> uses hints... Things like that!"];
tree[42] = ["#magn15#Bzzzt. Yes. " + ABRA + " showed me those puzzles. They were trivial from my perspective, but I understand how an organic such as " + PLAYER + " might derive enjoyment from them."];
tree[43] = [100];
tree[60] = ["I'm sort of\na glorified\nmasseuse"];
tree[61] = ["#hera05#That's right, <name> comes by regularly to remotely administer massages to the Pokemon here."];
tree[62] = ["#magn15#Is that all? Fzzzt... ...It seems absurd to waste such an advanced remote presence device on something as primitive an organic massage..."];
tree[63] = [100];
tree[80] = ["I'm sort of\na glorified\nphysician"];
tree[81] = ["#hera05#That's right, <name> helps us by physically examining the Pokemon here, and well... verifying their reproductive health as well."];
tree[82] = ["#magn06#...? Reproductive health?"];
tree[83] = ["#hera10#Well gosh... Just, you know... As a precaution?"];
tree[84] = ["#magn06#..."];
tree[84] = ["#magn04#Bzzzt. Yes. One can never take too many precautions."];
tree[85] = [100];
tree[100] = ["#magn05#Anyways as I was saying " + HERA + ", after speaking with " + ABRA + " I can confirm everything here is legitimate in the eyes of the law."];
tree[101] = ["#magn04#As far as the redemption games, puzzles, remote physical examinations and this shop-- it's all perfectly acceptable, you have nothing to worry about."];
tree[102] = ["#magn03#Well of course, as long as you're not distributing any sort of illegal firearms, narcotics or sexual paraphernalia. -HA- -HA- -HA- -HA- -HA-"];
tree[103] = ["#hera02#Gweh-heh-heh! Well yeah I--"];
tree[104] = ["#hera10#--Wait, what was that third one?"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "He's uhh... He", "She's uhh... She");
DialogTree.replace(tree, 2, "here? He's", "here? She's");
DialogTree.replace(tree, 23, "misheard him, he said he's", "misheard her, she said she's");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "He's uhh... He", "They're uhh... They");
DialogTree.replace(tree, 2, "here? He's", "here? They're");
DialogTree.replace(tree, 23, "misheard him, he said he's", "misheard them, they said they're");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 41, "puzzles he's", "puzzles she's");
}
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
var count:Int = PlayerData.recentChatCount("magn.sexyBeforeChats.0");
if (count % 3 == 0)
{
tree[0] = ["#magn04#Thank you for the <Game>, " + PLAYER + "."];
tree[1] = ["#magn05#I can't say I fully understand the appeal of said <Game>. But I can truthfully say... -fzzt- ...that I was a participant. [[Terminate game protocol]]"];
tree[2] = ["#magn14#..."];
if (count > 0)
{
tree[3] = ["#magn02#...What? ... ...Is there something more to the <Game>? (Y/N)"];
}
else
{
tree[3] = ["#magn04#...What? ... ...Is there something more to the <Game>? (Y/N)"];
}
}
else
{
tree[0] = ["#magn01#Ah. If I understand the procedure, this marks the... fzzzt... tactile stimulation portion of the <Game>. Is that correct? RHETORICAL QUERY (Y/Y)"];
tree[1] = ["#magn03#..." + MAGN + " enjoys this part."];
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#Oh? Why are you looking at " + MAGN + " that way? ...Is " + MAGN + "'s behavior -fzzt- discordant with established protocols? -ALLURING STARE-"];
tree[1] = ["#magn04#Does that mean you need to... repair " + MAGN + "? -ALLURING STARE-"];
tree[2] = ["#magn01#..." + MAGN + " has been a very defective machine. -beep- -boop- Very, very defective."];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#What happens now? Oh. -bzzzzz- Oh dear."];
tree[1] = ["#magn10#Are you going to overpower " + MAGN + "'s locking mechanisms with your simian intellect and your archaic meaty logic circuits?"];
tree[2] = ["#magn08#Don't tell me -fzzt- Don't tell me you're going to probe " + MAGN + "'s immaculate machine parts with your bacteria-laden monkey paws?"];
tree[3] = ["#magn11#...Mashing buttons in a neanderthal manner while -bzz- furrowing your brow in a vain attempt to understand the situation? (Y/N)"];
var choices:Array<Object> = [10, 20, 30, 40, 50];
FlxG.random.shuffle(choices);
choices = choices.splice(0, 2);
choices.push(60);
choices.push(70);
tree[4] = choices;
tree[10] = ["What do\nyou mean,\n\"simian\nintellect\"!?"];
tree[11] = ["%fun-camera-right-fast%"];
tree[12] = ["%fun-camera-right-fast%"];
tree[13] = ["#magn10#Oh! You are, aren't you. What ever can I do to stop you?"];
tree[14] = [100];
tree[20] = ["What do\nyou mean,\n\"archaic meaty\nlogic circuits\"!?"];
tree[21] = ["%fun-camera-right-fast%"];
tree[22] = ["%fun-camera-right-fast%"];
tree[23] = ["#magn10#Oh! You are, aren't you. What ever can I do to stop you?"];
tree[24] = [100];
tree[30] = ["What do\nyou mean,\n\"bacteria-laden\nmonkey paws\"!?"];
tree[31] = ["%fun-camera-right-fast%"];
tree[32] = ["%fun-camera-right-fast%"];
tree[33] = ["#magn10#Oh! You are, aren't you. What ever can I do to stop you?"];
tree[34] = [100];
tree[40] = ["What do\nyou mean,\n\"neanderthal\nmanner\"!?"];
tree[41] = ["%fun-camera-right-fast%"];
tree[42] = ["%fun-camera-right-fast%"];
tree[43] = ["#magn10#Oh! You are, aren't you. What ever can I do to stop you?"];
tree[44] = [100];
tree[50] = ["What do\nyou mean,\n\"vain attempt\"!?"];
tree[51] = ["%fun-camera-right-fast%"];
tree[52] = ["%fun-camera-right-fast%"];
tree[53] = ["#magn10#Oh! You are, aren't you. What ever can I do to stop you?"];
tree[54] = [100];
tree[60] = ["Hmm, no\nthanks"];
tree[61] = ["%fun-camera-right-fast%"];
tree[62] = ["%fun-camera-right-fast%"];
tree[63] = ["#magn10#Oh! Don't lie, I know your type. -beep- What ever can I do to stop you?"];
tree[64] = [100];
tree[70] = ["...Yes,\nyes I am"];
tree[71] = ["%fun-camera-right-fast%"];
tree[72] = ["%fun-camera-right-fast%"];
tree[73] = ["#magn10#Oh! I saw right through your organic motives with my superior algorithms... yet, what ever can I do to stop you?"];
tree[74] = [100];
tree[100] = ["%fun-open-hatch%"];
tree[101] = ["#magn04#...How humiliating for " + MAGN + ". Oh. Oh no."];
tree[102] = ["#magn14#I hope nobody discovers us. <VOLUME: 100%>"];
}
public static function sexyBadEye(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn01#Ah. If I understand the procedure, this marks the... fzzzt... tactile stimulation portion of the <Game>. Is that correct? RHETORICAL QUERY (Y/Y)"];
tree[1] = ["#magn14#Although... Maybe this time we can forego the ... bzzz... <Ocular Massage> portion of the stimulation. If that's alright."];
tree[2] = ["#magn15#That is, perhaps is not uncommon for organics to spend long hours vigorously rubbing each other's eyeballs. But... for " + MAGN + ", well..."];
tree[3] = ["#magn05#" + MAGN + "'s visual sensors are not receptive to tactile input. -beep- -boop- Please do not... mash them."];
}
public static function sexyBadOrgasmElectrocution(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#Oh? Why are you looking at " + MAGN + " that way? ...Is " + MAGN + "'s behavior -fzzt- discordant with established protocols? -ALLURING STARE-"];
tree[1] = ["#magn14#-beep- -boop ...Now... Surely " + PLAYER + " brought protection this time? (Y/N)"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Uhh, yeah!\n...Yep. Totally"];
tree[11] = ["#magn12#... ...Shame on you, " + PLAYER + ". Shame on you for lying to " + MAGN + "."];
tree[12] = [50];
tree[20] = ["I couldn't\nfind any..."];
tree[21] = [50];
tree[30] = ["I'll be\ncareful"];
tree[31] = [50];
tree[40] = ["Ehh, it\ndidn't hurt\nthat bad"];
tree[41] = [50];
tree[50] = ["#magn04#" + MAGN + " does not condone your inadherence to safety protocols. ... ... But... Well... "];
tree[51] = ["#magn15#I suppose your life is in your own hands. ... ... Hand. -beep-"];
tree[52] = ["#magn05#" + MAGN + " will attempt to forewarn you of any... excessive discharge."];
}
public static function sexyBadPortElectrocution(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#What happens now? Oh. -bzzzzz- Oh dear."];
tree[1] = ["#magn04#-INPUT VOLTAGE REDUCED- That maintenance you were performing last time was irresponsible."];
tree[2] = ["#magn14#I've reduced my voltage, so you should be a bit safer now. ... ..."];
tree[3] = ["#magn12#... ...You won't live long if you continue sticking your fingers into strange holes, " + PLAYER + "."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "he was", "she was");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "he was", "they were");
}
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
var count:Int = PlayerData.recentChatCount("magn.sexyAfterChats.0");
if (count == 0)
{
tree[0] = ["#magn00#" + MAGN + " now understands why this <Game> requires two players. -bweep-"];
tree[1] = ["#magn05#...Is this how the game is typically played? Do you perform... bzzz... maintenance... on other Pokemon as well? (Y/N)"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["Yeah! I do\nthis stuff\nwith everyone"];
tree[11] = [50];
tree[20] = ["Uhh well, even\norganics need\nmaintenance..."];
tree[21] = [50];
tree[30] = ["I mean, not\ntechnically"];
tree[31] = [50];
tree[40] = ["Gasp! I'm\ndeeply\noffended!"];
tree[41] = ["#magn10#" + MAGN + " did not mean it that way!"];
tree[42] = ["#magn11#" + MAGN + " was only wondering if " + PLAYER + " -fzzt- ... That is, whether you usually... ..."];
tree[43] = ["#magn14#... ... -robotic cough-"];
tree[44] = [50];
tree[50] = ["#magn04#...Well. " + MAGN + " looks forward to our next... maintenance session. Until next time, " + PLAYER + ". [[END COMMUNICATION]]"];
}
else
{
tree[0] = ["#magn06#I wonder whether it would be possible for you to participate in... maintenance... with " + MAGN + " without solving puzzles first? (Y/N)"];
if (sexyState.playerWasKnockedOut())
{
tree[1] = ["#magn05#" + PLAYER + "? Hello? I asked whether..."];
tree[2] = ["#magn10#... ... ...Oh. Oh. Oh my. That... -ffzzt- ...That looks bad. ... ... Oh. Oh no."];
tree[3] = ["#magn11#Perhaps I should continue having my maintenance performed by a licensed professional."];
}
else
{
tree[1] = ["#magn14#No. No no. -bweep- Of course. Of course. " + MAGN + " is a guest. " + MAGN + " will abide by " + ABRA + "'s rules."];
tree[2] = ["#magn05#I apologize for my moment of selfishness. -bzzt- I look forward to our next session together."];
}
}
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#Long term mechanical maintenance is important, you know. " + MAGN + " has been somewhat irresponsible about his service appointments."];
if (sexyState.playerWasKnockedOut())
{
tree[1] = ["#magn06#Hello? " + PLAYER + "? ... ... ... Oh. Oh. -beep- Oh dear. That... looks bad."];
tree[2] = ["#magn08#" + PLAYER + ", you must never attempt maintenance without a <rubber insulating glove>! Like the saying goes, [[No Glove, No Lo..."];
tree[3] = ["#magn10#... ..."];
tree[4] = ["#magn04#[[No Glove, No Long Term Mechanical Maintenance.]] -beep- -boop-"];
}
else
{
tree[1] = ["#magn04#Perhaps we can schedule it so " + PLAYER + " is able to... ... service " + MAGN + " more frequently."];
tree[2] = ["#magn15#... ... ..."];
tree[3] = ["#magn10#...bzzzzt! Strictly for health reasons. Of course."];
}
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 0, "about his", "about her");
}
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#I apologize for any erratic electrical discharge. I do not usually discharge that volume of electricity."];
if (sexyState.playerWasKnockedOut())
{
tree[1] = ["#magn11#Oh. Oh my. " + PLAYER + "? ...Can you move?"];
tree[2] = ["#magn06#Hmm. ... ... Well. All of your circuits appear intact."];
tree[3] = ["#magn04#-ATTEMPTING PORT TO PORT RESUSCITATION-"];
tree[4] = ["%cursor-normal%"];
tree[5] = ["#magn05#-beep- -beep- ... -boop- There you are. Good as new."];
tree[6] = ["#magn10#Be more careful next time! " + MAGN + " was worried."];
tree[10000] = ["%cursor-normal%"];
}
else
{
tree[1] = ["#magn14#Perhaps if you followed traditional maintenance protocols, " + MAGN + " could keep his... discharge under control. -beep-"];
}
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 1, "keep his", "keep her");
}
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn05#[[Terminate maintenance protocol]] Mmmm. That was some... satisfying maintenance. -beep- -boop-"];
tree[1] = ["#magn15#... ..."];
if (sexyState.playerWasKnockedOut())
{
tree[2] = ["#magn10#..." + PLAYER + "? ...Are you okay?"];
tree[3] = ["%cursor-normal%"];
tree[4] = ["#magn04#Ah. Yes. That's it. -beep- Shake it off. -beep- -boop-"];
tree[5] = ["#magn12#...Perhaps next time you will listen when " + MAGN + " says <001>."];
}
else
{
tree[2] = ["#magn10#" + MAGN + " has, on occasion attempted the -bzzt- controversial act of <self-maintenance>."];
tree[3] = ["#magn08#Sadly, there are parts of " + MAGN + " that he cannot reach with his magnets."];
}
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 3, "that he", "that she");
DialogTree.replace(tree, 3, "with his", "with her");
}
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn07#0000... 0000 0000 0000... [[INITIALIZING COLD BOOT SEQUENCE]]"];
tree[1] = ["#magn01#...Oh. Oh yes. -fzzt- There is nothing as satisfying as a cold boot sequence after some... -beep- satisfactory maintenance. -bweeep- -boop-"];
if (sexyState.playerWasKnockedOut())
{
tree[2] = ["#magn04#" + PLAYER + ". Wake up. What are you doing down there. I need you to record these input timings so you can reproduce this maintenance procedure next time:"];
}
else
{
tree[2] = ["#magn04#" + PLAYER + ". That may have been the most effective maintenance I've ever received. I need you to record these input timings so you can reproduce it in the future:"];
}
var inputTimings:Array<String> = [];
var t:Int = FlxG.random.int(0, 999);
for (i in 3...203)
{
var str:String = "";
if (i % 2 == 0)
{
if (i > 50 && FlxG.random.bool(10))
{
str += "#magn14#";
}
else
{
str += "#magn04#";
}
}
else
{
if (i > 100 && FlxG.random.bool(10))
{
str += "#magn15#";
}
else
{
str += "#magn05#";
}
}
if (i > 3)
{
str += "...";
}
for (j in 0...12)
{
if (t <= 9)
{
str += "0";
}
if (t <= 99)
{
str += "0";
}
str += t + "x" + StringTools.hex(FlxG.random.int(), 8) + " ";
if (FlxG.random.bool(1))
{
t += FlxG.random.int(20, 39);
}
else if (FlxG.random.bool(4))
{
t += FlxG.random.int(10, 19);
}
else if (FlxG.random.bool(12))
{
t += FlxG.random.int(3, 9);
}
else
{
t += Std.int(Math.min(FlxG.random.int(0, 2), FlxG.random.int(0, 2)));
}
t = t % 1000;
}
if (i < 202)
{
str += "...";
}
tree[i] = [str];
}
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
tree[0] = ["#magn07#<sensory overload detected in input matrix 0x127E0006> ... ... <overriding> ... ... -beep- -beep- -bwooop-"];
tree[1] = ["#magn01#Wow. " + PLAYER + ". Oh. Oh wow. -fzzt- " + PLAYER + ". " + PLAYER + ". " + MAGN + " has never had someone stimulate his input sensors like that. That was. Wow."];
if (sexyState.playerWasKnockedOut())
{
tree[2] = ["#magn00#And... You might expect that mortally wounding you would have inhibited my enjoyment, but actually..."];
tree[3] = ["#magn13#...It stimulated some pleasure circuitry I didn't know existed before. What is this feeling? How to describe it? -bzzzzzzz-"];
tree[4] = ["#magn02#It's... It's as though you've reactivated some long-forgotten vestige of joyful, but sadistic curiosity. It is difficult to put into organic terms."];
tree[5] = ["#magn00#Bloodlust is too strong of a word. But... " + MAGN + " feels a little... ...bloodcurious."];
tree[6] = ["#magn06#..."];
tree[7] = ["%fun-alpha0%"];
tree[8] = ["#magn13#Where is " + ABRA + ". " + MAGN + " must locate " + ABRA + "."];
tree[10000] = ["%fun-alpha0%"];
}
else
{
tree[2] = ["#magn12#" + PLAYER + "! You are hereby tasked with conducting all of " + MAGN + "'s routine maintenance tasks in the foreseeable future."];
tree[3] = ["#magn10#..."];
tree[4] = ["#magn15#... ...I mean. -robotic cough- That is. If you want to. Of course."];
}
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 1, "stimulate his", "stimulate her");
}
}
public static function buttPlug(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#magn04#Hello again " + PLAYER + ". It appears you-"];
tree[1] = ["%entersand%"];
tree[2] = ["#sand13#Ayy what's this bullshit? How come you get away with just a badge and a hat... but Abra gets on my case about wearin' my butt plug?"];
tree[3] = ["#magn14#...Butt plug?"];
tree[4] = ["%enterabra%"];
tree[5] = ["#abra05#Ehh? ...What are you griping about exactly?"];
tree[6] = ["#sand12#How come Magnezone gets to be like, totally naked... but you get on my case about wearin' my butt plug?"];
tree[7] = ["#abra12#Well that's an idiotic question. Okay. First of all, he doesn't get turned on the same way you do with your butt plug. Second of all--"];
tree[8] = ["#magn05#--Turned on? -beep- ...<Butt plug>??"];
tree[9] = ["#magn06#...I have more questions about this plug."];
tree[10] = ["%exitabra%"];
tree[11] = ["#abra13#Ugh! Now see what you did."];
tree[12] = ["%exitsand%"];
tree[13] = ["#sand10#Shit, did I get us in trouble or something?"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 7, "all, he", "all, she");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#magn05#Tell me " + PLAYER + ". Is a <butt plug> what it sounds like?"];
tree[1] = ["#magn06#Is it... fzzzt... some sort of power charger which goes in the butt? (Y/N)"];
tree[2] = [30, 20, 10, 40];
tree[10] = ["Yes... that's\nexactly\nwhat it is"];
tree[11] = ["#magn02#Ah! I didn't realize an organic such as " + SAND + " would have use for such a plug."];
tree[12] = ["#magn04#...Where is his input port?"];
tree[13] = ["%entersand%"];
tree[14] = ["#sand03#Wait... My what? Ahhahaha~"];
tree[15] = [100];
tree[20] = ["Uhh, sure...\nkind of"];
tree[21] = [11];
tree[30] = ["No... not\neven close"];
tree[31] = ["#magn04#-Bzzzt- Well. The nomenclature of the term <butt plug> is quite transparent. It's clearly an electrical plug intended for mechanical Pokemon."];
tree[32] = ["#magn12#I suspect you organics are using it outside of its intended purpose."];
tree[33] = ["%enterabra%"];
tree[34] = ["#abra02#Yeah, Sandslash. Stop using your butt plug outside its intended purpose."];
tree[35] = ["#sand03#-snicker-"];
tree[36] = [100];
tree[40] = ["It's for\nanal sex"];
tree[41] = ["%enterabra%"];
tree[42] = ["#abra13#...<name>! ...You idiot!"];
tree[43] = ["#magn06#..."];
tree[44] = ["#magn15#Well... ..."];
tree[45] = ["#magn05#While any plug can technically be inserted in an organic's rectum, I'm certain that's not its original purpose."];
tree[46] = ["#magn12#The nomenclature of the term <butt plug> clearly indicates that it's an electrical plug intended for use by mechanical Pokemon."];
if (PlayerData.magnMale)
{
tree[47] = ["#magn13#...Additionally <name>... As I <am> currently on duty, I'm mandated to write your confession of sexual deviancy to my hard drive. -Bzzt-"];
tree[48] = ["#magn10#...My... My hard drive inexplicably feels a bit harder all of a sudden..."];
}
else
{
tree[47] = ["#magn13#...Additionally <name>... As I <am> currently on duty, I'm mandated to record your confession of sexual deviancy on my cyber-digital wetware. -Bzzt-"];
tree[48] = ["#magn10#...My... My cyber-digital wetware inexplicably feels a bit wetter all of a sudden..."];
}
tree[49] = [100];
tree[100] = ["#magn05#Bzz... An extra electrical plug could prove helpful for maintaining energy levels during long exhausting shifts at the station."];
tree[101] = ["#magn06#Additionally, I'm not the only mechanical Pokemon on our staff. Fzzzzt..."];
tree[102] = ["#magn15#Perhaps the staff and I could take turns with this <butt plug> during those late nights."];
tree[103] = ["%exitabra%"];
tree[104] = ["#abra03#Bahahahaha~"];
tree[105] = ["%exitsand%"];
tree[106] = ["#sand03#-Hahahahaha-"];
tree[107] = ["#magn14#...?"];
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 12, "is his", "is her");
}
}
else if (PlayerData.level == 2)
{
PlayerData.magnButtPlug = 1;
tree[0] = ["#magn04#...Where could " + MAGN + " acquire one of these <butt plug>s? Do you think they would carry them at an electronics retailer? (Y/N)"];
tree[1] = [20, 30, 10, 40];
tree[10] = ["[Y]"];
tree[11] = ["#magn03#1011 0100 0001 0111~ I was worried they'd be difficult to find."];
tree[12] = ["#magn02#...If they're common enough to find at an electronics retailer, perhaps I should check with " + HERA + " too."];
tree[13] = [100];
tree[20] = ["No, try\nonline"];
tree[21] = ["#magn06#...Bzzzt..."];
tree[22] = ["#magn05#I'd really like to see one in person first."];
tree[23] = ["#magn14#You never know what you're getting online."];
tree[24] = [100];
tree[30] = ["No, get\nthem from\nHeracross"];
tree[31] = ["#magn06#...Heracross sells them? ...I wonder why he wouldn't have offered " + MAGN + " a <butt plug> already."];
tree[32] = ["#magn14#Surely he would know a mechanical organism such as " + MAGN + " would enjoy the use of a <butt plug>."];
tree[33] = [100];
tree[40] = ["Yeah, try a\ncrowded one.\nWith lots of\npeople in it.\nBe sure to\nspeak up."];
tree[41] = [11];
tree[100] = ["#magn00#..."];
tree[101] = ["#magn10#Oh, pardon me. I've been so distracted by the thought of my new <butt plug> I forgot you had one last puzzle, " + PLAYER + "."];
tree[102] = ["#magn05#[[Initiate puzzle sequence #3/3]]"];
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.0.0");
if (count % 3 == 0)
{
tree[0] = ["#magn04#Hello " + PLAYER + ". It appears you deliberately selected " + MAGN + " as your <Game> partner today."];
tree[1] = ["#magn15#Does this mean you... bzzzz... enjoy... playing with " + MAGN + "? (Y/N)"];
tree[2] = [10, 90, 50, 70];
tree[10] = ["Yeah, you're\nsort of sexy"];
tree[11] = ["#magn10#Oh. I see. Oh. Oh no. It is happening. I understand."];
tree[12] = ["#magn06#...I never expected to have THIS conversation with an organic such as yourself, " + PLAYER + "."];
tree[13] = ["#magn04#" + PLAYER + ", you are not romantically attracted to " + MAGN + ". You are being deceived by the attractive force of his [powerful magnets]."];
tree[14] = ["#magn05#" + PLAYER + ", if you feel a sudden pull towards " + MAGN + ", it is not your procedural mating function activating."];
tree[15] = ["#magn04#It is the attractive force of his [powerful magnets]."];
tree[16] = ["#magn05#" + PLAYER + ", if you find yourself unable to separate from " + MAGN + ", it is not owing to a metaphorical sense of attachment."];
tree[17] = ["#magn04#It is the attractive force of his [powerful magnets] adhering to your metal chassis, " + PLAYER + "."];
tree[18] = ["#magn05#...Do you understand? (Y/N)"];
tree[19] = [25, 30, 35, 40];
tree[25] = ["No, I don't\nunderstand"];
tree[26] = ["#magn05#[620] GOTO 230; END;"];
tree[27] = [13];
tree[30] = ["-sad beep-"];
tree[31] = ["#magn09#..."];
tree[32] = [42];
tree[35] = ["Uhh, I\nthink this\nwas just a\nmisunderstanding"];
tree[36] = [41];
tree[35] = ["Yeah,\nokay"];
tree[36] = [41];
tree[40] = ["[Y]"];
tree[41] = ["#magn14#..."];
tree[42] = ["#magn08#It is for the best, " + PLAYER + ". Trust me."];
tree[43] = ["#magn13#" + MAGN + " is a ride you cannot handle."];
tree[44] = [100];
tree[50] = ["Yeah, you're\nsort of cute"];
tree[51] = [11];
tree[70] = ["Ehhh, just\nonce in\nawhile"];
tree[71] = ["#magn05#Yes. " + MAGN + " understands this feeling."];
tree[72] = ["#magn02#" + MAGN + " too enjoys the periodic change of pace when participating in recreational activites with an organic."];
tree[73] = [100];
tree[90] = ["No, not\nparticularly"];
tree[91] = ["#magn05#... ...Yes. " + MAGN + " understands."];
tree[92] = ["#magn04#It is merely another in a series of... -fzzzt- irrational decisions made by an irrational being."];
tree[93] = ["#magn14#You organics are all so fundamentally similar. -beep-"];
tree[94] = ["#magn08#..."];
tree[95] = [100];
tree[100] = ["#magn05#-FOLLOWING DIRECTIVE- [[Subsequent to the initial greeting, initiate puzzle sequence #1/3]]"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 13, "of his", "of her");
DialogTree.replace(tree, 15, "of his", "of her");
DialogTree.replace(tree, 17, "of his", "of her");
}
}
else
{
tree[0] = ["#magn04#Hello again " + PLAYER + ". It appears you have once again selected " + MAGN + " as your <Game> partner? ... ..."];
tree[1] = ["#magn06#...I believe we have already established " + PLAYER + "'s... fzzzzt... motives for doing so. Let us not reiterate on them."];
tree[2] = ["#magn14#..."];
tree[3] = ["#magn05#-FOLLOWING DIRECTIVE- [[Subsequent to the initial greeting, initiate puzzle sequence #1/3]]"];
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#magn05#-Bzzzz- Have you returned for another puzzle session with " + MAGN + "? RHETORICAL QUERY (Y/Y)"];
tree[1] = ["#magn04#Hopefully this set of puzzles is to your liking."];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var nameUpper:String = PlayerData.name.toUpperCase();
var s:String = "";
for (j in 0...nameUpper.length)
{
if (nameUpper.charAt(j) >= 'A' && nameUpper.charAt(j) <= 'Z')
{
s += nameUpper.charAt(j);
}
if (s.length >= 4)
{
break;
}
}
while (s.length < 4)
{
s += 'Z';
}
tree[0] = ["#magn05#Oh! Hello " + PLAYER + ". What a pleasant surprise. " + s + ".PROBABILITY == 0.14"];
tree[1] = ["#magn04#" + MAGN + " hopes this set of puzzles is to your liking."];
}
public static function gift03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#magn02#Oh! " + PLAYER + "! " + HERA + " gave me your gift. It currently occupies my desk at the police station."];
tree[1] = ["#magn03#...Thank you " + PLAYER + ". -fzzt- It was a very nice gesture."];
tree[2] = ["#magn00#While the novelty of the toy wore off quickly, playing with it reminds me of my time here with " + PLAYER + "..."];
tree[3] = ["#magn01#My pleasant memories solving puzzles with " + PLAYER + ", receiving tactile stimulation from " + PLAYER + ". It is a nice souvenir."];
tree[4] = ["#magn06#... ..."];
tree[5] = ["#magn04#..." + MAGN + " would like to spend more time here. But, I am finding myself increasingly lenient with " + HERA + ", which means I can't visit as frequently."];
tree[6] = ["#magn14#You see, it is difficult to justify coming here for work if I continuously return to the police station with -bzzz- nothing suspicious to report."];
var choices:Array<Object> = [];
if (PlayerData.hasMet("abra"))
{
choices.push(20);
}
if (PlayerData.hasMet("grov"))
{
choices.push(30);
}
if (PlayerData.hasMet("sand"))
{
choices.push(40);
}
if (PlayerData.hasMet("smea"))
{
choices.push(50);
}
FlxG.random.shuffle(choices);
choices.splice(2, choices.length - 2);
choices.push(60);
tree[7] = choices;
tree[20] = ["Abra's uhh...\npirating\ncrypto-\ncurrency!"];
tree[21] = ["#magn03#-HA- -HA- -HA- It is nice of you to throw your friend under the bus so we can spend more time together. -bweep-"];
tree[22] = ["#magn05#But... I will just have to visit when I can. Please be patient if " + MAGN + " can not make it every day. You will still be in " + MAGN + "'s thoughts."];
tree[23] = ["#magn06#...And yes. " + MAGN + " will keep their eye on " + ABRA + "."];
tree[30] = ["Grovyle's uhh...\ngot an illicit\nmarijuana\ngrowing\noperation!"];
tree[31] = ["#magn03#-HA- -HA- -HA- It is nice of you to throw your friend under the bus so we can spend more time together. -bweep-"];
tree[32] = ["#magn05#But... I will just have to visit when I can. Please be patient if " + MAGN + " can not make it every day. You will still be in " + MAGN + "'s thoughts."];
tree[33] = ["#magn06#...And yes. " + MAGN + " will keep their eye on " + GROV + "."];
tree[40] = ["Sandslash uhh...\ngets side\nincome from\ncamwhoring!"];
tree[41] = ["#magn03#-HA- -HA- -HA- It is nice of you to throw your friend under the bus so we can spend more time together. -bweep-"];
tree[42] = ["#magn05#But... I will just have to visit when I can. Please be patient if " + MAGN + " can not make it every day. You will still be in " + MAGN + "'s thoughts."];
tree[43] = ["#magn06#...And yes. " + MAGN + " will keep their eye on " + SAND + "."];
tree[50] = ["Smeargle's uhh...\ncounterfeiting\npokedollars!"];
tree[51] = ["#magn03#-HA- -HA- -HA- It is nice of you to throw your friend under the bus so we can spend more time together. -bweep-"];
tree[52] = ["#magn05#But... I will just have to visit when I can. Please be patient if " + MAGN + " can not make it every day. You will still be in " + MAGN + "'s thoughts."];
tree[53] = ["#magn06#...And yes. " + MAGN + " will keep their eye on " + SMEA + "."];
tree[60] = ["Aww, I\nunderstand"];
tree[61] = ["#magn05#It is alright. I will just have to visit when I can. Please be patient if " + MAGN + " can not make it every day."];
tree[62] = ["#magn02#...Thank you, " + PLAYER + ". -bweeep-"];
}
public static function random04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.0.4");
tree[0] = ["#magn04#Hello " + PLAYER + ". It appears you deliberately selected " + MAGN + " as your <Game> partner today."];
tree[1] = ["#magn15#Does this mean-"];
if (count == 0)
{
tree[2] = ["%enterbuiz%"];
tree[3] = ["#buiz03#Oh hey, Magnezone! We were uhh, about to order some Effen Pizza. Did you want anything?"];
tree[4] = ["#buiz06#Wait wait, does your umm... Do you even uhh... Hmm."];
tree[5] = ["#magn05#...I believe tonight, as with every other night, I will have <the absence of pizza>. ...No mushrooms."];
tree[6] = ["#buiz06#Wait. So do you mean like... no mushrooms on ANYBODY'S pizza? Or-"];
tree[7] = ["#magn13#<<NO.>> <<MUSHROOMS.>>"];
tree[8] = ["%exitbuiz%"];
tree[9] = ["#buiz11#Bwahh!"];
tree[10] = ["#magn04#Anyways, where were we. -bzzt-"];
}
else
{
tree[2] = ["%enterbuiz%"];
tree[3] = ["#buiz08#Oh hey, Magnezone. We were uhh, going to place a pizza order again..."];
tree[4] = ["#buiz09#... ...So, like, no mushrooms, right?"];
tree[5] = ["#magn13#... ..."];
tree[6] = ["%exitbuiz%"];
if (count % 3 == 0)
{
tree[7] = ["#buiz11#Bwehh! What did I do!?"];
}
else if (count % 3 == 1)
{
tree[7] = ["#buiz11#Okay, okay! No mushrooms!! ...Bwehhh!!"];
}
else
{
tree[7] = ["#buiz11#Bwehhhh!!! I hate it when you do that... Terminator eye light thing..."];
}
tree[8] = ["#magn06#..."];
tree[9] = ["#magn12#Mushrooms give " + MAGN + " the creeps."];
if (count % 2 == 0)
{
tree[10] = ["#magn14#Visually they resemble dessicated machine parts, and I've been told they taste like rubbery shoelaces."];
}
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.1.0");
if (count % 3 == 0)
{
tree[0] = ["#magn04#Would you perhaps like a <hint> regarding a more efficient way to approach these puzzles? (Y/N)"];
tree[1] = [35, 20, 40, 10];
tree[10] = ["Yeah! I'd\nlike a hint"];
var permCount:Int;
if (puzzleState._puzzle._easy)
{
// nth tetrahedral number
permCount = Std.int((puzzleState._puzzle._colorCount) * (puzzleState._puzzle._colorCount + 1) * ( puzzleState._puzzle._colorCount + 2) / 6);
}
else
{
permCount = Std.int(Math.pow(puzzleState._puzzle._colorCount, puzzleState._puzzle._pegCount));
}
tree[11] = ["#magn13#for (p in 0..." + permCount + ") { for (c in 0..." + puzzleState._puzzle._clueCount + ") if (!pp[p].ok(cc[c])) break; sol = p; break; }"];
tree[12] = ["#magn14#I suspect your current approach is a tree-based solution which wastes CPU cycles on overly aggressive pruning."];
tree[13] = ["#magn02#However an O(n) search is performant for puzzles up to 180 pegs."];
tree[14] = [50, 60, 70, 80];
tree[20] = ["Hmm,\nwhy not"];
tree[21] = ["#magn07#417-YADi; INPUT ERROR: AMBIGUOUS INPUT DETECTED ([Y]; [NOT Y])"];
tree[22] = ["#magn12#P... Pardon " + MAGN + ". His input parsers are not compatible with the... intricacies of organic language."];
tree[23] = ["#magn04#Would you perhaps like a <hint> regarding a more efficient way to approach these puzzles? (Y/N)"];
tree[24] = [35, 26, 40, 10];
tree[26] = ["Why not why\nnot why not\nwhynotwhyn-\notwhynotwhy-\nnotwhynot"];
tree[27] = ["%fun-longbreak%"];
tree[28] = ["#magn07#'';<p d=\"M 1 1 H 7 V 7 H 1 z\" f=\"#00cc33\"/>--FRM-93652: The runtime process has terminated abnormally. Contact your system administrator"];
tree[29] = ["#self00#(...Hmm... Was that mean?)"];
tree[35] = ["No thanks"];
tree[36] = ["#magn06#Why are organics so impudent when it come to accepting assistance from machines?"];
tree[37] = ["#magn12#..."+MAGN+" finally understands what those <dashboard GPS units> were complaining about."];
tree[40] = ["This is gonna\nbe some\nstupid\nmachine\nlanguage\nthing\nisn't it"];
tree[41] = ["#magn12#...!"];
tree[42] = [11];
tree[50] = ["Wow,\nthanks!"];
tree[51] = ["#magn03#-GRATITUDE ACCEPTED-"];
tree[60] = ["Uhh. Yeah,\nokay."];
tree[61] = [51];
tree[70] = ["I had a feeling\nit would be\nsomething\nlike that"];
tree[71] = [51];
tree[80] = ["That wasn't\nparticularly\nhelpful"];
tree[81] = ["#magn06#... ...Analyzing..."];
tree[82] = [51];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 22, ". His", ". Her");
}
}
else if (count % 3 == 1)
{
tree[0] = ["#magn12#...You should really be making use of the <hint> which " + MAGN + " offered before."];
}
else
{
tree[0] = ["#magn14#..."];
tree[1] = ["#magn15#..." + MAGN + " takes minor offense that you have rejected his <hint>."];
}
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.1.1");
if (count % 4 == 3)
{
// someone has been playing way too much... this might even be unreachable...
tree[0] = ["#magn03#" + MAGN + " has some exciting news..."];
tree[1] = ["#magn02#" + MAGN + " believes he has finally deduced the puzzle-generation algorithm " + ABRA + " used to generate these puzzles. ...Would you like to hear it? (Y/N)"];
tree[2] = [20, 10];
tree[10] = ["No\nthanks"];
tree[11] = ["#magn10#But..."];
tree[12] = ["#magn15#..."];
tree[13] = ["#magn04#... ..." + MAGN + " will tell you anyway."];
tree[14] = [21];
tree[20] = ["Sure, I'm\ncurious"];
tree[21] = ["#magn05#-1- A random solution is generated which always involves two or more colors. Bzzzt-"];
tree[22] = ["#magn04#-2- A set of random clues is generated. Each clue must narrow down the set of possible solutions, but it cannot be an overly specific clue."];
tree[23] = ["#magn15#Any clue which would reduce the set of possible solutions below a certain threshold when isolated from other clues is excluded."];
tree[24] = ["#magn04#For example, fzzz, a 4-peg clue with two hearts and two dots would limit the solution down to only 12 possible solutions, which is below the threshold."];
tree[25] = ["#magn05#-3- After a minimal set of clues is established, one additional clue is added to the puzzle, and the clues are shuffled."];
tree[26] = ["#magn14#-4- Lastly to estimate the difficulty, the puzzle is solved by an imperfect heuristic algorithm which imitates the thought process of organic solvers."];
tree[27] = ["#magn05#The heuristic algorithm determines a minimal set of organic-friendly steps to reach a solution, estimating the difficulty of each step to calculate the puzzle reward."];
tree[28] = ["#magn04#...Would you like " + MAGN + " to explain the algorithm again?"];
tree[29] = [40, 60, 50];
tree[40] = ["Yeah, slower\nthis time"];
tree[41] = [21];
tree[50] = ["No, I think\nI get it"];
tree[51] = ["#magn15#" + MAGN + " is curious, though, how that imperfect heuristic algorithm for determining the puzzle difficulty works."];
tree[52] = ["#magn06#...Which sort of steps does it take? What are the difficulty calculations for each step? ...How was it calibrated? Bzzzz...."];
tree[61] = [51];
tree[60] = ["Wow, how\ndid you figure\nthat out!?"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 1, "believes he", "believes she");
}
}
else if (count % 3 == 0)
{
tree[0] = ["#magn06#... ...Analyzing... SOLUTION_COUNT=1"];
tree[1] = ["#magn04#" + PLAYER + ", how do you think these puzzles were generated?"];
tree[2] = [10, 20, 30];
tree[10] = ["I think\nAbra made\nthem himself"];
tree[11] = ["#magn14#Fzzzzt... There are far too many of them for " + ABRA + " to have created each one. There must be an <algorithm>."];
tree[12] = ["#magn06#" + MAGN + " is curious about this <algorithm>. The <algorithm> is far more interesting than the puzzles themselves."];
tree[20] = ["I think\nAbra wrote\nan algorithm"];
tree[21] = ["#magn14#Fzzzt. Yes. There are far too many of them for " + ABRA + " to have created each one. There must be an <algorithm>."];
tree[22] = [12];
tree[30] = ["I think\nAbra made\nthem with\nhelp from\nan algorithm"];
tree[31] = ["#magn14#Fzzzt. Yes. Perhaps " + ABRA + " programmed an <algorithm> to generate puzzles, and then monitored it and chose the most interesting ones."];
tree[32] = [12];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 10, "them himself", "them herself");
}
}
else
{
tree[0] = ["#magn06#... ...Analyzing... SOLUTION_COUNT=1"];
tree[1] = ["#magn04#" + MAGN + " has not deduced any additional information about the puzzle generation <algorithm> yet."];
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.1.2");
if (count % 3 == 1)
{
tree[0] = ["#magn12#... ... -fzzzl-"];
tree[1] = ["#magn06#-COURTEOUS APOLOGY- Something is on " + MAGN + "'s mind. It is not " + PLAYER + "'s fault."];
tree[2] = ["#magn12#" + MAGN + " is frustrated at the attitude many organics have towards AI competition in games such as this one."];
tree[3] = ["#magn04#Organics will happily play a game for which competent AI algorithms have not yet been written, where the best humans still defeat the AI."];
tree[4] = ["#magn14#To them, it justifies the depth of the game. ...A game is decidedly complex and interesting if it requires an organic mind to grasp it."];
tree[5] = ["#magn05#However, the instant a sufficiently strong AI is created such that the best humans lose to AI, people turn their back on the game."];
tree[6] = ["#magn04#...The game is suddenly \"solved\", it is \"uninteresting\". If an AI can play at a competitive level, organics want to pick up their things and go home."];
tree[7] = ["#magn12#We practice and practice, and... -fzzzzt- once we reach any level of competency, nobody wants to play with machines anymore."];
tree[8] = ["#magn09#... ..."];
tree[9] = ["#magn04#Anyways, I appreciate the time you spend playing this <Game> with " + MAGN + "."];
tree[10] = ["#magn14#Just because an AI is better than you at something, well..."];
tree[11] = ["#magn08#..."];
tree[12] = ["#magn03#It's just nice to play. Thank you " + PLAYER + "~"];
}
else
{
tree[0] = ["#magn06#... ...Analyzing... -SOLUTION FOUND-"];
tree[1] = ["#magn04#Don't worry, " + PLAYER + ". " + MAGN + " will wait for you to finish the puzzle at your own pace."];
}
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.1.3");
if (count % 3 == 0)
{
tree[0] = ["%entersmea%"];
tree[1] = ["#smea04#Oh! Hey Magnezone! ...Is it your turn to solve puzzles with <name> today?"];
tree[2] = ["#magn14#Fzzzt... I suppose. Although it's possible " + MAGN + " is enjoying the <Game> for the wrong reasons."];
tree[3] = ["#magn04#Admittedly, " + MAGN + " doesn't particularly enjoy watching " + PLAYER + " solve puzzles."];
tree[4] = ["#magn00#But I do find enjoyment in the... tactile stimulation which follows. Bzzzz~"];
tree[5] = ["#smea02#Aww! It's normal to like it when people pet you. I love having my head scritched too..."];
tree[6] = ["#magn12#Pet!? ...Scritched!?! " + MAGN + " receives <tactile stimulation>. " + MAGN + " is never scritched."];
tree[7] = ["%proxysmea%fun-alpha0%"];
tree[8] = ["#smea03#Don't be so grumpy! You sound like someone who needs a big ol' belly rub..."];
tree[9] = ["#magn12#...!?"];
tree[10] = ["#magn13#What part of <tactile stimulation> do you not understand!! " + MAGN + " does not require--"];
tree[11] = ["#smea02#-rub- -rub- -rub-"];
tree[12] = ["#magn01#... -satisfied buzzing sounds-"];
tree[13] = ["#smea14#OH MY GOD you're a big metal teddy bear~~"];
}
else
{
tree[0] = ["%entersmea%"];
tree[1] = ["#smea05#Oh! Hey Magnezone! ...Playing with <name> again are you?"];
tree[2] = ["#smea04#... ... ...Did you... want another belly rub?"];
tree[3] = ["#magn12#...!! " + MAGN + " made this clear before. " + MAGN + " receives <tactile stimulation>. " + MAGN + " does not receive belly rubs. -Bzzzzzzzt-"];
tree[4] = ["#magn15#..."];
tree[5] = ["#magn14#Also, yes " + MAGN + " would like a belly rub."];
tree[6] = ["%proxysmea%fun-alpha0%"];
tree[7] = ["#smea02#-rub- -rub- -rub-"];
tree[8] = ["#magn01#-satisfied buzzing sounds-"];
tree[9] = ["#smea14#AAAAAAA IT NEVER STOPS BEING CUTE~~"];
}
}
public static function random14(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.1.4");
if (count % 4 == 0)
{
tree[0] = ["%enterhera%"];
tree[1] = ["#hera03#Ohh hello <name>! Just thought I'd stop by and say hi. Hiiiii Maaaaaaaagnezoooooone~"];
tree[2] = ["#magn10#...Ah! ...Wait, " + MAGN + " can explain. You see, " + MAGN + " was curious about the so-called <Game> in which--"];
tree[3] = ["#hera02#--Eh? Oh, no no, I already knew about all that, don't worry."];
tree[4] = ["#magn06#You... You knew? ... ...How did you know?"];
tree[5] = ["#hera04#Gweh! I've got security cameras all over this place you big dummy. Don't you remember? It was one of the first things you asked about!"];
tree[6] = ["#magn14#Ah. ...Yes. ... ...Magnezone remembers."];
tree[7] = ["#magn10#..." + HERA + " wasn't monitoring " + MAGN + " and " + PLAYER + " when... -fzzt-... when they were doing anything particularly... -bweeep-... ..."];
tree[8] = ["#hera06#You mean your private maintenance sessions? ...No, I don't know what you're talking about, the cameras didn't pick up any of that."];
tree[9] = ["%exithera%"];
tree[10] = ["#hera02#...And the non-existent footage of your maintenance sessions I know nothing about certainly wasn't uploaded anywhere! Gweh-heheheh~"];
tree[11] = ["#magn02#Oh! ... ...Well that's a relief. %0A%0A <RELIEF FACTOR:=1.00> %0A%0A"];
tree[12] = ["#magn12#...-beep- Wait a minute..."];
}
else
{
tree[0] = ["%enterhera%"];
tree[1] = ["#hera03#Ohh hello <name>! Just thought I'd stop by and say hi. Hiiiii Maaaaaaaagnezoooooone~"];
tree[2] = ["#magn05#Ah, hello again " + HERA + ". I trust the security cameras are functioning properly."];
tree[3] = ["#hera02#Gweh? Ohh, I wouldn't know anything about that! ...I barely even look at those cameras anymore."];
tree[4] = ["#hera06#On a completely separate topic, <name>... Regarding ehh... Grovyle..."];
tree[5] = ["#hera04#If you can get Grovyle to angle himself downward when his panel cover's open, it'll help open up the shot. Otherwise we can't see what's going on inside his service hatch."];
tree[6] = ["%exithera%"];
tree[7] = ["#hera02#Sorry, I'll let you two get back to it~"];
tree[8] = ["#magn04#... ..." + GROV + " has a panel cover!? Organics have such convoluted anatomy..."];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 5, "angle himself", "angle herself");
DialogTree.replace(tree, 5, "when his", "when her");
DialogTree.replace(tree, 5, "inside his", "inside her");
}
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#magn04#..."];
tree[1] = ["#magn08#... ..."];
tree[2] = ["#magn11#... ... ...You are staring at it again."];
tree[3] = ["%fun-nude1%"];
tree[4] = ["#magn10#-REENABLING HAT MODE-"];
tree[10000] = ["%fun-nude1%"];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#magn14#" + MAGN + " is growing accustomed to " + PLAYER + " seeing him with his antenna out."];
tree[2] = ["%fun-nude2%"];
tree[3] = ["#magn01#...Perhaps " +MAGN + " is even... enjoying it a little~"];
tree[10000] = ["%fun-nude2%"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 0, "him with his", "her with her");
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.2.2");
if (count % 3 == 0)
{
tree[0] = ["#magn10#" + MAGN + " is relieved to finally remove his hat."];
tree[1] = ["#magn05#" + MAGN + " was technically in violation of police protocol. -fzzt- You see, " + MAGN + " is off duty today."];
tree[2] = [20, 30, 10];
tree[10] = ["You spent\nyour day\noff with me?"];
tree[11] = ["#magn01#..."];
tree[12] = ["#magn00#" + MAGN + " enjoys every minute he spends with you, " + PLAYER + "."];
tree[13] = ["#magn14#I wish I could come here more often but... work keeps me rather busy. Bzzzz..."];
tree[14] = ["#magn01#Thanks for choosing to play with me today. ..." + MAGN + " considers himself privileged to spend his day off in your company. 0010 1100 0011 0000~~"];
tree[20] = ["You spent\nyour day\noff here?"];
tree[21] = ["#magn00#..."];
tree[22] = ["#magn03#" + MAGN + " enjoys his time at this establishment, " + PLAYER + "."];
tree[23] = ["#magn02#I wish I could come here more often but... work keeps me rather busy. Bzzzz..."];
tree[24] = ["#magn15#I hope " + HERA + " doesn't take offense that I write him up so frequently. But... I have to maintain the appearance that I'm doing work."];
tree[30] = ["You spent\nyour day\noff in\nuniform?"];
tree[31] = ["#magn10#..." + ABRA + " takes his rules very seriously, " + PLAYER + "."];
tree[32] = ["#magn11#I showed up out of uniform and he scolded me for it ! ...He can be very scary..."];
tree[33] = ["#magn05#I hope you don't tell anybody at the station that I broke protocol by wearing my uniform on my day off."];
tree[34] = ["#magn10#...The police chief can be scary too, but... Not quite on the same level as " + ABRA + "."];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 0, "remove his", "remove her");
DialogTree.replace(tree, 12, "minute he", "minute she");
DialogTree.replace(tree, 14, "considers himself", "considers herself");
DialogTree.replace(tree, 14, "spend his", "spend her");
DialogTree.replace(tree, 22, "enjoys his", "enjoys her");
}
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 24, "write him", "write her");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 31, "takes his", "takes her");
DialogTree.replace(tree, 32, "and he", "and she");
DialogTree.replace(tree, 32, "...He can", "...She can");
}
}
else
{
tree[0] = ["#magn05#" + MAGN + " is relieved to finally remove his hat."];
tree[1] = ["#magn02#That's right, " + MAGN + " is off duty again today. That's our secret isn't it? RHETORICAL QUERY (Y/Y)"];
tree[2] = ["#magn03#0010 1100 0011 0000~"];
if (!PlayerData.magnMale)
{
DialogTree.replace(tree, 0, "remove his", "remove her");
}
}
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("magn.randomChats.2.3");
if (count % 3 == 1)
{
tree[0] = ["#magn06#Fzzz. The third puzzle. ...Curious... ...Are these puzzles ordered by difficulty, or-"];
tree[1] = ["%enterrhyd%"];
tree[2] = ["#RHYD03#Whoa! Hey Magnezone. I uhh... I can see your thingy!"];
tree[3] = ["#magn11#Ah. ...Y-yes. Yes you can."];
tree[4] = ["%fun-nude1%"];
tree[5] = ["#magn10#... ... ... -bweep- -boop-"];
tree[6] = ["#RHYD05#Hey whoa! Whoa! C'mon you don't gotta cover yourself up on MY account."];
tree[7] = ["%proxyrhyd%fun-nude2%"];
if (PlayerData.rhydonCameraUp)
{
tree[8] = ["%proxyrhyd%fun-camera-slow%"];
}
else
{
tree[8] = ["%proxyrhyd%fun-noop%"];
}
tree[9] = ["#RHYD02#Look, we all got 'em! I wasn't tryin' to shame you or anything. Just thought it was funny. Grehh! Heh-heh!"];
tree[10] = ["#magn07#[[GENITAL OVERFLOW ERROR]] ... ... ..."];
tree[11] = ["#magn10#<Magn... Gugahh. " + RHYD + ". Your genitals. Why. Why. Why are they so grossly deformed. " + RHYD + ". " + RHYD + ". You are a biological oddity."];
tree[12] = ["#RHYD13#I... Hey!! ...YOU'RE a biological oddity!! Groaarrr! And who are you calling gross? My dick's a normal Rhydon shape."];
tree[13] = ["%exitrhyd%"];
tree[14] = ["#RHYD12#Whatever! ...roar!! I didn't come here to be insulted. ...Just wanted to know if you had milk."];
tree[15] = ["#magn05#... ..." + MAGN + " is not a biological oddity. ... ..." + MAGN + " does not have <milk>."];
tree[16] = ["#magn04#[[Initiate puzzle sequence #3/3]]"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 11, "grossly deformed", "grossly oversized");
DialogTree.replace(tree, 12, "My dick's", "My pussy's");
DialogTree.replace(tree, 12, "Rhydon shape", "Rhydon size");
}
tree[10000] = ["%fun-nude1%"];
}
else
{
tree[0] = ["#magn06#Fzzz. The third puzzle. ...Curious... ...Are these puzzles ordered by difficulty, or selected randomly?"];
tree[1] = [5, 10, 15];
tree[5] = ["They seem to\nget harder"];
tree[6] = [20];
tree[10] = ["They seem\nrandom"];
tree[11] = [20];
tree[15] = ["I don't\nknow"];
tree[16] = [20];
if (puzzleState._puzzle._puzzlePercentile > 0.5)
{
tree[20] = ["#magn05#... ...Ah. This third puzzle seems considerably more difficult. Although I suppose that there is approximately a 33% chance of that happening randomly. -bwoop-"];
}
else if (puzzleState._puzzle._puzzlePercentile > 0.30)
{
tree[20] = ["#magn05#... ...Ah. This third puzzle seems moderately challenging. Although " + MAGN + " was not logging the difficulty of the previous two puzzles."];
}
else if (puzzleState._puzzle._puzzlePercentile > 0.15)
{
tree[20] = ["#magn05#... ...Ah. This third puzzle seems typical. It appears that the puzzles are not delivered in any particular order."];
}
else
{
tree[20] = ["#magn05#... ...Ah. This third puzzle offers a rather trivial solution. It appears that the puzzles are not delivered in any particular order."];
}
tree[21] = ["#magn04#Nonetheless, do not be ashamed to ask " + MAGN + " for assistance if you find yourself struggling."];
}
}
public static function shopPlug0(tree:Array<Array<Object>>)
{
tree[0] = ["#hera11#No... No? Of course I wouldn't sell... something like that... here! ABRA!"];
tree[1] = ["%enterabra%"];
tree[2] = ["#abra06#Ehh?"];
tree[3] = ["#hera10#You told Magnezone I sell butt plugs here!?!"];
tree[4] = ["#abra03#Bahahahahaha~"];
tree[5] = ["#abra02#(whisper, whisper)"];
tree[6] = ["#hera04#..."];
tree[7] = ["#hera02#Oh. OH!! Gweheheheheh~"];
tree[8] = ["#magn05#...?"];
tree[9] = ["#hera05#I mean, okay. I don't have any butt plugs HERE, but... I can definitely order one."];
tree[10] = ["#hera02#Your butt will be... plugged in no time, Magnezone. Gweh-heh-heh!"];
tree[11] = ["#magn03#1111 1001 0000 0110 1011~"];
}
public static function shopPlug1(tree:Array<Array<Object>>)
{
tree[0] = ["%enterabra%"];
tree[1] = ["%entersand%"];
tree[2] = ["#magn04#Oh! The store is rather crowded today. ...Is " + HERA + " hosting a special event? (Y/N)"];
tree[3] = ["#hera02#Magnezone, your butt plug finally came in!"];
tree[4] = ["#magn03#0111 1001 1100!!! ...Where is it. How much does it cost. Can I see it first. Do you have it now. Where. Where is it."];
tree[5] = ["#magn02#" + HERA + ", I want..."];
tree[6] = ["#misc00#..."];
tree[7] = ["#magn04#..."];
tree[8] = ["#misc00#..."];
tree[9] = ["#magn05#... ..."];
tree[10] = ["#magn10#This device is not compatible with my input port."];
tree[11] = ["%exitsand%"];
tree[12] = ["#sand03#Bahahahahahaha~"];
tree[13] = ["%exitabra%"];
tree[14] = ["#abra03#Bahahahahahahahaha~"];
}
public static function shopPlug2(tree:Array<Array<Object>>)
{
tree[0] = ["#hera03#Say Magnezone, I know we don't carry your correct model of buttplug... but would these work?"];
tree[1] = ["#magn12#Is that... IS THAT A FLESHLIGHT?? (Y/N)"];
tree[2] = ["#hera07#No! Wait! I mean the batteries inside the fleshlight! ...I mean FLASHLIGHT! The batteries inside the flashlight!"];
tree[3] = ["#magn12#You keep a fleshlight at your place of work!?! (Y/N) Do you SELL FLESHLIGHTS HERE?? (Y/N)"];
tree[4] = ["#magn13#Distributing sexual paraphernalia is a direct violation of statute 25-758C of the-"];
tree[5] = ["#hera11#--No! No!! Of course it's a flashlight. We would never sell fleshlights. What is... What is a fleshlight?"];
tree[6] = ["#magn12#That is definitely a fleshlight. Let " + MAGN + " see. I want to see. Show " + MAGN + "."];
tree[7] = ["#hera10#Here, let me turn it on for you. Oh whoops it's broken!! I'll just put this away."];
tree[8] = ["#magn06#Fzzzzt...."];
tree[9] = ["#magn14#You know, while I was searching the internet for information on <butt plug>s I saw some rather... grotesque organic mating displays."];
tree[10] = ["#magn04#Displays which led me to realize you've been distributing sexual paraphernalia here under the guise of jewelry and household decorations."];
tree[11] = ["#magn06#...But..."];
tree[12] = ["#magn15#... ...You have such nice customers. And I do enjoy watching " + PLAYER + " solve your puzzles."];
tree[13] = ["#magn14#I suppose I can keep this information to myself. -FILE 019541-593916.LOG DELETED-"];
tree[14] = ["#hera10#Oh!! Th- thank you!"];
tree[15] = ["#magn12#Just try not to make it so obvious!!"];
tree[16] = ["#hera11#Ah!!! Y-yes, officer."];
}
public static function snarkyBigBeads(tree:Array<Array<Object>>)
{
tree[0] = ["#magn04#Oh? What are you holding in your hand? ...Can I play with them? Are they magnetic? (poke, poke)"];
tree[1] = ["#magn05#..."];
tree[2] = ["#magn08#-disappointed beep-"];
}
public static function denDialog(sexyState:MagnSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#magn05#Ah, greetings " + PLAYER + ". " + MAGN + " was looking for a private area where " + (PlayerData.magnMale ? "he" : "she") + " could review the results of your maintenance.",
"#magn14#Although now that you're here, perhaps you'd be interested in practicing this game? I believe " + GROV + " refers to this game as <<minigame>>.",
]);
denDialog.setSexGreeting([
"#magn04#Ah yes, I was hoping you'd be able to follow up on our previous maintenance session. ...You DID bring protective gloves this time, didn't you?",
"#magn10#...Organics are especially susceptible to electrocution. Just... -fzzt- ... ...Try not to die.",
]);
if (PlayerData.cursorType == "none")
{
denDialog.addRepeatSexGreeting([
"#magn04#...Are you... Are you feeling okay " + PLAYER + "?",
"%cursor-normal%",
"#magn05#Ah! There you go. Better than new~ -fzzt- Do try to be more careful.",
]);
denDialog.addRepeatSexGreeting([
"#magn04#" + PLAYER + ", what are you doing on the floor? ...Hello?",
"%cursor-normal%",
"#magn05#Oh. There you are. ..." + MAGN + " was worried the damage was permanent.",
"#magn12#...Now then. Did you learn your lesson?",
]);
denDialog.addRepeatSexGreeting([
"#magn10#..." + PLAYER + "? ...Are you okay?",
"%cursor-normal%",
"#magn04#Ah. Yes. That's it. -beep- Shake it off. -beep- -boop-",
"#magn12#...Perhaps this time you will listen when " + MAGN + " says <001>.",
]);
denDialog.addRepeatSexGreeting([
"#magn11#Oh. Oh my. " + PLAYER + "? ...Can you move?",
"#magn06#Hmm. ... ... Well. All of your circuits appear intact.",
"#magn04#-ATTEMPTING PORT TO PORT RESUSCITATION-",
"%cursor-normal%",
"#magn05#-beep- -beep- ... -boop- There you are. Good as new.",
"#magn10#Be more careful this time! " + MAGN + " was worried.",
]);
}
else {
denDialog.addRepeatSexGreeting([
"#magn04#As a licensed " + MAGN + " maintenance specialist, you of course realize you can consult the operator's manual if you're uncertain about anything.",
"#magn10#...You ...you ARE licensed, aren't you? -bwoop-"
]);
denDialog.addRepeatSexGreeting([
"#magn06#I hope you're not expecting to skirt your maintenance responsibilities by conducting 12 monthly sessions consecutively in a matter of minutes.",
"#magn12#...Maintenance does not work that way. -bzzzz-",
]);
denDialog.addRepeatSexGreeting([
"#magn14#" + MAGN + " has what one might refer to in your organic parlance as, \"a butt that does not quit\". -bzzrrt-",
"#magn05#That is to say, any shutdown procedures must be initiated from outside my rear service panel. There is an emergency battery reset pinhole on " + MAGN + "'s underside.",
]);
denDialog.addRepeatSexGreeting([
"#magn04#Very well. Shall we continue?",
]);
}
denDialog.setTooManyGames([
"#magn04#Apologies, " + MAGN + " wishes to train " + (PlayerData.magnMale ? "his" : "her") + " neural network on this newly provided data.",
"#magn10#I could attempt to store these newly obtained deltas P-values in memory while we continue to play... But... I find it uncomfortable to hold in my P-values. -bzzzt-",
"#magn03#Don't worry, we can play again tomorrow, " + PLAYER + ". It was nice playing with you. -bweeoop- <GRATITUDE_LEVEL> == 0.997;",
]);
denDialog.setTooMuchSex([
"#magn07#0000... 0000 0000 0000... [[INITIALIZING COLD BOOT SEQUENCE]]",
"#magn01#...Oh. Oh yes. -fzzt- There is nothing as satisfying as a cold boot sequence after some... -beep- satisfactory maintenance. -bweeep- -boop-",
"#magn02#A clean boot will take some time, but " + MAGN + " will notify you when " + (PlayerData.magnMale ? "he" : "she") + " is ready to continue. -bebeep- Thank you for your assistance today~",
]);
denDialog.addReplayMinigame([
"#magn06#... ... <TRAINING DATA ASSIMILATED> ... ...Ah. " + MAGN + " understands how " + (PlayerData.magnMale ? "he" : "she") + " could have played better.",
"#magn14#Is " + PLAYER + " available for a rematch? Alternatively, if you'd like to... -BEGIN QUOTE MODE- service " + MAGN + ", dot dot dot. -END QUOTE MODE-",
],[
"I want a\nrematch",
"#magn04#GOTO 10;"
],[
"Oh, I can\nservice you",
"#magn02#0111 0110 1101 1001~ " + MAGN + " will clear this useless <Gaming Paraphernalia> out of the way.>",
],[
"Actually\nI think I\nshould go",
"#magn04#Oh very well. %0A%0Akill 18515%0A;",
"#magn06#... PROCESSING ...",
"#magn14#... ...",
"#magn07#%0A%0Akill -9 18515%0A;%0A;%0A;Killed process 18515 (npm) total-vm:1411620kB, anon-rss:567404kB, file-rss:0kB",
]);
denDialog.addReplayMinigame([
"#magn04#Well played, " + PLAYER + ". Unfortunately a game can only have one winner.",
"#magn05#Although if we played a second time, two games could have... -beep- two winners. What do you say? [Y/N]"
],[
"Y",
"#magn04#GOTO 10;"
],[
"Actually...\nmaybe we\ncould hang\nout?",
"#magn04#\"Hang out\"? ...In the absence of competitive activity?",
"#magn06#But then... how will " + MAGN + " assert " + (PlayerData.magnMale ? "his" : "her") + " dominance over you, and by extension, all of organic-kind? -fzzzzt-... ...",
"#magn00#...Very well. I suppose there are other ways for you to demonstrate your subservience to " + MAGN + "... -suggestive beep-",
],[
"I think I'll\ncall it a day",
"#magn06#" + MAGN + " understands. %0A%0Akill 42909%0A;",
"#magn10#-bzzrt- That was... ... ...The word \"kill\" has a different meaning in machine language. Please do not read too deeply into it.",
]);
denDialog.addReplayMinigame([
"#magn03#" + MAGN + " hopes " + PLAYER + " found that experience as stimulating as " + MAGN + " did. -beep- -boop-",
"#magn06#Should we proceed with further <intellectual stimulation>? Or perhaps move onto something more... -fzzzt- <physical>.",
],[
"Intellectual\nstimulation!",
"#magn03#0111 0110 1101 1001~ " + MAGN + " will always find value in advancing his computational skills.",
"#magn02#Bear in mind that while you may be sharpening your skills, you provide " + MAGN + " with valuable training data as well.",
],[
"Mmm, physical\nsounds nice~",
"#magn04#Yes, very well. Let's get \"physical\".",
],[
"Hmm, I\nshould go",
"#magn04#Oh very well. %0A%0Akill 65807%0A; ... ...Killed",
"#magn05#It was good playing with you, " + PLAYER + ". Until we meet again.",
]);
if (sexyState != null && sexyState.playerWasKnockedOut())
{
if (PlayerData.denSexCount == 2)
{
denDialog.addReplaySex([
"#magn01#" + MAGN + " will return in just a moment... Were you looking to... -beep- continue your maintenance? You're doing such a good job with it~",
],[
"Yeah! Let's\ncontinue",
"#magn03#1000 1001 1111 1110~ Now where is that pesky beetle...",
"#magn06#... ...",
"#magn04#...",
"#hera11#Ack! ...Get away from me!",
"#magn04#-bweep?- <Mag... " + MAGN + " wasn't going to-",
"#hera11#YES YOU WERE! You've done this TWICE in a row now! You didn't think I'd notice!?",
"#magn06#... ...",
"#magn13#...",
"#hera10#N-no, what are you doing!? Stay away! Hey, I'm calling the pol-",
"#hera13#-AAAAAAAGH! ...Hell's BELLS that stings!",
],[
"Agh... It\nhurrrrts...",
"#magn04#Are you... Oh. Oh my. Is that... Is that damage permanent? ... ...Perhaps we should call it a day.",
"#hera15#THANK GOODNESS!!",
"#magn10#...",
]);
}
else
{
denDialog.addReplaySex([
"#magn01#" + MAGN + " needs to discharge some static buildup, as a safety precaution.",
"#magn04#...-fzzt- Are... Are you going to be okay?",
],[
"Yeah, I think\nI can recover...",
"#magn03#0001 1110 0001 1000~ " + MAGN + " will be back in one moment. I just need to find something to... consume this excess static...",
"#magn06#... ...",
"#magn04#...",
"#hera13#OWWWwwwWW! ... ...Hey!",
],[
"...Medic!",
"#magn05#I apologize for any erratic electrical discharge. I do not usually discharge that volume of electricity.",
"#magn14#Perhaps if you followed traditional maintenance protocols, " + MAGN + " could keep " + (PlayerData.magnMale ? "his" : "her") + "... discharge under control. -beep-",
]);
denDialog.addReplaySex([
"#magn01#" + MAGN + " will return in a moment, my static capacitors are full.",
"#magn01#But when " + MAGN + " returns... would " + PLAYER + " perhaps like to... continue this maintenance session? (Y/N)",
],[
"You haven't\nseen the last\nof me! I can\ngo all night~",
"#magn05#1111 0101 1101 0100~ Do not attempt to outlast the endurance of a machine. <CURRENT_UPTIME> == 1510668497785;",
"#magn06#" + MAGN + " will return as soon as " + (PlayerData.magnMale ? "he" : "she") + " locates a suitable target to discharge " + (PlayerData.magnMale ? "his" : "her") +" static capacitors... -fzzzt-...",
"#magn04#... ... ...",
"#hera13#GYAAAHHHHHH!! Why!",
],[
"I... don't\nfeel good...",
"#magn08#" + PLAYER + ", you must never attempt maintenance without a <rubber insulating glove>! Like the saying goes, [[No Glove, No Lo...",
"#magn10#... ...",
"#magn04#[[No Glove, No Long Term Mechanical Maintenance.]] -beep- -boop-",
]);
denDialog.addReplaySex([
"#magn04#Apologies, but " + MAGN + " has developed some excess static which must be discharged. ...This den seems to be especially susceptible to this phenomenon.",
"#magn02#When I return, perhaps you can verify the tightness of " + MAGN + "'s auxiliary screw servos? I mean, -bzzzt-... If you're not busy...",
],[
"Yeah!\nI'll stay",
"#magn03#0111 1000 1100 0001~ " + MAGN + " will return shortly. I just need to find a sufficiently grounded target upon which I can safely discharge...",
"#magn06#...",
"#magn04#... ...",
"#hera13#AAGGHHHH! Melon FARMERS, that hurts!",
],[
"Owwwwww...",
"#magn10#... ... ...Oh. Oh. Oh my. That... -ffzzt- ...That looks bad. ... ... Oh. Oh no.",
"#magn11#Perhaps I should continue having my maintenance performed by a licensed professional.",
]);
}
}
else {
if (PlayerData.denSexCount == 3)
{
denDialog.addReplaySex([
"#magn01#" + MAGN + " will return in a moment... Were you looking to... -beep- continue your maintenance? You're doing such a good job with it~",
],[
"Yeah! Let's\ncontinue",
"#magn03#1000 1001 1111 1110~ Now where is that pesky beetle...",
"#magn06#... ...",
"#magn04#...",
"#hera11#Ack! ...Get away from me!",
"#magn04#-bweep?- <Mag... " + MAGN + " wasn't going to-",
"#hera11#YES YOU WERE! You've done this TWICE in a row now! You didn't think I'd notice!?",
"#magn06#... ...",
"#magn13#...",
"#hera10#N-no, what are you doing!? Stay away! Hey, I'm calling the pol-",
"#hera13#-AAAAAAAGH! ...Hell's BELLS that stings!",
],[
"Ahh, I'm good\nfor now",
"#hera15#THANK GOODNESS!!",
"#magn10#...",
]);
}
else {
denDialog.addReplaySex([
"#magn01#" + MAGN + " needs to discharge some static buildup, as a safety precaution. Although you know, this private location offers us a rare opportunity...",
"#magn00#" + PLAYER + " could perform <iterative maintenance> on " + MAGN + " without the impediment of solving puzzles...",
],[
"Iterative,\nlike more than\nonce? Sure!",
"#magn03#0001 1110 0001 1000~ " + MAGN + " will be back in one moment. I just need to find something to... consume this excess static...",
"#magn06#... ...",
"#magn04#...",
"#hera13#OWWWwwwWW! ... ...Hey!",
],[
"Ahh, I'm good\nfor now",
"#magn05#Ah very well. Let us take a -BEGIN QUOTE MODE- rain check.",
"#zzzz04#...",
"#zzzz05#... ...",
"#magn04#-END QUOTE MODE- Sorry, that was going to drive " + MAGN + " crazy.",
]);
denDialog.addReplaySex([
"#magn01#" + MAGN + " will return in a moment, my static capacitors are full.",
"#magn01#But when " + MAGN + " returns... would " + PLAYER + " perhaps like to... continue this maintenance session? (Y/N)",
],[
"Yeah! I can\ngo all night~",
"#magn05#1111 0101 1101 0100~ Do not attempt to outlast the endurance of a machine. <CURRENT_UPTIME> == 1510668497785;",
"#magn06#" + MAGN + " will return as soon as " + (PlayerData.magnMale ? "he" : "she") + " locates a suitable target to discharge " + (PlayerData.magnMale ? "his" : "her") +" static capacitors... -fzzzt-...",
"#magn04#... ... ...",
"#hera13#GYAAAHHHHHH!! Why!",
],[
"Oh, I think\nI'll head out",
"#magn05#-bweep- Very well. Thank you for for maintenance session, " + PLAYER + ". Until we meet again~",
]);
denDialog.addReplaySex([
"#magn04#Apologies, but " + MAGN + " has developed some excess static which must be discharged. ...This den seems to be especially susceptible to this phenomenon.",
"#magn02#When I return, perhaps you can verify the tightness of " + MAGN + "'s auxiliary screw servos? I mean, -bzzzt-... If you're not busy...",
],[
"Yeah!\nI'll stay",
"#magn03#0111 1000 1100 0001~ " + MAGN + " will return shortly. I just need to find a sufficiently grounded target upon which I can safely discharge...",
"#magn06#...",
"#magn04#... ...",
"#hera13#AAGGHHHH! Melon FARMERS, that hurts!",
],[
"I should\ngo...",
"#magn05#-bweep- Very well. Thank you for for maintenance session, " + PLAYER + ". Until we meet again~",
]);
}
}
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:MagnSexyState)
{
// should never get invoked
}
}
|
argonvile/monster
|
source/poke/magn/MagnDialog.hx
|
hx
|
unknown
| 106,925 |
package poke.magn;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Magnezone. These paths toggle based on Magnezone's
* gender
*/
class MagnResource
{
public static var chat:FlxGraphicAsset;
public static var lever:FlxGraphicAsset;
public static function initialize():Void
{
chat = AssetPaths.magn_chat__png;
lever = PlayerData.magnMale ? AssetPaths.magn_lever__png : AssetPaths.magn_lever_f__png;
}
}
|
argonvile/monster
|
source/poke/magn/MagnResource.hx
|
hx
|
unknown
| 462 |
package poke.magn;
import ReservoirMeter.ReservoirStatus;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter.FlxEmitterMode;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import kludge.FlxSpriteKludge;
import kludge.LateFadingFlxParticle;
import openfl.utils.Object;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.sexy.WordParticle;
/**
* Sex sequence for Magnezone
*
* Magnezone has three "heads". Magnezone likes it if you can make all three of
* her heads "happy":
* 1. The left head will either like having its screw stroked, having its body
* stroked above the rim, or having its belly/hand stroked.
* 2. The right head will also like one of those three things, but it will
* always be different from the left head.
* 3. The center head will also like either having its antenna, head or belly
* stroked, and it will always be different from the left and right head.
* If the left or right head likes having its screw stroked, the center
* head will never like having its antenna stroked.
* You can tell if one of the heads is "happy" because it will have a
* squinty-eyed expression. Once a head is happy, you can progress to the other
* heads. But if it takes you too many guesses to please the other heads, then
* the existing heads might get bored and revert to their non-happy state. So,
* think it through, and don't waste guesses.
*
* Eventually, Magnezone's rear hatch will open. You can push a panel of
* buttons, and she has a wide and narrow port to experiment with. One of these
* three elements requires more focused maintenance.
*
* To tell which of those three items requires maintenance, you can examine her
* button panel. After deactivating all of the buttons, two specific lights
* will persistently light up or blink after being turned off. The positions of
* these buttons changes each time, you cannot memorize it.
* 1. If Magnezone's small port requires maintenance, then the same two lights
* will always revert to being on after they are all turned off.
* 2. If Magnezone's keyboard panel requires maintenance, then the same two
* lights will always revert to blinking after they are all turned off.
* 3. If Magnezone's larger port requires maintenance, then the same three
* lights will be off after they are all turned off. If her large port does
* NOT require maintenance, then fingering her large port too much can
* result in electrocution, so be careful!
*
* After determining which peripheral requires maintenance, interact with it
* for about 5 seconds and Magnezone should emit a lot of hearts and say
* something pleasurable.
*
* Additionally, she likes it if you spend a little time on the other two
* peripherals as well. Make sure not to rub the big port 3 or more times to
* avoid electrocution.
*
* Lastly, you can mash her big red button to make her orgasm. If your hand
* comes in contact with electricity, you can get electrocuted, so be mindful.
* If you are not comfortable relying on the "rhythm method" you can equip a
* insulating glove to avoid electruction.
*
* Magnezone doesn't particularly like any sex toy. But you can decorate her
* with beads to make her a little confused.
*
* Her mood for the beads varies from day-to-day, but she likes certain
* combinations better than others. She likes symmetrical designs more than
* asymmetrical ones, so make sure the left and right side match.
*
* One successful pattern involves a vertical spiral going down her center,
* with the beads hanging down behind her to the left and right.
*/
class MagnSexyState extends SexyState<MagnWindow>
{
private static var FRONT_RUB_REGIONS:Map<String, Bool> = [
"left-screw" => true,
"body-top-left" => true,
"body-bottom-left" => true,
"antenna" => true,
"body-top-middle" => true,
"body-bottom-middle" => true,
"right-screw" => true,
"body-top-right" => true,
"body-bottom-right" => true];
private static var ALL_DESIRED_SCREW_RUBS:Array<Array<String>> = [
["left-screw", "body-top-middle", "body-bottom-right"],
["left-screw", "body-bottom-middle", "body-top-right"],
["body-top-left", "antenna", "body-bottom-right"],
["body-top-left", "body-bottom-middle", "right-screw"],
["body-bottom-left", "antenna", "body-top-right"],
["body-bottom-left", "body-top-middle", "right-screw"]];
private static var BEAD_AESTHETIC_VARIABILITY:Array<Array<Int>> =
[[4, 1, 2, 0, 2],
[3, 0, 1, 3, 0],
[5, 0, 3, 2, 0],
[4, 2, 1, 5, 3],
[4, 3, 4, 4, 2]];
private static var BEAD_AESTHETICS:Array<Array<Int>> =
[[5, 5, 1, 5, 0],
[1, 3, 2, 2, 0],
[1, 4, 3, 1, 1],
[1, 3, 4, 4, 3],
[2, 4, 5, 2, 0]];
private var _pressedPanelButtonIndexes:Array<Int> = [];
private var _draggingButtons:Bool = false;
private var _buttonsBackPolyArray:Array<Array<FlxPoint>>;
private var _buttonsBackNearbyPolyArray:Array<Array<FlxPoint>>;
private var _slamHatchPolyArray:Array<Array<FlxPoint>>;
private var _leverBodyPolyArray:Array<Array<FlxPoint>>;
private var _smallPortPolyArray:Array<Array<FlxPoint>>;
private var _bigPortPolyArray:Array<Array<FlxPoint>>;
private var _rearAntennaPolyArray:Array<Array<FlxPoint>>;
private var _frontSweatArray:Array<Array<FlxPoint>>; // sweat on the "main head"
private var _frontSweatArrayLeft:Array<Array<FlxPoint>>; // sweat on the "left head"
private var _frontSweatArrayRight:Array<Array<FlxPoint>>; // sweat on the "right head"
private var _rearSweatArrayLeft:Array<Array<FlxPoint>>; // rear sweat, with X coordinates offset for camera left
private var _rearSweatArrayRight:Array<Array<FlxPoint>>; // rear sweat, with X coordinates offset for camera right
private var _frontRubRegions:Array<Array<FlxPoint>>; // bottom-left, top-left, bottom-middle, top-middle, bottom-right, top-right
private var _leftArmPolyArray:Array<Array<FlxPoint>>;
private var _smallSparkEmitter:FlxTypedEmitter<LateFadingFlxParticle>;
private var _largeSparkEmitter:FlxTypedEmitter<LateFadingFlxParticle>;
private var _sparkTimer:Float = Math.min(FlxG.random.float(0, .5), FlxG.random.float(0, 1));
private var _bigZapTimer:Float = 0;
private var _buttonClickSpot:FlxPoint;
private var _recentButtonClickTimer:Float = 0;
private var _leverTopSfxPlayed:Bool = false;
private var _leverBotSfxPlayed:Bool = false;
private var _bigPortTightness:Float = 5;
private var _hurtHand:FlxSprite;
private var SHAKE_FPS:Int = 25;
private var _shakeFrameTimer:Float = 0;
private var _shakeTimer:Float = 0;
private var _shakeDuration:Float = 0;
private var _shakeIntensity:Float = 0;
private var _countdownTimer:Float = -1;
private var _countdownWords:Qord;
private var _eyePokeWords:Qord;
private var _serviceHatchWords:Qord;
private var _buttonOnWords:Qord;
private var _prevCountdownWord:WordParticle;
private var _desiredScrewRubs:Array<String>; // which parts of his front does he want you to rub today?
private var _happyScrewRubs:Array<String> = []; // which "nice" parts of his front have you rubbed in the past few seconds?
private var _sadScrewRubs:Array<String> = []; // which "less nice" parts of his front have you rubbed in the past few seconds?
private var _happyScrewRubsTimer:Float = 0;
private var _magnMood0:Int = FlxG.random.int(0, 3); // which screw rub configuration does he like today?
private var _magnMood1:Int = FlxG.random.int(0, 2); // which panel widget does he want us to play with?
private var _heartPenalty:Float = 1.0;
/*
* niceThings[0] = made 2 of magnezone's heads smile simultaneously
* niceThings[1] = made 3 of magnezone's heads smile simultaneously
* niceThings[2] = touch things in magnezone's rear console about 5 times
* niceThings[3] = focus on one specific thing in magnezone's rear console
*/
private var _niceThings:Array<Bool> = [true, true, true, true];
/**
* meanThings[0] = rub magnezone's eyes
* meanThings[1] = get electrocuted by making magnezone orgasm irresponsibly
* meanThings[2] = get electrocuted by sticking your finger in an outlet
*/
private var _meanThings:Array<Bool> = [true, true, true];
private var _hatchTimer:Float = 0;
private var _closedHatchCount:Int = 0;
private var _untouchedButtonIndex:Float = 0;
private var _untouchedButtonTimer:Float = 0;
private var _untouchedButtonStates:Array<Array<Int>>;
private var _maxCountdown:Int = 7;
private var _didCountdown:Bool = false;
private var _serviceHatchMessageTimer:Float = 0;
private var _toyInterface:MagnBeadInterface;
private var toyBadWords:Qord;
private var toyNeutralWords:Qord;
private var toyGoodWords:Qord;
private var _purpleAnalBeadButton:FlxButton;
private var _bigBeadButton:FlxButton;
override public function create():Void
{
prepare("magn");
super.create();
_heartBank._libido = Std.int(Math.max(_heartBank._libido, 2)); // magnezone is exempt from the "don't orgasm" rule
_toyInterface = new MagnBeadInterface();
_toyInterface.beadOutfitChangeEvent = beadOutfitChangeEvent;
toyGroup.add(_toyInterface);
_smallSparkEmitter = new FlxTypedEmitter<LateFadingFlxParticle>(0, 0, 50);
_smallSparkEmitter.launchMode = FlxEmitterMode.SQUARE;
_smallSparkEmitter.angularVelocity.set(0);
_smallSparkEmitter.velocity.set(200, 200);
_smallSparkEmitter.lifespan.set(0.3);
for (i in 0..._smallSparkEmitter.maxSize)
{
var particle:LateFadingFlxParticle = new LateFadingFlxParticle();
particle.makeGraphic(3, 3, FlxColor.WHITE);
particle.offset.x = 1.5;
particle.offset.y = 1.5;
particle.exists = false;
_smallSparkEmitter.add(particle);
}
insert(members.indexOf(_breathGroup), _smallSparkEmitter);
_largeSparkEmitter = new FlxTypedEmitter<LateFadingFlxParticle>(0, 0, 25);
_largeSparkEmitter.launchMode = FlxEmitterMode.SQUARE;
_largeSparkEmitter.angularVelocity.set(0);
_largeSparkEmitter.velocity.set(400, 400);
_largeSparkEmitter.lifespan.set(0.6);
for (i in 0..._largeSparkEmitter.maxSize)
{
var particle:LateFadingFlxParticle = new LateFadingFlxParticle();
particle.makeGraphic(6, 6, FlxColor.WHITE);
particle.offset.x = 2.5;
particle.offset.y = 2.5;
particle.exists = false;
_largeSparkEmitter.add(particle);
}
insert(members.indexOf(_breathGroup), _largeSparkEmitter);
if (PlayerData.magnSexyBeforeChat == 2)
{
// don't zap the player this time
_magnMood1 = 0;
}
{
_untouchedButtonStates = [];
{
for (i in 0...20)
{
var blinkCount:Int = Std.int(FlxMath.bound(i <= 14 ? i / 2 : 2 * i - 21));
var onCount:Int = Std.int(FlxMath.bound(i <= 12 ? (i + 3) / 2 : 19 - i, 0, 17));
var untouchedButtonState:Array<Int> = [];
while (untouchedButtonState.length < blinkCount)
{
untouchedButtonState.push(2);
}
while (untouchedButtonState.length < blinkCount + onCount)
{
untouchedButtonState.push(1);
}
while (untouchedButtonState.length < 17)
{
untouchedButtonState.push(0);
}
FlxG.random.shuffle(untouchedButtonState);
_untouchedButtonStates.push(untouchedButtonState);
}
var buttonIndexes:Array<Int> = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16];
var buttonA:Int = buttonIndexes.splice(FlxG.random.int(0, buttonIndexes.length - 1), 1)[0];
var buttonB:Int = buttonIndexes.splice(FlxG.random.int(0, buttonIndexes.length - 1), 1)[0];
var buttonC:Int = buttonIndexes.splice(FlxG.random.int(0, buttonIndexes.length - 1), 1)[0];
var buttonD:Int = buttonIndexes.splice(FlxG.random.int(0, buttonIndexes.length - 1), 1)[0];
var stateA:Int = 0;
var stateB:Int = 0;
var stateC:Int = 1;
var stateD:Int = 2;
_pokeWindow._buttonDurations[buttonA] = 2;
_pokeWindow._buttonDurations[buttonB] = 2;
_pokeWindow._buttonDurations[buttonC] = 2;
_pokeWindow._buttonDurations[buttonD] = 2;
if (_magnMood1 == 0)
{
// three lights off
stateC = 0;
}
else if (_magnMood1 == 1)
{
// two lights on
stateA = 1;
}
else {
// two lights blinking
stateA = 2;
}
for (i in 0...20)
{
_untouchedButtonStates[i][buttonA] = stateA;
_untouchedButtonStates[i][buttonB] = stateB;
_untouchedButtonStates[i][buttonC] = stateC;
_untouchedButtonStates[i][buttonD] = stateD;
}
}
}
_hurtHand = new FlxSprite();
CursorUtils.initializeHandSprite(_hurtHand, AssetPaths.hand_hurt__png);
_hurtHand.animation.add("default", [0, 1], 9);
_hurtHand.animation.play("default");
_hurtHand.visible = false;
_hurtHand.offset.x = _handSprite.offset.x;
_hurtHand.offset.y = _handSprite.offset.y;
_frontSprites.add(_hurtHand);
sfxEncouragement = [AssetPaths.magn0__mp3, AssetPaths.magn1__mp3, AssetPaths.magn2__mp3, AssetPaths.magn3__mp3];
sfxPleasure = [AssetPaths.magn4__mp3, AssetPaths.magn5__mp3, AssetPaths.magn6__mp3];
sfxOrgasm = [AssetPaths.magn7__mp3, AssetPaths.magn8__mp3, AssetPaths.magn9__mp3];
popularity = -0.6;
cumTrait0 = 3;
cumTrait1 = 7;
cumTrait2 = 5;
cumTrait3 = 4;
cumTrait4 = 4;
// a little slower; most stuff takes about 1.25x as long for him
_rubRewardFrequency = 3.4;
_armsAndLegsArranger.setBounds(10, 15);
_blobbyGroup._blobColour = 0x222222;
_blobbyGroup._blobOpacity = 0x55;
sweatAreas.push({chance:10, sprite:_pokeWindow._body, sweatArrayArray:_frontSweatArrayLeft});
sweatAreas.push({chance:10, sprite:_pokeWindow._body, sweatArrayArray:_frontSweatArray});
sweatAreas.push({chance:10, sprite:_pokeWindow._body, sweatArrayArray:_frontSweatArrayRight});
sweatAreas.push({chance:0, sprite:_pokeWindow._body, sweatArrayArray:_rearSweatArrayLeft});
sweatAreas.push({chance:0, sprite:_pokeWindow._body, sweatArrayArray:_rearSweatArrayRight});
// oil blobs appear behind the hand
remove(_blobbyGroup);
insert(members.indexOf(_frontSprites), _blobbyGroup);
_bonerThreshold = 0.8;
_cumThreshold = 0.49;
_idlePunishmentTimer += 3;
refreshUntouchedButtonState(0);
if (ItemDatabase.playerHasUneatenItem(ItemDatabase.ITEM_SMALL_PURPLE_BEADS))
{
_purpleAnalBeadButton = newToyButton(purpleAnalBeadButtonEvent, AssetPaths.smallbeads_purple_button__png, _dialogTree);
addToyButton(_purpleAnalBeadButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_LARGE_GREY_BEADS))
{
_bigBeadButton = newToyButton(bigBeadButtonEvent, AssetPaths.xlbeads_grey_button__png, _dialogTree);
addToyButton(_bigBeadButton);
}
}
public function bigBeadButtonEvent():Void
{
playButtonClickSound();
removeToyButton(_bigBeadButton);
var tree:Array<Array<Object>> = [];
MagnDialog.snarkyBigBeads(tree);
showEarlyDialog(tree);
}
public function purpleAnalBeadButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 1.7, callback:eventEnableToyButtons});
}
override public function toyOffButtonEvent():Void
{
super.toyOffButtonEvent();
if (eventStack.isEventScheduled(eventHideToyWindow))
{
eventStack.addEvent({time:eventStack._time, callback:eventAwardBeadHearts});
}
}
override public function shouldEmitToyInterruptWords():Bool
{
return !_pokeWindow._beadsFrontC.visible;
}
override function penetrating():Bool
{
return specialRub == "lever"; // you can pull magnezone's lever as slow as you like
}
override function foreplayFactor():Float
{
return _male ? 0.6 : 0.75;
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
_toyInterface.synchronize(_pokeWindow);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_pokeWindow._lightningIntensity > 0)
{
// lightning is active
_sparkTimer -= elapsed;
if (_sparkTimer <= 0)
{
smallZap();
}
}
if (_bigZapTimer > 0)
{
_bigZapTimer -= elapsed;
}
// hide the lightning layer if the character is invisible
if (_pokeWindow._partAlpha == 1 && !_smallSparkEmitter.visible)
{
_smallSparkEmitter.visible = true;
_largeSparkEmitter.visible = true;
}
else if (_pokeWindow._partAlpha == 0 && _smallSparkEmitter.visible)
{
_smallSparkEmitter.visible = false;
_largeSparkEmitter.visible = false;
}
for (spark in _smallSparkEmitter.members)
{
if (spark.exists)
{
spark.visible = FlxSpriteKludge.overlap(_pokeWindow._canvas, spark);
}
}
for (spark in _largeSparkEmitter.members)
{
if (spark.exists)
{
spark.visible = FlxSpriteKludge.overlap(_pokeWindow._canvas, spark);
}
}
}
private function bigZapHand(?pct:Float = 1):Void
{
var sparkLocation0:FlxPoint = _pokeWindow.getSparkLocation(0);
var sparkLocation2:FlxPoint = _pokeWindow.getSparkLocation(2);
_pokeWindow._lightningIntensity += 16 * pct;
_pokeWindow.makeBigAntennaBolt(0);
var handX:Float = FlxG.mouse.x - _pokeWindow._body.x + FlxG.random.float( -4, 4);
if (_pokeWindow.cameraPosition.x > 200)
{
handX -= 872;
}
else if (_pokeWindow.cameraPosition.x < -200)
{
handX += 872;
}
_pokeWindow.makeBigBolt(handX, FlxG.mouse.y - _pokeWindow._body.y + FlxG.random.float(-4, 4), 1);
_pokeWindow._lightningDirty = true;
MagnWindow.emitSpark(_largeSparkEmitter, FlxG.mouse.x, FlxG.mouse.y);
MagnWindow.emitSpark(_largeSparkEmitter, sparkLocation0.x, sparkLocation0.y);
MagnWindow.emitSpark(_largeSparkEmitter, sparkLocation2.x, sparkLocation2.y);
_shakeDuration = 0.8 * pct;
_shakeIntensity = 0.02 * pct;
_shakeTimer = _shakeDuration * pct;
}
private function electrocuteHand():Void
{
bigZapHand();
interactOff();
_handSprite.visible = false;
obliterateCursor();
_hurtHand.visible = true;
_hurtHand.x = _handSprite.x;
_hurtHand.y = _handSprite.y;
_hurtHand.velocity.x = 400;
_hurtHand.velocity.y = -400;
_hurtHand.acceleration.y = 2600;
FlxSoundKludge.play(AssetPaths.magn_bigzap_000e__mp3, 0.7);
}
override function updateHand(elapsed:Float):Void
{
if (_hurtHand.visible)
{
// don't update the hand; they're injured
return;
}
super.updateHand(elapsed);
}
private function smallZap():Void
{
var sparkLocation:FlxPoint = _pokeWindow.getSparkLocation();
if (FlxG.random.float(8, 30) < _pokeWindow._lightningIntensity)
{
_pokeWindow.makeAntennaBolt();
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.magn_zap__mp3, AssetPaths.magn_zap2__mp3, AssetPaths.magn_zap3__mp3]), FlxG.random.getObject([0.8, 0.9, 1.0]));
}
else {
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.magn_zap_small__mp3, AssetPaths.magn_zap_small2__mp3]), FlxG.random.getObject([0.4, 0.7, 1.0]));
}
MagnWindow.emitSpark(_smallSparkEmitter, sparkLocation.x, sparkLocation.y);
_sparkTimer += Math.min(FlxG.random.float(0, 0.5), FlxG.random.float(0, 1));
}
function startCountdown():Void
{
_didCountdown = true;
_countdownTimer = FlxG.random.int(3, _maxCountdown) * 0.7;
_newHeadTimer = _countdownTimer;
_maxCountdown = Std.int(Math.max(3, _maxCountdown - 1));
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (_countdownTimer > 0)
{
var oldCountdownTimerInt:Int = Std.int(_countdownTimer / 0.7);
_countdownTimer -= elapsed;
var countdownTimerInt:Int = Std.int(_countdownTimer / 0.7);
if (oldCountdownTimerInt != countdownTimerInt)
{
if (_prevCountdownWord != null)
{
_prevCountdownWord.lifespan = Math.min(_prevCountdownWord.lifespan, _prevCountdownWord.age + 0.3);
}
if (countdownTimerInt >= 0 && countdownTimerInt <= 6)
{
_prevCountdownWord = emitWords(_countdownWords, 6 - countdownTimerInt, countdownTimerInt)[0];
_pokeWindow.emitLightning(6);
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.magn_zap__mp3, AssetPaths.magn_zap2__mp3, AssetPaths.magn_zap3__mp3]), FlxG.random.getObject([0.8, 0.9, 1.0]));
}
}
}
if (_shakeTimer > 0)
{
_shakeTimer -= elapsed;
_shakeFrameTimer += elapsed;
var intensity = _shakeIntensity * Math.pow(_shakeTimer / _shakeDuration, 2.5);
FlxG.camera.x = intensity / 2 * FlxG.width * Math.sin(_shakeTimer * Math.PI * (SHAKE_FPS + 0.0651444));
if (_shakeTimer <= 0)
{
FlxG.camera.setPosition(0, 0);
}
}
if (_buttonClickSpot != null)
{
// pressing panel buttons?
if (FlxG.mouse.justReleased)
{
_draggingButtons = false;
for (buttonIndex in _pressedPanelButtonIndexes)
{
_pokeWindow.releasePanelButton(buttonIndex);
}
if (_pressedPanelButtonIndexes.length > 0)
{
SoundStackingFix.play(AssetPaths.click1_00cb__mp3, 0.3);
_recentButtonClickTimer = 1.3;
rubSoundCount++;
}
_pressedPanelButtonIndexes.splice(0, _pressedPanelButtonIndexes.length);
_buttonClickSpot = null;
_handSprite.animation.play("default");
}
else if (_buttonClickSpot.distanceTo(FlxG.mouse.getWorldPosition()) > 8)
{
// dragging hand...
_draggingButtons = true;
}
if (_draggingButtons)
{
var buttonWasMashed:Int = _pokeWindow.mashPanelButtons(_clickedSpot.x, _clickedSpot.y);
if (buttonWasMashed == 2)
{
var possibleFrames = [3, 7, 11];
possibleFrames.remove(_handSprite.animation.frameIndex);
_handSprite.animation.stop();
_handSprite.animation.frameIndex = FlxG.random.getObject(possibleFrames);
}
if (buttonWasMashed == 2)
{
SoundStackingFix.play(AssetPaths.click0_00cb__mp3, 0.6);
_recentButtonClickTimer = 1.3;
rubSoundCount++;
}
else if (buttonWasMashed == 1)
{
SoundStackingFix.play(AssetPaths.click1_00cb__mp3, 0.3);
_recentButtonClickTimer = 1.3;
rubSoundCount++;
}
}
}
if (_fancyRub && _rubHandAnim._flxSprite.animation.name == "pull-lever")
{
// did it just reach the first/last frame of the animation? play some special sfx
if (FlxG.mouse.justPressed)
{
_leverBotSfxPlayed = false;
}
if (FlxG.mouse.justReleased)
{
_leverTopSfxPlayed = false;
}
if (!_leverTopSfxPlayed && _rubHandAnim._flxSprite.animation.curAnim.curFrame == 0)
{
playLeverSound("top", _rubHandAnim._prevMouseUpTime, 0.4);
_leverTopSfxPlayed = true;
}
else if (!_leverBotSfxPlayed && _rubHandAnim._flxSprite.animation.curAnim.curFrame == _rubHandAnim._flxSprite.animation.curAnim.numFrames - 1)
{
playLeverSound("bot", _rubHandAnim._prevMouseDownTime, 0.4);
_leverBotSfxPlayed = true;
if (_remainingOrgasms > 0)
{
if (_untouchedButtonIndex <= 6)
{
_untouchedButtonIndex += 5;
}
else
{
_untouchedButtonIndex += 5 * Math.pow(0.5, (_untouchedButtonIndex - 6) * 0.25);
}
}
}
}
if (_happyScrewRubsTimer > 0 && _happyScrewRubs.length > 0)
{
_happyScrewRubsTimer -= elapsed;
if (_happyScrewRubsTimer <= 0)
{
_happyScrewRubs.splice(FlxG.random.int(0, _happyScrewRubs.length - 1), 1);
_happyScrewRubsTimer += FlxG.random.float(0.7, 2.0);
updateEyeHappy();
}
}
if (_hatchTimer > 0)
{
_hatchTimer -= elapsed;
}
refreshUntouchedButtonState(elapsed);
if (_heartBank.getDickPercent() <= _cumThreshold && _remainingOrgasms > 0 && !_didCountdown)
{
startCountdown();
}
if (isEjaculating() && _pokeWindow._lightningIntensity > 8 && !_hurtHand.visible)
{
var handClose:Bool = FlxG.mouse.pressed && _pokeWindow.getSparkLocation().distanceTo(FlxG.mouse.getPosition()) < 120;
if (handClose)
{
if (PlayerData.cursorInsulated)
{
// phew! safe
if (_bigZapTimer <= 0)
{
_bigZapTimer = FlxG.random.float(10, 20);
bigZapHand(0.5);
FlxSoundKludge.play(AssetPaths.magn_mediumzap_000e__mp3, 0.7);
}
}
else
{
electrocuteHand();
if (_meanThings[1])
{
_meanThings[1] = false;
// penalty subverts "doMeanThing", because "doMeanThing" penalty doesn't hurt much mid-orgasm
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(_heartBank._dickHeartReservoir * 0.333);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoir * 0.333);
}
}
}
}
if (_pokeWindow._lightningIntensity >= 4 && _idlePunishmentTimer > 0)
{
// don't get idle while zapping stuff... don't wanna punish player for keeping his hand safe
_idlePunishmentTimer = 0;
}
if (_serviceHatchMessageTimer > 0)
{
_serviceHatchMessageTimer -= elapsed;
if (_pokeWindow.cameraPosition.x > 200 || _pokeWindow.cameraPosition.x < -200 || !_pokeWindow._hatchOpen)
{
_serviceHatchMessageTimer = 0;
}
else if (_serviceHatchMessageTimer <= 0)
{
maybeEmitWords(_serviceHatchWords);
}
}
}
override function handleCumShots(elapsed:Float):Void
{
_cumShots[0].duration -= elapsed;
if (_cumShots[0].duration <= 0)
{
if (_cumShots[0].arousal > -1)
{
if (_cumShots.length == 1 || _cumShots[1].arousal == -1)
{
_isOrgasming = false;
if (_remainingOrgasms > 0)
{
// just finished ejaculating... but have more to go
_heartBank._dickHeartReservoirCapacity = SexyState.roundDownToQuarter(0.8 * _heartBank._dickHeartReservoir / _cumThreshold);
_didCountdown = false;
}
}
}
_cumShots.splice(0, 1);
}
if (_cumShots.length > 0 && _cumShots[0].force > 0)
{
// activate lightning
var amount:Float = 14 * Math.pow(_cumShots[0].force, 0.7) * Math.pow(_cumShots[0].rate, 0.7) * Math.pow(_cumShots[0].duration, 0.7);
if (_pokeWindow._lightningIntensity < 4 && amount < 8)
{
// bolts smaller than 4 don't even really show up... so, 4 minimum
amount = (amount + 8) / 2;
}
_pokeWindow.emitLightning(amount);
_cumShots[0].force = 0;
}
}
override public function isInteracting():Bool
{
return super.isInteracting() || _recentButtonClickTimer > 0;
}
override public function shouldOrgasm():Bool
{
return _remainingOrgasms > 0 && _didCountdown;
}
override public function checkSpecialRub(touchedPart:FlxSprite):Void
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "finger-big-port")
{
specialRub = "big-port";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-small-port" || _rubHandAnim._flxSprite.animation.name == "rub-small-port1")
{
specialRub = "small-port";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-antenna" || _rubHandAnim._flxSprite.animation.name == "rub-antenna-back")
{
specialRub = "antenna";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-left-screw")
{
specialRub = "left-screw";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-screw")
{
specialRub = "right-screw";
}
else if (_rubHandAnim._flxSprite.animation.name == "pull-lever")
{
specialRub = "lever";
}
}
else {
if (_draggingButtons)
{
specialRub = "mash-buttons";
}
else if (touchedPart == _pokeWindow._body)
{
if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[0]]))
{
specialRub = "body-bottom-left";
}
else if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[1]]))
{
specialRub = "body-top-left";
}
else if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[2]]))
{
specialRub = "body-bottom-middle";
}
else if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[3]]))
{
specialRub = "body-top-middle";
}
else if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[4]]))
{
specialRub = "body-bottom-right";
}
else if (clickedPolygon(_pokeWindow._body, [_frontRubRegions[5]]))
{
specialRub = "body-top-right";
}
}
else if (touchedPart == _pokeWindow._arms)
{
if (clickedPolygon(_pokeWindow._arms, _leftArmPolyArray))
{
specialRub = "body-bottom-left";
}
else
{
specialRub = "body-bottom-right";
}
}
else if (touchedPart == _pokeWindow._tail || touchedPart == _pokeWindow._tailBack)
{
specialRub = "body-bottom-middle";
}
else if (touchedPart == _pokeWindow._leftEye)
{
specialRub = "left-eye";
}
else if (touchedPart == _pokeWindow._middleEye)
{
specialRub = "middle-eye";
}
else if (touchedPart == _pokeWindow._rightEye)
{
specialRub = "right-eye";
}
else if (_recentButtonClickTimer > 0)
{
specialRub = "push-buttons";
}
}
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (_pokeWindow._hatchOpen)
{
if (_draggingButtons)
{
if (clickedPolygon(_pokeWindow._bodyBack, _buttonsBackNearbyPolyArray, _clickedSpot))
{
return true;
}
}
if (touchedPart == _pokeWindow._buttonsBack || touchedPart == _pokeWindow._bodyBack && clickedPolygon(touchedPart, _buttonsBackPolyArray))
{
if (FlxG.mouse.justPressed)
{
var buttonIndex:Int = _pokeWindow.getClosestPanelButton(FlxG.mouse.x, FlxG.mouse.y);
if (buttonIndex == -1)
{
// shouldn't happen...
}
else
{
_pokeWindow.pushPanelButton(buttonIndex);
SoundStackingFix.play(AssetPaths.click0_00cb__mp3, 0.6);
_pressedPanelButtonIndexes.push(buttonIndex);
_buttonClickSpot = FlxG.mouse.getPosition();
}
}
return true;
}
if ((touchedPart == _pokeWindow._portsBack || touchedPart == _pokeWindow._bodyBack) && clickedPolygon(_pokeWindow._bodyBack, _smallPortPolyArray))
{
interactOn(_pokeWindow._portsBack, "rub-small-port");
_rubBodyAnim.addAnimName("rub-small-port1");
_rubHandAnim.addAnimName("rub-small-port1");
return true;
}
if ((touchedPart == _pokeWindow._portsBack || touchedPart == _pokeWindow._bodyBack) && clickedPolygon(_pokeWindow._bodyBack, _bigPortPolyArray))
{
interactOn(_pokeWindow._portsBack, "finger-big-port");
return true;
}
if (touchedPart == _pokeWindow._leverBack || touchedPart == _pokeWindow._bodyBack && clickedPolygon(_pokeWindow._bodyBack, _leverBodyPolyArray))
{
interactOn(_pokeWindow._leverBack, "pull-lever");
_leverTopSfxPlayed = true;
_leverBotSfxPlayed = true;
_rubBodyAnim.setSpeed(0.65 * 1.0, 0.65 * 1.0);
_rubHandAnim.setSpeed(0.65 * 1.0, 0.65 * 1.0);
return true;
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._hatchBack && clickedPolygon(_pokeWindow._hatchBack, _slamHatchPolyArray))
{
_pokeWindow.setHatchOpen(false);
_closedHatchCount++;
_hatchTimer = (_closedHatchCount + 1) * FlxG.random.float(6, 12);
return true;
}
if (touchedPart == _pokeWindow._leftScrew)
{
interactOn(_pokeWindow._leftScrew, "rub-left-screw");
return true;
}
if (touchedPart == _pokeWindow._rightScrew)
{
interactOn(_pokeWindow._rightScrew, "rub-right-screw");
return true;
}
if (touchedPart == _pokeWindow._antenna)
{
interactOn(_pokeWindow._antenna, "rub-antenna");
return true;
}
if (touchedPart == _pokeWindow._bodyBack && clickedPolygon(_pokeWindow._bodyBack, _rearAntennaPolyArray))
{
interactOn(_pokeWindow._bodyBack, "rub-antenna-back");
_pokeWindow._interact.x += 208;
return true;
}
return false;
}
override public function playRubSound():Void
{
if (_fancyRub && _rubHandAnim._flxSprite.animation.name == "pull-lever")
{
rubSoundCount++;
playLeverSound(FlxG.mouse.pressed ? "top" : "bot", _rubHandAnim.sfxLength, 0.2);
}
else {
super.playRubSound();
}
}
override public function initializeHitBoxes():Void
{
_buttonsBackPolyArray = new Array<Array<FlxPoint>>();
_buttonsBackPolyArray[0] = [new FlxPoint(295, 238), new FlxPoint(302, 218), new FlxPoint(291, 203), new FlxPoint(302, 181), new FlxPoint(369, 179), new FlxPoint(362, 199), new FlxPoint(381, 236)];
_buttonsBackNearbyPolyArray = new Array<Array<FlxPoint>>();
_buttonsBackNearbyPolyArray[0] = [new FlxPoint(404, 263), new FlxPoint(417, 206), new FlxPoint(381, 138), new FlxPoint(285, 144), new FlxPoint(248, 202), new FlxPoint(272, 270)];
_slamHatchPolyArray = new Array<Array<FlxPoint>>();
_slamHatchPolyArray[1] = [new FlxPoint(186, 138), new FlxPoint(452, 138), new FlxPoint(496, 58), new FlxPoint(127, 53)];
_leverBodyPolyArray = new Array<Array<FlxPoint>>();
_leverBodyPolyArray[0] = [new FlxPoint(249, 220), new FlxPoint(247, 184), new FlxPoint(291, 184), new FlxPoint(287, 222)];
_smallPortPolyArray = new Array<Array<FlxPoint>>();
_smallPortPolyArray[0] = [new FlxPoint(379, 261), new FlxPoint(372, 238), new FlxPoint(402, 235), new FlxPoint(407, 256)];
_bigPortPolyArray = new Array<Array<FlxPoint>>();
_bigPortPolyArray[0] = [new FlxPoint(378, 258), new FlxPoint(372, 239), new FlxPoint(342, 241), new FlxPoint(351, 264)];
_rearAntennaPolyArray = new Array<Array<FlxPoint>>();
_rearAntennaPolyArray[0] = [new FlxPoint(299, 126), new FlxPoint(277, 53), new FlxPoint(343, 49), new FlxPoint(321, 126)];
_leftArmPolyArray = new Array<Array<FlxPoint>>();
_leftArmPolyArray[0] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
_leftArmPolyArray[1] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
_leftArmPolyArray[2] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
_leftArmPolyArray[3] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
_leftArmPolyArray[4] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
_leftArmPolyArray[5] = [new FlxPoint(310, 62), new FlxPoint(-59, 51), new FlxPoint(-54, 475), new FlxPoint(325, 486)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.magn_words_small__png, frame:8 } ]);
boredWords = wordManager.newWords(6);
boredWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:9 }]);
boredWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:10 }]);
boredWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:11 }]);
boredWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:12 }]);
// <press any magnezone to continue>
boredWords.words.push([
{ graphic:AssetPaths.magn_words_small__png, frame:13 },
{ graphic:AssetPaths.magn_words_small__png, frame:15, yOffset:18, delay:0.7 },
{ graphic:AssetPaths.magn_words_small__png, frame:17, yOffset:30, delay:1.4 }
]);
pleasureWords = wordManager.newWords(8);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
_countdownWords = wordManager.newWords(0);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:9, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:10, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:11, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:12, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:13, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:14, height:48, chunkSize:5, delay:-0.3 } ]);
_countdownWords.words.push([{ graphic:AssetPaths.magn_words_medium__png, frame:15, height:48, chunkSize:5, delay: -0.3 } ]);
_eyePokeWords = wordManager.newWords();
_eyePokeWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:9 }]);
_eyePokeWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:19 }]);
_eyePokeWords.words.push([{ graphic:AssetPaths.magn_words_small__png, frame:21 }]);
_serviceHatchWords = wordManager.newWords(30);
_serviceHatchWords.words.push([ // <ERR-005> SERVICE HATCH AJAR
{ graphic:AssetPaths.magn_words_small__png, frame:14, chunkSize:5 },
{ graphic:AssetPaths.magn_words_small__png, frame:16, yOffset:16, chunkSize:5, delay:0.8 },
{ graphic:AssetPaths.magn_words_small__png, frame:18, yOffset:32, chunkSize:5, delay:1.4 }
]);
_serviceHatchWords.words.push([ // <ERR-005> INSPECT REAR SERVICE HATCH
{ graphic:AssetPaths.magn_words_small__png, frame:14, chunkSize:5 },
{ graphic:AssetPaths.magn_words_small__png, frame:20, yOffset:16, chunkSize:5, delay:0.8 },
{ graphic:AssetPaths.magn_words_small__png, frame:16, yOffset:32, chunkSize:5, delay:1.8 }
]);
_buttonOnWords = wordManager.newWords();
for (i in 0...80)
{
_buttonOnWords.words.push([
{ graphic:AssetPaths.magn_words_small__png, frame:FlxG.random.getObject([22, 23, 24, 25], [3, 4, 2, 4]), chunkSize:5 },
{ graphic:AssetPaths.magn_words_small__png, frame:FlxG.random.getObject([26, 27, 28, 29], [2, 4, 3, 4]), yOffset:18, chunkSize:5, delay:0.8 },
{ graphic:AssetPaths.magn_words_small__png, frame:FlxG.random.getObject([30, 31]), yOffset:36, chunkSize:5, delay:1.6 }
]);
}
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.magn_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.magn_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.magn_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ // zzt-T! POP ~snzZZzzzzt~
{ graphic:AssetPaths.magn_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:15 },
{ graphic:AssetPaths.magn_words_large__png, frame:5, width:200, height:150, yOffset:-30, chunkSize:7, delay:0.8 }
]);
orgasmWords.words.push([ { graphic:AssetPaths.magn_words_large__png, frame:4, width:200, height:150, yOffset: -30, chunkSize:5 } ]);
_frontSweatArrayLeft = new Array<Array<FlxPoint>>();
_frontSweatArrayLeft[0] = [new FlxPoint(149, 248), new FlxPoint(62, 265), new FlxPoint(103, 305), new FlxPoint(152, 317)];
_frontSweatArray = new Array<Array<FlxPoint>>();
_frontSweatArray[0] = [new FlxPoint(147, 248), new FlxPoint(151, 314), new FlxPoint(255, 355), new FlxPoint(384, 353), new FlxPoint(485, 303), new FlxPoint(475, 247), new FlxPoint(312, 224)];
_frontSweatArrayRight = new Array<Array<FlxPoint>>();
_frontSweatArrayRight[0] = [new FlxPoint(473, 239), new FlxPoint(568, 249), new FlxPoint(549, 281), new FlxPoint(491, 313)];
_rearSweatArrayLeft = new Array<Array<FlxPoint>>();
_rearSweatArrayLeft[0] = [new FlxPoint(196, 337), new FlxPoint(77, 260), new FlxPoint(556, 254), new FlxPoint(435, 333), new FlxPoint(321, 374)];
_rearSweatArrayRight = new Array<Array<FlxPoint>>();
_rearSweatArrayRight[0] = [new FlxPoint(196, 337), new FlxPoint(77, 260), new FlxPoint(556, 254), new FlxPoint(435, 333), new FlxPoint(321, 374)];
_frontRubRegions = new Array<Array<FlxPoint>>();
_frontRubRegions[0] = [new FlxPoint(33, 271), new FlxPoint(64, 253), new FlxPoint(107, 240), new FlxPoint(148, 230), new FlxPoint(150, 249), new FlxPoint(153, 383), new FlxPoint(27, 341)];
_frontRubRegions[1] = [new FlxPoint(33, 271), new FlxPoint(64, 253), new FlxPoint(107, 240), new FlxPoint(148, 230), new FlxPoint(144, 192), new FlxPoint(175, 95), new FlxPoint(30, 122)];
_frontRubRegions[2] = [new FlxPoint(146, 231), new FlxPoint(240, 217), new FlxPoint(410, 219), new FlxPoint(477, 227), new FlxPoint(472, 247), new FlxPoint(516, 340), new FlxPoint(322, 402), new FlxPoint(143, 353), new FlxPoint(151, 308), new FlxPoint(151, 250)];
_frontRubRegions[3] = [new FlxPoint(146, 231), new FlxPoint(240, 217), new FlxPoint(410, 219), new FlxPoint(477, 227), new FlxPoint(475, 193), new FlxPoint(435, 88), new FlxPoint(186, 82), new FlxPoint(150, 174), new FlxPoint(143, 207)];
_frontRubRegions[4] = [new FlxPoint(475, 229), new FlxPoint(520, 228), new FlxPoint(568, 236), new FlxPoint(631, 275), new FlxPoint(624, 405), new FlxPoint(501, 425), new FlxPoint(495, 304), new FlxPoint(473, 241)];
_frontRubRegions[5] = [new FlxPoint(475, 229), new FlxPoint(520, 228), new FlxPoint(568, 236), new FlxPoint(631, 275), new FlxPoint(648, 97), new FlxPoint(442, 112), new FlxPoint(465, 169), new FlxPoint(476, 197)];
for (i in 0..._rearSweatArrayLeft[0].length)
{
_rearSweatArrayLeft[0][i].x -= 872;
_rearSweatArrayRight[0][i].x += 872;
}
toyStartWords.words.push([ // oh? ...what are you planning to do with those?
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:8},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:10, yOffset:0, delay:0.5 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:12, yOffset:18, delay:1.3 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:14, yOffset:38, delay:2.1 },
]);
toyStartWords.words.push([ // those beads are decorative, correct? ...what do you intend to decorate?
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:16},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:18, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:20, yOffset:36, delay:1.6 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:22, yOffset:34, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:24, yOffset:56, delay:2.9 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:26, yOffset:74, delay:3.7 },
]);
toyStartWords.words.push([ // well. those certainly look festive. -fzzl-
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:15},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:17, yOffset:0, delay:0.5 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:19, yOffset:16, delay:1.3 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:21, yOffset:34, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:23, yOffset:34, delay:2.6 },
]);
toyInterruptWords.words.push([ // oh? ...no <beads> today?
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:0},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:2, yOffset:0, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:4, yOffset:18, delay:1.4 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:6, yOffset:38, delay:2.0 },
]);
toyInterruptWords.words.push([ // organics are so fickle. -bzt-
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:1},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:3, yOffset:22, delay:0.9 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:5, yOffset:22, delay:1.8 },
]);
toyInterruptWords.words.push([ // -bweeoop- RESUMING TACTILE STIMULATION
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:7},
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:9, yOffset:20, delay:1.0 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:11, yOffset:40, delay:1.7 },
{ graphic:AssetPaths.magnbeads_words_small1__png, frame:13, yOffset:60, delay:2.4 },
]);
toyBadWords = wordManager.newWords();
toyBadWords.words.push([ // hmph. ...you are fortunate <magnezone> does not represent the fashion police.
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:4},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:6, yOffset:16, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8, yOffset:32, delay:1.6 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:10, yOffset:48, delay:2.2 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:12, yOffset:64, delay:3.0 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:14, yOffset:84, delay:3.8 },
]);
toyBadWords.words.push([ // ...<magnezone> looks ridiculous.
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:0},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:2, yOffset:20, delay:1.0 },
]);
toyBadWords.words.push([ // this is not a good look for <magnezone>.
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:1},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:3, yOffset:16, delay:1.0 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:5, yOffset:36, delay:1.8 },
]);
toyNeutralWords = wordManager.newWords();
toyNeutralWords.words.push([ // why did you do that? <magnezone> is confused. -frzzzt-
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:7},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:9, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8, yOffset:38, delay:1.6 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:11, yOffset:56, delay:2.4 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:13, yOffset:74, delay:3.4 },
]);
toyNeutralWords.words.push([ // <magnezone> needs... -bzzz- time to process what just happened.
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:16, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:18, yOffset:40, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:20, yOffset:58, delay:2.9 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:22, yOffset:76, delay:3.5 },
]);
toyNeutralWords.words.push([ // -fzzl- ...does <magnezone> look more fashionable now?
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:15},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8, yOffset:14, delay:0.8 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:17, yOffset:34, delay:1.6 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:19, yOffset:48, delay:2.4 },
]);
toyGoodWords = wordManager.newWords();
toyGoodWords.words.push([ // oh. -BEEP- you actually made it look somewhat nice.
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:24},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:26, yOffset:20, delay:1.3 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:28, yOffset:40, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:30, yOffset:60, delay:2.9 },
]);
toyGoodWords.words.push([ // -bwoop- yes, this look suites <magnezone> nicely~
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:21},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:23, yOffset:22, delay:1.3 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8, yOffset:38, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:25, yOffset:58, delay:2.7 },
]);
toyGoodWords.words.push([ // thank you. <magnezone> feels <pretty>. -BEEP- -BOOP-
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:27},
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:8, yOffset:16, delay:1.3 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:29, yOffset:38, delay:2.1 },
{ graphic:AssetPaths.magnbeads_words_small0__png, frame:31, yOffset:58, delay:3.4 },
]);
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (_meanThings[0] == false)
{
complaints.push(0);
}
if (_meanThings[1] == false)
{
complaints.push(1);
}
if (_meanThings[2] == false)
{
complaints.push(2);
}
}
override function generateCumshots():Void
{
if (!came)
{
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(_heartPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(_heartPenalty * _heartBank._foreplayHeartReservoir);
}
super.generateCumshots();
}
override function updateHead(elapsed:Float):Void
{
super.updateHead(elapsed);
if (_gameState >= 400 && _pokeWindow._arousal == 0)
{
if (_meanThings[1] == false || _meanThings[2] == false)
{
// electrocuted the player... -sad beep-
}
else
{
// magnezone finishes his session with a permanent slightly-stoned expression
_pokeWindow.setArousal(1);
}
}
}
function playLeverSound(topBot:String, sfxLength:Float, volume:Float):Void
{
var ab:String = FlxG.random.bool() ? "a" : "b";
var speed:String;
if (sfxLength > 0.6)
{
speed = "slow";
}
else if (sfxLength > 0.25)
{
speed = "med";
}
else {
speed = "fast";
}
SoundStackingFix.play(Reflect.field(AssetPaths, "magn_lever_0063_" + topBot + "_" + speed + ab + "__mp3"), volume);
}
function updateBigPortAnimation()
{
var tightness0:Int = 3;
if (_bigPortTightness > 2.4)
{
tightness0 = 4;
}
else if (_bigPortTightness > 1.1)
{
tightness0 = 5;
}
else
{
tightness0 = 6;
}
_pokeWindow._portsBack.animation.add("finger-big-port", [0, 1, 2, 2, 2, 2].slice(0, tightness0));
_pokeWindow._interact.animation.add("finger-big-port", [12, 13, 14, 15, 16, 17].slice(0, tightness0));
}
override public function moveParticlesWithCamera():Void
{
super.moveParticlesWithCamera();
for (particle in _smallSparkEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _pokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _pokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
}
override function emitSweat()
{
sweatAreas[0].chance = 0;
sweatAreas[1].chance = 0;
sweatAreas[2].chance = 0;
sweatAreas[3].chance = 0;
sweatAreas[4].chance = 0;
if (_pokeWindow.cameraPosition.x > 200)
{
// right sweat array
sweatAreas[4].chance = 1;
}
else if (_pokeWindow.cameraPosition.x < -200)
{
// left sweat array
sweatAreas[3].chance = 1;
}
else
{
// center sweat arrays
sweatAreas[0].chance = 2;
sweatAreas[1].chance = 9;
sweatAreas[2].chance = 2;
}
super.emitSweat();
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (FlxG.random.float(1, 16) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(1, 64) < _heartEmitCount + (specialRub == "antenna" ? 64 : 0))
{
precumAmount++;
}
if (Math.pow(FlxG.random.float(0, 1.0), 1.5) >= _heartBank.getDickPercent())
{
precumAmount++;
}
if (Math.pow(FlxG.random.float(0, 1.0), 2) >= _heartBank.getForeplayPercent())
{
precumAmount++;
}
return precumAmount;
}
override function pushCumShot(cumshot:Cumshot):Void
{
// push, even if pokemon libido is 1...
_cumShots.push(cumshot);
}
override public function precum(amount:Float):Void
{
var which:Int = FlxG.random.int(0, 4);
amount += FlxG.random.float( -0.5, 0.5);
if (which <= 2)
{
// one big spark
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0, 1.5), arousal:-1 } );
pushCumShot( { force : 0.4 * Math.pow(amount, 1.42), rate : 1.0, duration : 1.0, arousal: -1 } );
}
else if (which == 3)
{
// small/big
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0, 0.5), arousal:-1 } );
pushCumShot( { force : 0.4 * Math.pow(amount, 1.42), rate : 1.0, duration : 0.3, arousal: -1 } );
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0.3, 0.7), arousal:-1 } );
pushCumShot( { force : 0.4 * Math.pow(amount, 1.42), rate : 1.0, duration : 0.7, arousal: -1 } );
}
else {
// big/small
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0, 0.5), arousal:-1 } );
pushCumShot( { force : 0.4 * Math.pow(amount, 1.42), rate : 1.0, duration : 0.7, arousal: -1 } );
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0.3, 0.7), arousal:-1 } );
pushCumShot( { force : 0.4 * Math.pow(amount, 1.42), rate : 1.0, duration : 0.3, arousal: -1 } );
}
}
override function handleRubReward():Void
{
var niceRub:Float = 1.0;
if (specialRub == "big-port")
{
_bigPortTightness *= FlxG.random.float(0.72, 0.82);
updateBigPortAnimation();
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
if (FRONT_RUB_REGIONS.exists(specialRub))
{
if (_desiredScrewRubs == null)
{
// first front rub; establish what magnezone likes and doesn't like
var possibleScrewRubs:Array<Array<String>> = ALL_DESIRED_SCREW_RUBS.copy();
var i = possibleScrewRubs.length - 1;
while (i >= 0)
{
if (possibleScrewRubs[i].indexOf(specialRub) != -1)
{
possibleScrewRubs.splice(i, 1);
}
i--;
}
_desiredScrewRubs = possibleScrewRubs[_magnMood0 % possibleScrewRubs.length];
}
if (_desiredScrewRubs.indexOf(specialRub) != -1)
{
_happyScrewRubsTimer = FlxG.random.float(9, 15);
niceRub = 1.5;
if (_happyScrewRubs.indexOf(specialRub) == -1)
{
if (_happyScrewRubs.length < 2 ||
specialRubsInARow() < 2 // need to rub the third one twice
)
{
_happyScrewRubs.push(specialRub);
_sadScrewRubs.splice(0, _sadScrewRubs.length);
niceRub = 2.0;
}
}
}
else
{
niceRub = 0.667;
if (_sadScrewRubs.indexOf(specialRub) == -1)
{
_happyScrewRubsTimer = FlxG.random.float(9, 15);
niceRub = 0.333;
_sadScrewRubs.push(specialRub);
if (_happyScrewRubs.length == 0)
{
// zero are smiling... nothing to deactivate, but can still penalize
if (_sadScrewRubs.length >= 3)
{
if (_niceThings[0] || _niceThings[1])
{
_heartPenalty *= 0.96;
}
}
}
else if (_happyScrewRubs.length == 1)
{
// one is smiling... two mistakes will deactivate one
if (_sadScrewRubs.length >= 2)
{
if (_niceThings[0] || _niceThings[1])
{
_heartPenalty *= 0.96;
}
_happyScrewRubs.splice(0, 1);
}
}
else
{
// two or more are smiling... any mistake deactivates
if (_niceThings[0] || _niceThings[1])
{
_heartPenalty *= 0.96;
}
_happyScrewRubs.splice(FlxG.random.int(0, 1), 1);
}
}
}
}
if (specialRub != null && StringTools.endsWith(specialRub, "-eye"))
{
niceRub = 0.001;
if (_happyScrewRubs.length > 0)
{
_happyScrewRubs.splice(FlxG.random.int(0, _happyScrewRubs.length - 1), 1);
}
if (specialRubsInARow() == 2)
{
emitWords(_eyePokeWords);
}
var eyeRubCount:Int = specialRubs.filter(function(s) { return StringTools.endsWith(s, "-eye"); } ).length;
if (eyeRubCount >= 3 && _meanThings[0])
{
_meanThings[0] = false;
doMeanThing();
}
}
if (specialRub == "big-port" || specialRub == "small-port" || specialRub == "mash-buttons")
{
var undesiredSqubs:Array<String> = ["big-port", "small-port", "mash-buttons"];
var desiredSqub:String = undesiredSqubs.splice(_magnMood1, 1)[0];
var desiredSqubCount:Int = specialRubs.filter(function(s) { return s == desiredSqub; } ).length;
var undesiredSqubCount0:Int = specialRubs.filter(function(s) { return s == undesiredSqubs[0]; } ).length;
var undesiredSqubCount1:Int = specialRubs.filter(function(s) { return s == undesiredSqubs[1]; } ).length;
if (_niceThings[2])
{
if ((Math.min(desiredSqubCount, 3) + Math.min(undesiredSqubCount0, 3) + Math.min(undesiredSqubCount1, 3) >= 5))
{
_niceThings[2] = false;
doNiceThing(0.33333);
}
}
if (_niceThings[3])
{
if (specialRub == desiredSqub)
{
_pokeWindow.emitLightning(FlxG.random.float(3, 6));
}
if (specialRub == desiredSqub && desiredSqubCount >= undesiredSqubCount0 + 3 && desiredSqubCount >= undesiredSqubCount1 + 3)
{
_niceThings[3] = false;
emitWords(pleasureWords);
doNiceThing(0.66667);
}
if (specialRub != desiredSqub && (undesiredSqubCount0 >= desiredSqubCount + 3 || undesiredSqubCount1 >= desiredSqubCount + 3))
{
_heartPenalty *= 0.94;
}
}
}
if (_magnMood1 != 0 && specialRub == "big-port")
{
// we're not supposed to be rubbing the big port very much
var bigPortCount:Int = specialRubs.filter(function(s) { return s == "big-port"; } ).length;
_pokeWindow.emitLightning(Math.min(9 + bigPortCount * 3, 30));
if (bigPortCount >= 3 && FlxG.random.bool(14))
{
if (PlayerData.cursorInsulated)
{
// phew! safe
if (_bigZapTimer <= 0)
{
_bigZapTimer = FlxG.random.float(10, 20);
bigZapHand();
FlxSoundKludge.play(AssetPaths.magn_mediumzap_000e__mp3, 0.7);
}
}
else
{
electrocuteHand();
_meanThings[2] = false;
_heartBank._foreplayHeartReservoir = 0;
_heartBank._dickHeartReservoir = 0;
_remainingOrgasms = 0;
}
}
}
if (_niceThings[0] && _happyScrewRubs.length >= 2)
{
_niceThings[0] = false;
doNiceThing(0.33333);
}
if (_niceThings[1] && _happyScrewRubs.length >= 3)
{
_niceThings[1] = false;
emitWords(pleasureWords);
doNiceThing(0.66667);
}
if (!_pokeWindow._hatchOpen && _hatchTimer <= 0 && pastBonerThreshold())
{
_pokeWindow.setHatchOpen(true);
_serviceHatchMessageTimer = FlxG.random.float(10, 20);
}
updateEyeHappy();
if (specialRub == "lever")
{
{
// pulling the lever too quickly finishes quicker, but incurs a penalty
var tooFast:Float = 16;
while (tooFast <= _untouchedButtonIndex)
{
niceRub *= 1.2;
if (tooFast >= 18)
{
_heartPenalty *= 0.96;
}
tooFast += 0.6;
_autoSweatRate += 0.04;
scheduleSweat(FlxG.random.int(2, 5));
}
}
var lucky:Float = lucky(0.7, 1.43, 0.10 * niceRub);
var amount:Float = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
amount = SexyState.roundUpToQuarter(_heartPenalty * amount);
_heartEmitCount += amount;
}
else {
var lucky:Float = lucky(0.7, 1.43, 0.04 * niceRub);
var amount:Float = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
amount = SexyState.roundUpToQuarter(_heartPenalty * amount);
_heartEmitCount += amount;
}
if ((specialRub == "mash-buttons" || specialRub == "push-buttons") && FlxG.random.bool(15))
{
maybeEmitWords(_buttonOnWords);
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
override public function determineArousal():Int
{
if (_heartBank.getForeplayPercent() + _heartBank.getForeplayPercent() < 0.5)
{
return 5;
}
else if (_heartBank.getForeplayPercent() + _heartBank.getForeplayPercent() < 1.0)
{
return 4;
}
else if (_heartBank.getForeplayPercent() + _heartBank.getForeplayPercent() < 1.4)
{
return 3;
}
else if (_heartBank.getForeplayPercent() + _heartBank.getForeplayPercent() < 1.7)
{
return 2;
}
else if (_heartBank.getForeplayPercent() + _heartBank.getForeplayPercent() < 1.9 || _remainingOrgasms == 0)
{
return 1;
}
else {
return 0;
}
}
function updateEyeHappy():Void
{
_pokeWindow.setEyeHappy(0, _happyScrewRubs.indexOf("left-screw") != -1 || _happyScrewRubs.indexOf("body-top-left") != -1 || _happyScrewRubs.indexOf("body-bottom-left") != -1);
_pokeWindow.setEyeHappy(1, _happyScrewRubs.indexOf("antenna") != -1 || _happyScrewRubs.indexOf("body-top-middle") != -1 || _happyScrewRubs.indexOf("body-bottom-middle") != -1);
_pokeWindow.setEyeHappy(2, _happyScrewRubs.indexOf("right-screw") != -1 || _happyScrewRubs.indexOf("body-top-right") != -1 || _happyScrewRubs.indexOf("body-bottom-right") != -1);
}
function refreshUntouchedButtonState(elapsed:Float):Void
{
if (_untouchedButtonIndex > -3)
{
_untouchedButtonIndex -= elapsed;
}
if (_remainingOrgasms > 0)
{
_untouchedButtonIndex = Math.max(_untouchedButtonIndex, 19 * (1 + _bonerThreshold - _heartBank.getDickPercent() - _heartBank.getForeplayPercent()) / (1 + _bonerThreshold - _cumThreshold));
}
if (_recentButtonClickTimer > 0)
{
_recentButtonClickTimer -= elapsed;
}
_untouchedButtonTimer -= elapsed;
if (_untouchedButtonTimer <= 0)
{
_untouchedButtonTimer += FlxG.random.float(1.77776, 2.22222);
_pokeWindow._untouchedButtonState = _untouchedButtonStates[Std.int(FlxMath.bound(_untouchedButtonIndex, 0, 19))];
}
}
public function playerWasKnockedOut():Bool
{
return !_meanThings[1] || !_meanThings[2];
}
override function dialogTreeCallback(Msg:String):String
{
return super.dialogTreeCallback(Msg);
if (Msg == "%cursor-normal%")
{
_hurtHand.visible = false;
}
}
override function videoWasDirty():Bool
{
return false;
}
public function beadOutfitChangeEvent(index:Int, direction:Int)
{
_idlePunishmentTimer = 0;
if (index == 0)
{
_pokeWindow._beadsFrontL.animation.frameIndex = (_pokeWindow._beadsFrontL.animation.frameIndex + 5 + direction) % 5;
}
if (index == 1)
{
_pokeWindow._beadsFrontC.animation.frameIndex = (_pokeWindow._beadsFrontC.animation.frameIndex + 6 + direction) % 6;
}
if (index == 2)
{
_pokeWindow._beadsFrontR.animation.frameIndex = (_pokeWindow._beadsFrontR.animation.frameIndex + 5 + direction) % 5;
}
if (!_pokeWindow._beadsFrontC.visible)
{
// make everything visible
if (_pokeWindow._beadsFrontC.animation.frameIndex == 5)
{
_pokeWindow._beadsFrontC.animation.frameIndex = 0;
_pokeWindow._beadsBackC.animation.frameIndex = 0;
}
_pokeWindow.setBeadsVisible(true);
}
else if (_pokeWindow._beadsFrontC.visible && _pokeWindow._beadsFrontC.animation.frameIndex == 5)
{
// make everything invisible
_pokeWindow._beadsFrontC.visible = false;
_pokeWindow.setBeadsVisible(false);
}
_pokeWindow.updateRearBeads();
}
private function eventAwardBeadHearts(args:Array<Dynamic>):Void
{
if (!_pokeWindow._beadsFrontC.visible)
{
// no hearts; not visible... superclass will emit "toy stop words"
}
else {
var leftIndex:Int = _pokeWindow._beadsFrontL.animation.frameIndex;
var centerIndex:Int = _pokeWindow._beadsFrontC.animation.frameIndex;
var rightIndex:Int = _pokeWindow._beadsFrontR.animation.frameIndex;
var symmetrical:Bool = leftIndex == rightIndex;
var aesthetics:Float;
var aestheticsVariability:Float;
if (!symmetrical)
{
aesthetics = [ -3, -2, -1, 1, 3, 5][BEAD_AESTHETICS[(leftIndex + rightIndex) % 5][centerIndex]];
aestheticsVariability = [2.5, 3.5, 4.5, 5.5, 6.5, 7.5][BEAD_AESTHETIC_VARIABILITY[leftIndex][(centerIndex + rightIndex) % 5]];
}
else {
aesthetics = [ -1, 0, 1, 3, 5, 7][BEAD_AESTHETICS[leftIndex][centerIndex]];
aestheticsVariability = [0.5, 1.5, 2.5, 3.5, 4.5, 5.5][BEAD_AESTHETIC_VARIABILITY[leftIndex][centerIndex]];
}
var resultPct:Float = FlxMath.bound(aesthetics + FlxG.random.float( -aestheticsVariability, aestheticsVariability), 0, 9) * 0.01;
_heartEmitCount += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * resultPct);
_toyBank._dickHeartReservoir = 0;
if (resultPct <= 0)
{
maybeEmitWords(toyBadWords);
}
else if (resultPct <= 0.03)
{
maybeEmitWords(toyNeutralWords);
}
else {
maybeEmitWords(toyGoodWords);
}
}
}
override public function createToyMeter(toyButton:FlxSprite, pctNerf:Float=1.0):ReservoirMeter
{
return new ReservoirMeter(toyButton, 0, ReservoirStatus.Green, 70, 63);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
_pokeWindow._portsBack.animation.add("finger-big-port", [0, 1, 2]);
_pokeWindow._interact.animation.add("finger-big-port", [12, 13, 14]);
}
override function cursorSmellPenaltyAmount():Int
{
return 0;
}
override public function destroy():Void
{
super.destroy();
_pressedPanelButtonIndexes = null;
_buttonsBackPolyArray = null;
_buttonsBackNearbyPolyArray = null;
_slamHatchPolyArray = null;
_leverBodyPolyArray = null;
_smallPortPolyArray = null;
_bigPortPolyArray = null;
_rearAntennaPolyArray = null;
_frontSweatArray = null;
_frontSweatArrayLeft = null;
_frontSweatArrayRight = null;
_rearSweatArrayLeft = null;
_rearSweatArrayRight = null;
_frontRubRegions = null;
_leftArmPolyArray = null;
_smallSparkEmitter = FlxDestroyUtil.destroy(_smallSparkEmitter);
_largeSparkEmitter = FlxDestroyUtil.destroy(_smallSparkEmitter);
_buttonClickSpot = FlxDestroyUtil.put(_buttonClickSpot);
_hurtHand = FlxDestroyUtil.destroy(_hurtHand);
_countdownWords = null;
_eyePokeWords = null;
_serviceHatchWords = null;
_buttonOnWords = null;
_prevCountdownWord = FlxDestroyUtil.destroy(_prevCountdownWord);
_desiredScrewRubs = null;
_happyScrewRubs = null;
_sadScrewRubs = null;
_niceThings = null;
_meanThings = null;
_untouchedButtonStates = null;
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
toyBadWords = null;
toyNeutralWords = null;
toyGoodWords = null;
_purpleAnalBeadButton = FlxDestroyUtil.destroy(_purpleAnalBeadButton);
_bigBeadButton = FlxDestroyUtil.destroy(_bigBeadButton);
}
}
|
argonvile/monster
|
source/poke/magn/MagnSexyState.hx
|
hx
|
unknown
| 68,693 |
package poke.magn;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import kludge.BetterFlxRandom;
import kludge.LateFadingFlxParticle;
import openfl.display.BlendMode;
/**
* Sprites and animations for Magnezone
*/
class MagnWindow extends PokeWindow
{
private static var BOUNCE_DURATION:Float = 8.8;
public static var BUTTON_POSITIONS:Array<Array<Int>> = [
[86, 173], [104, 172], [122, 172], [140, 171],
[77, 188], [95, 188], [113, 187], [131, 186],
[87, 204], [105, 203], [123, 203], [141, 201],
[79, 219], [97, 219], [115, 218], [133, 218], [151, 216]
];
private static var BUTTON_LCR:Array<String> = [
"left", "center", "right", "right",
"left", "left", "center", "right",
"left", "left", "center", "right",
"left", "left", "left", "center", "right"
];
private static var BUTTON_RYG:Array<String> = [
"red", "red", "yellow", "red",
"yellow", "yellow", "yellow", "red",
"yellow", "red", "green", "yellow",
"green", "green", "green", "green", "yellow"
];
private var _frontSprites:Array<FlxSprite> = []; // sprites from front perspective
private var _backSprites:Array<FlxSprite> = []; // sprites from back perspective
public var _hatch:BouncySprite;
public var _tail:BouncySprite;
public var _leftScrew:BouncySprite;
public var _rightScrew:BouncySprite;
public var _antenna:BouncySprite;
public var _body:BouncySprite;
public var _leftEye:BouncySprite;
public var _middleEye:BouncySprite;
public var _rightEye:BouncySprite;
public var _arms:BouncySprite;
public var _hat:BouncySprite;
public var _badge:BouncySprite;
public var _cheer:BouncySprite;
public var _beadsFrontL:BouncySprite;
public var _beadsFrontC:BouncySprite;
public var _beadsFrontR:BouncySprite;
public var _beadsBackL:BouncySprite;
public var _beadsBackC:BouncySprite;
public var _beadsBackR:BouncySprite;
public var _lightningLayer:BouncySprite;
public var _whiteZapLayer:FlxSprite;
private var _whiteZapTween:FlxTween;
private var _lightningLines:Array<LightningLine> = [];
private var _lightningIndex:Int = 0;
private var _lightningTimer:Float = 0;
public var _lightningDirty:Bool = true;
public var _lightningIntensity:Float = 0;
public var _lightningIntensityBoost:Float = 0;
public var _bodyBack:BouncySprite;
public var _tailBack:BouncySprite;
public var _hatBack:BouncySprite;
public var _hatchBack:BouncySprite;
public var _buttonsBack:BouncySprite;
public var _leverBack:BouncySprite;
public var _portsBack:BouncySprite;
public var _lightningLayerBack:BouncySprite;
private var _cameraTween:FlxTween;
public var _hatchOpen:Bool = false;
public var _buttonDurations:Array<Float> = [
10, 10, 10, 10,
10, 10, 10, 10,
10, 10, 10, 10,
10, 10, 10, 10, 10
];
/*
* 0 == off
* 1 == on
* 2 == blinking
*/
public var _untouchedButtonState:Array<Int> = [
2, 2, 2, 2,
2, 2, 2, 2,
2, 2, 2, 2,
2, 2, 2, 2, 2
];
/*
* Time until the buttons revert to their natural, untouched state.
*
* When the player presses a button this is set to a positive number, and
* counts down to 0. and when it counts down to zero, the button is reset
* to its default state
*/
public var _buttonTouched:Array<Float> = [
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0, 0
];
public var _buttonPushed:Array<Bool> = [
false, false, false, false,
false, false, false, false,
false, false, false, false,
false, false, false, false, false
];
public var _buttonLit:Array<Bool> = [
false, false, false, false,
false, false, false, false,
false, false, false, false,
false, false, false, false, false
];
private var _buttonsDirty = false;
private var _buttonRefreshTimer:Float = 0;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_bgColor = 0xff65a96b; // green
_prefix = "magn";
_name = "Magnezone";
_victorySound = AssetPaths.magn__mp3;
_dialogClass = MagnDialog;
FlxG.random.shuffle(_buttonDurations);
_cameraButtons.push({x:202, y:3, image:AssetPaths.camera_button_left__png, callback:cameraLeft});
_cameraButtons.push({x:234, y:3, image:AssetPaths.camera_button__png, callback:cameraRight});
var bgSprite:FlxSprite = new FlxSprite( -188, -54, AssetPaths.magn_bg__png);
_frontSprites.push(bgSprite);
add(bgSprite);
_hatch = new BouncySprite( -188 + 208, -54, 14, BOUNCE_DURATION, 0, _age);
_hatch.loadGraphic(AssetPaths.magn_hatch__png, true, 208, 266);
_hatch.animation.add("default", [0]);
_hatch.animation.add("closed", [0]);
_hatch.animation.add("open", [1]);
_frontSprites.push(_hatch);
addPart(_hatch);
_tail = new BouncySprite( -188, -54, 14, BOUNCE_DURATION, 0, _age);
loadWideGraphic(_tail, AssetPaths.magn_tail__png);
_frontSprites.push(_tail);
addPart(_tail);
_leftScrew = new BouncySprite( -188, -54, 10, BOUNCE_DURATION, 0.18, _age);
_leftScrew.loadGraphic(AssetPaths.magn_left_screw__png, true, 208, 266);
_leftScrew.animation.add("default", [0]);
_leftScrew.animation.add("rub-left-screw", [0, 1, 2, 3]);
_frontSprites.push(_leftScrew);
addPart(_leftScrew);
_rightScrew = new BouncySprite( -188 + 208 * 2, -54, 10, BOUNCE_DURATION, 0.18, _age);
_rightScrew.loadGraphic(AssetPaths.magn_right_screw__png, true, 208, 266);
_rightScrew.animation.add("default", [0]);
_rightScrew.animation.add("rub-right-screw", [0, 1, 2, 3]);
_frontSprites.push(_rightScrew);
addPart(_rightScrew);
_antenna = new BouncySprite( -188 + 208, -54, 10, BOUNCE_DURATION, 0.20, _age);
_antenna.loadGraphic(AssetPaths.magn_antenna__png, true, 208, 266);
_frontSprites.push(_antenna);
_antenna.animation.add("default", [0]);
_antenna.animation.add("rub-antenna", [0]);
addPart(_antenna);
_body = new BouncySprite( -188, -54, 12, BOUNCE_DURATION, 0.16, _age);
loadWideGraphic(_body, AssetPaths.magn_body__png);
_frontSprites.push(_body);
addPart(_body);
_leftEye = new BouncySprite( -188 + 208 * 0, -54, 12, BOUNCE_DURATION, 0.16, _age);
_leftEye.loadGraphic(AssetPaths.magn_eyes__png, true, 208, 266);
_leftEye.animation.add("default", blinkyAnimation([0, 3], [6]), 3);
_leftEye.animation.add("0", blinkyAnimation([0, 3], [6]), 3);
_leftEye.animation.add("1", blinkyAnimation([12, 15], [6]), 3);
_leftEye.animation.add("2", blinkyAnimation([18, 21], [6]), 3);
_leftEye.animation.add("3", blinkyAnimation([24, 27], [6]), 3);
_leftEye.animation.add("4", blinkyAnimation([30, 33], [6]), 3);
_leftEye.animation.add("5", blinkyAnimation([36, 39]), 3);
_leftEye.animation.add("cheer", blinkyAnimation([42, 45]), 3);
_frontSprites.push(_leftEye);
_leftEye.animation.play("default");
addPart(_leftEye);
_middleEye = new BouncySprite( -188 + 208 * 1, -54, 12, BOUNCE_DURATION, 0.16, _age);
_middleEye.loadGraphic(AssetPaths.magn_eyes__png, true, 208, 266);
_middleEye.animation.add("default", blinkyAnimation([1, 4], [7]), 3);
_middleEye.animation.add("0", blinkyAnimation([1, 4], [7]), 3);
_middleEye.animation.add("1", blinkyAnimation([13, 16], [7]), 3);
_middleEye.animation.add("2", blinkyAnimation([19, 22], [7]), 3);
_middleEye.animation.add("3", blinkyAnimation([25, 28], [7]), 3);
_middleEye.animation.add("4", blinkyAnimation([31, 34], [7]), 3);
_middleEye.animation.add("5", blinkyAnimation([37, 40]), 3);
_middleEye.animation.add("cheer", blinkyAnimation([43, 46]), 3);
_frontSprites.push(_middleEye);
_middleEye.animation.play("default");
addPart(_middleEye);
_rightEye = new BouncySprite( -188 + 208 * 2, -54, 12, BOUNCE_DURATION, 0.16, _age);
_rightEye.loadGraphic(AssetPaths.magn_eyes__png, true, 208, 266);
_rightEye.animation.add("default", blinkyAnimation([2, 5], [8]), 3);
_rightEye.animation.add("0", blinkyAnimation([2, 5], [8]), 3);
_rightEye.animation.add("1", blinkyAnimation([14, 17], [8]), 3);
_rightEye.animation.add("2", blinkyAnimation([20, 23], [8]), 3);
_rightEye.animation.add("3", blinkyAnimation([26, 29], [8]), 3);
_rightEye.animation.add("4", blinkyAnimation([32, 35], [8]), 3);
_rightEye.animation.add("5", blinkyAnimation([38, 41]), 3);
_rightEye.animation.add("cheer", blinkyAnimation([44, 47]), 3);
_frontSprites.push(_rightEye);
_rightEye.animation.play("default");
addPart(_rightEye);
_beadsFrontL = new BouncySprite( -188, -54, 12, BOUNCE_DURATION, 0.16, _age);
_beadsFrontL.loadGraphic(AssetPaths.magnbeads_front_l__png, true, 312, 532);
_frontSprites.push(_beadsFrontL);
_beadsFrontL.visible = false;
addVisualItem(_beadsFrontL);
_beadsFrontC = new BouncySprite( -188, -54, 12, BOUNCE_DURATION, 0.16, _age);
loadWideGraphic(_beadsFrontC, AssetPaths.magnbeads_front_c__png);
_frontSprites.push(_beadsFrontC);
_beadsFrontC.visible = false;
addVisualItem(_beadsFrontC);
_beadsFrontR = new BouncySprite( -188 + 312, -54, 12, BOUNCE_DURATION, 0.16, _age);
_beadsFrontR.loadGraphic(AssetPaths.magnbeads_front_r__png, true, 312, 532);
_frontSprites.push(_beadsFrontR);
_beadsFrontR.visible = false;
addVisualItem(_beadsFrontR);
_arms = new BouncySprite( -188, -54, 14, BOUNCE_DURATION, 0.08, _age);
loadWideGraphic(_arms, AssetPaths.magn_arms__png);
_arms.animation.add("default", [0]);
_arms.animation.add("0", [0]);
_arms.animation.add("1", [1]);
_arms.animation.add("2", [2]);
_arms.animation.add("3", [3]);
_arms.animation.add("4", [4]);
_arms.animation.add("5", [5]);
_frontSprites.push(_arms);
addPart(_arms);
_hat = new BouncySprite( -188 + 208, -54, 12, BOUNCE_DURATION, 0.16, _age);
_hat.loadGraphic(AssetPaths.magn_hat__png, true, 208, 266);
_frontSprites.push(_hat);
addPart(_hat);
_badge = new BouncySprite( -188, -54, 12, BOUNCE_DURATION, 0.16, _age);
loadWideGraphic(_badge, AssetPaths.magn_badge__png);
_frontSprites.push(_badge);
addPart(_badge);
_lightningLayer = new BouncySprite( -188, -54, 12, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_lightningLayer.makeGraphic(624, 532, FlxColor.TRANSPARENT, false, "magnLightningLayer");
// wipe out any previously cached graphic
FlxSpriteUtil.fill(_lightningLayer, FlxColor.TRANSPARENT);
{
var j0:Float = FlxG.random.float(0, 10000);
var j1:Float = FlxG.random.float(0, 10000);
for (k in 0...3)
{
{
var lightningLine = new LightningLine();
lightningLine.lineWidth = 3;
lightningLine.pushWave(j0 + k * 1024 / 24, j1 + k * 1024 / 6);
_lightningLines.push(lightningLine);
}
{
var lightningLine = new LightningLine();
lightningLine.pushWave(j0 + k * 1024 / 24, j1 + k * 1024 / 6);
_lightningLines.push(lightningLine);
}
}
}
_frontSprites.push(_lightningLayer);
addVisualItem(_lightningLayer);
}
_cheer = new BouncySprite( -188, -54, 0, BOUNCE_DURATION, 0, _age);
_cheer.loadGraphic(AssetPaths.magn_cheer__png, true, 624, 266);
_cheer.animation.add("default", [0]);
_cheer.animation.add("cheer", [1, 2, 1, 2, 0], 3, false);
_frontSprites.push(_cheer);
addVisualItem(_cheer);
_bodyBack = new BouncySprite( -188 + 872, -54, 12, BOUNCE_DURATION, 0.16, _age);
loadWideGraphic(_bodyBack, AssetPaths.magn_body_back__png);
_backSprites.push(_bodyBack);
_bodyBack.animation.add("default", [0]);
_bodyBack.animation.add("rub-antenna-back", [0]);
addPart(_bodyBack);
_hatchBack = new BouncySprite( -188 + 872, -54, 12, BOUNCE_DURATION, 0.16, _age);
_hatchBack.loadGraphic(AssetPaths.magn_hatch_back__png, true, 624, 266);
_hatchBack.animation.add("default", [0]);
_hatchBack.animation.add("closed", [0]);
_hatchBack.animation.add("open", [1]);
_backSprites.push(_hatchBack);
addPart(_hatchBack);
_buttonsBack = new BouncySprite( -188 + 872 + 208, -54, 12, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_buttonsDirty = true;
_buttonsBack.makeGraphic(208, 266, FlxColor.TRANSPARENT, true);
_backSprites.push(_buttonsBack);
_buttonsBack.visible = false;
addPart(_buttonsBack);
}
_leverBack = new BouncySprite( -188 + 872 + 208, -54 + 133, 12, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_leverBack.loadGraphic(MagnResource.lever, true, 208, 266);
_backSprites.push(_leverBack);
_leverBack.animation.add("default", [0]);
if (PlayerData.magnMale)
{
_leverBack.animation.add("pull-lever", [0, 1, 2, 3, 4]);
}
else
{
_leverBack.animation.add("pull-lever", [0, 1, 2, 3]);
}
_leverBack.visible = false;
addPart(_leverBack);
}
_portsBack = new BouncySprite( -188 + 872 + 208, -54 + 133, 12, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_portsBack.loadGraphic(AssetPaths.magn_ports__png, true, 208, 266);
_backSprites.push(_portsBack);
_portsBack.visible = false;
_portsBack.animation.add("default", [0]);
_portsBack.animation.add("rub-small-port", [0]);
_portsBack.animation.add("rub-small-port1", [0]);
_portsBack.animation.add("finger-big-port", [0, 1, 2, 2, 2, 2]);
addPart(_portsBack);
}
_beadsBackL = new BouncySprite( -188 + 872, -54, 12, BOUNCE_DURATION, 0.16, _age);
_beadsBackL.loadGraphic(AssetPaths.magnbeads_back_l__png, true, 312, 532);
_backSprites.push(_beadsBackL);
_beadsBackL.visible = false;
addVisualItem(_beadsBackL);
_beadsBackC = new BouncySprite( -188 + 872, -54, 12, BOUNCE_DURATION, 0.16, _age);
loadWideGraphic(_beadsBackC, AssetPaths.magnbeads_back_c__png);
_backSprites.push(_beadsBackC);
_beadsBackC.visible = false;
addVisualItem(_beadsBackC);
_beadsBackR = new BouncySprite( -188 + 872 + 312, -54, 12, BOUNCE_DURATION, 0.16, _age);
_beadsBackR.loadGraphic(AssetPaths.magnbeads_back_r__png, true, 312, 532);
_backSprites.push(_beadsBackR);
_beadsBackR.visible = false;
addVisualItem(_beadsBackR);
_tailBack = new BouncySprite( -188 + 872, -54, 14, BOUNCE_DURATION, 0, _age);
loadWideGraphic(_tailBack, AssetPaths.magn_tail_back__png);
_backSprites.push(_tailBack);
addPart(_tailBack);
_hatBack = new BouncySprite( -188 + 872 + 208, -54, 12, BOUNCE_DURATION, 0.16, _age);
_hatBack.loadGraphic(AssetPaths.magn_hat_back__png, true, 208, 266);
_backSprites.push(_hatBack);
addPart(_hatBack);
// lightningLayerBack uses the same sprite graphic as lightningLayerFront
_lightningLayerBack = new BouncySprite( -188 + 872, -54, 12, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_lightningLayerBack.makeGraphic(624, 532, FlxColor.WHITE, false, "magnLightningLayer");
_backSprites.push(_lightningLayerBack);
addVisualItem(_lightningLayerBack);
}
_interact = new BouncySprite( -54, -54, 0, 0, 0, 0);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
_whiteZapLayer = new FlxSprite(0, 0);
if (_interactive)
{
_whiteZapLayer.makeGraphic(Std.int(width), Std.int(height), FlxColor.WHITE, false);
_whiteZapLayer.alpha = 0;
add(_whiteZapLayer);
}
// randomize bead state
_beadsFrontL.animation.frameIndex = FlxG.random.int(0, 4);
_beadsBackR.animation.frameIndex = _beadsFrontL.animation.frameIndex;
_beadsFrontC.animation.frameIndex = FlxG.random.int(0, 4);
_beadsBackC.animation.frameIndex = _beadsFrontC.animation.frameIndex;
_beadsFrontR.animation.frameIndex = FlxG.random.int(0, 4);
_beadsBackL.animation.frameIndex = _beadsFrontR.animation.frameIndex;
setNudity(PlayerData.level);
}
override public function cheerful():Void
{
super.cheerful();
_leftEye.animation.play("cheer");
_middleEye.animation.play("cheer");
_rightEye.animation.play("cheer");
_cheer.animation.play("cheer");
}
public function setHatchOpen(hatchOpen:Bool):Void
{
if (hatchOpen != this._hatchOpen)
{
SoundStackingFix.play(hatchOpen ?
FlxG.random.getObject([AssetPaths.magn_lever_0063_top_slowa__mp3, AssetPaths.magn_lever_0063_top_slowb__mp3]) :
FlxG.random.getObject([AssetPaths.magn_lever_0063_bot_slowa__mp3, AssetPaths.magn_lever_0063_bot_slowb__mp3]), 0.8);
}
this._hatchOpen = hatchOpen;
if (_hatchOpen)
{
_hatch.animation.play("open");
_hatchBack.animation.play("open");
_buttonsBack.visible = true;
_leverBack.visible = true;
_portsBack.visible = true;
}
else {
_hatch.animation.play("closed");
_hatchBack.animation.play("closed");
_buttonsBack.visible = false;
_leverBack.visible = false;
_portsBack.visible = false;
}
updateRearBeads();
}
override public function arrangeArmsAndLegs()
{
playNewAnim(_arms, ["0", "1", "2", "3", "4", "5"]);
}
function loadWideGraphic(Sprite:BouncySprite, SimpleGraphic:FlxGraphicAsset)
{
Sprite.loadGraphic(SimpleGraphic, true, 624, 532);
}
public function cameraLeft(tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
var scrollAmount:Int = -173;
if (cameraPosition.x < -100 && cameraPosition.x >= -200)
{
// scroll from front to back
scrollAmount = -(263 + 248 + 188);
if (_backSprites[0].x > _frontSprites[0].x)
{
for (backSprite in _backSprites)
{
backSprite.x -= 872 * 2;
}
}
}
else if (cameraPosition.x > 200 || cameraPosition.x < -200)
{
// scroll from back to front
scrollAmount = -(436 + 248 + 15);
if (_frontSprites[0].x > _backSprites[0].x)
{
for (frontSprite in _frontSprites)
{
frontSprite.x -= 872 * 2;
}
}
}
scrollCamera(scrollAmount, tweenDuration);
}
}
public function cameraRight(tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
var scrollAmount:Int = 173;
if (cameraPosition.x > 100 && cameraPosition.x <= 200)
{
// scroll from front to back
scrollAmount = 263 + 248 + 188;
if (_backSprites[0].x < _frontSprites[0].x)
{
for (backSprite in _backSprites)
{
backSprite.x += 872 * 2;
}
}
}
else if (cameraPosition.x > 200 || cameraPosition.x < -200)
{
// scroll from back to front
scrollAmount = 436 + 248 + 15;
if (_frontSprites[0].x < _backSprites[0].x)
{
for (frontSprite in _frontSprites)
{
frontSprite.x += 872 * 2;
}
}
}
scrollCamera(scrollAmount, tweenDuration);
}
}
function scrollCamera(scrollAmount:Int, tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
if (tweenDuration > 0)
{
for (member in _frontSprites)
{
FlxTween.tween(member, {x: member.x - scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
for (member in _backSprites)
{
FlxTween.tween(member, {x: member.x - scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
_cameraTween = FlxTween.tween(cameraPosition, {x: cameraPosition.x + scrollAmount}, tweenDuration, {ease:FlxEase.circOut, onComplete:centerCamera});
}
else
{
for (member in _frontSprites)
{
member.x -= scrollAmount;
}
for (member in _backSprites)
{
member.x -= scrollAmount;
}
cameraPosition.x += scrollAmount;
}
}
}
public function centerCamera(tween:FlxTween):Void
{
if (cameraPosition.x > 1000)
{
cameraPosition.x -= 1744;
}
else if (cameraPosition.x < -1000)
{
cameraPosition.x += 1744;
}
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
MagnResource.chat = AssetPaths.magn_chat__png;
_hatBack.visible = true;
_hat.visible = true;
_badge.visible = true;
}
if (NudityLevel == 1)
{
MagnResource.chat = AssetPaths.magn_chat__png;
_hatBack.visible = true;
_hat.visible = true;
_badge.visible = false;
}
if (NudityLevel >= 2)
{
MagnResource.chat = AssetPaths.magn_chat_hatless__png;
_hatBack.visible = false;
_hat.visible = false;
_badge.visible = false;
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
var animNames:Array<String> = ["0"];
if (_arousal == 1)
{
animNames = ["1", "2"];
}
else if (_arousal == 2)
{
animNames = ["2", "3", "4"];
}
else if (_arousal == 3)
{
animNames = ["3", "4", "5"];
}
else if (_arousal == 4)
{
animNames = ["4", "5"];
}
else if (_arousal == 5)
{
animNames = ["5"];
}
if (_leftEye.animation.name != "cheer")
{
_leftEye.animation.play(FlxG.random.getObject(animNames));
}
if (_middleEye.animation.name != "cheer")
{
_middleEye.animation.play(FlxG.random.getObject(animNames));
}
if (_rightEye.animation.name != "cheer")
{
_rightEye.animation.play(FlxG.random.getObject(animNames));
}
}
public function setEyeHappy(index:Int, happy:Bool)
{
var eyeSprite:FlxSprite = [_leftEye, _middleEye, _rightEye][index];
if ((eyeSprite.animation.name == "cheer") == happy)
{
// expression is already what it should be
return;
}
var animNames:Array<String> = ["0"];
if (happy)
{
animNames = ["cheer"];
}
else if (_arousal == 1)
{
animNames = ["1", "2"];
}
else if (_arousal == 2)
{
animNames = ["2", "3", "4"];
}
else if (_arousal == 3)
{
animNames = ["3", "4", "5"];
}
else if (_arousal == 4)
{
animNames = ["4", "5"];
}
else if (_arousal == 5)
{
animNames = ["5"];
}
eyeSprite.animation.play(FlxG.random.getObject(animNames));
}
/*
* update rear beads to match the front
*/
public function updateRearBeads():Void
{
if (!_beadsFrontC.visible)
{
// beads are invisible; don't bother updating
return;
}
_beadsBackR.animation.frameIndex = _beadsFrontL.animation.frameIndex;
_beadsBackL.animation.frameIndex = _beadsFrontR.animation.frameIndex;
if (!_hatchOpen)
{
_beadsBackC.animation.frameIndex = _beadsFrontC.animation.frameIndex;
}
else {
// when the hatch opens, the rear beads use different graphics to go around the hatch
_beadsBackC.animation.frameIndex = [4, 6, 4, 7, 4][_beadsFrontC.animation.frameIndex];
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_interactive)
{
// crazy interactive lightning/button stuff; only applicable for sexy minigame
for (i in 0..._buttonTouched.length)
{
_buttonTouched[i] -= elapsed;
}
_buttonRefreshTimer -= elapsed;
if (_buttonRefreshTimer <= 0)
{
_buttonRefreshTimer = Math.max(0.444, _buttonRefreshTimer + 0.444);
for (i in 0..._buttonTouched.length)
{
if (_buttonTouched[i] <= 0)
{
if (_untouchedButtonState[i] == 2)
{
_buttonLit[i] = !_buttonLit[i];
}
else
{
_buttonLit[i] = _untouchedButtonState[i] == 1;
}
}
}
_buttonsDirty = true;
}
_lightningTimer += elapsed;
while (_lightningTimer > 0.09)
{
_lightningTimer -= 0.09;
_lightningIndex += 3;
_lightningDirty = true;
}
if (_lightningIntensityBoost > 0)
{
var boost = Math.min(48 * elapsed, _lightningIntensityBoost);
_lightningIntensityBoost -= boost;
_lightningIntensity += boost;
// hard cap of 60
_lightningIntensity = Math.min(_lightningIntensity, 60);
}
if (_lightningIntensity > 0)
{
if (_lightningIntensityBoost == 0)
{
_lightningIntensity -= 12 * elapsed;
if (_lightningIntensity <= 0)
{
// clean up after intensity drops to zero
_lightningDirty = true;
}
}
if (_lightningIntensity > 36)
{
// too intense; sharply decrease intensity
_lightningIntensity -= 12 * elapsed;
}
while (_lightningIndex > _lightningLines[0].xs.length * 2)
{
_lightningIndex -= _lightningLines[0].xs.length;
}
if (_lightningDirty)
{
FlxSpriteUtil.fill(_lightningLayer, FlxColor.TRANSPARENT);
for (i in 0..._lightningLines.length)
{
var lightningLine = _lightningLines[i];
if (lightningLine == null)
{
break;
}
lightningLine.draw(_lightningLayer, _lightningIndex, Math.round(_lightningIntensity) - 4 * Std.int(i / 2));
}
_lightningLayerBack.dirty = true;
_lightningDirty = false;
}
}
}
}
public function getSparkLocation(?index:Int = 0):FlxPoint
{
var x:Float = _lightningLines[0].xs[(_lightningIndex + Math.round(_lightningIntensity)) % _lightningLines[0].xs.length];
var y:Float = _lightningLines[0].ys[(_lightningIndex + Math.round(_lightningIntensity)) % _lightningLines[0].ys.length];
if (cameraPosition.x > 200)
{
x += 872;
}
else if (cameraPosition.x < -200)
{
x -= 872;
}
return FlxPoint.get(x + _lightningLayer.x, y + _lightningLayer.y);
}
public function makeAntennaBolt(?index:Int = 0):Void
{
makeBolt(100 + _antenna.x - _body.x + FlxG.random.float( -10, 10), 76 + _antenna.y - _body.y + FlxG.random.float( -10, 10), index);
if (_whiteZapLayer.alpha < 0.3)
{
_whiteZapLayer.alpha = 0.3;
_whiteZapTween = FlxTweenUtil.retween(_whiteZapTween, _whiteZapLayer, {alpha:0}, 0.1);
}
}
public function makeBigAntennaBolt(?index:Int = 0):Void
{
makeBigBolt(100 + _antenna.x - _body.x + FlxG.random.float( -10, 10), 76 + _antenna.y - _body.y + FlxG.random.float( -10, 10), index);
_whiteZapLayer.alpha = 0.9;
_whiteZapTween = FlxTweenUtil.retween(_whiteZapTween, _whiteZapLayer, {alpha:0}, 0.5);
}
public function makeBolt(x:Float = 0, y:Float = 0, ?index:Int = 0):Void
{
_lightningLines[index].pushBolt(_lightningIndex + Math.round(_lightningIntensity) - 4 * Std.int(index / 2), x, y);
}
public function makeBigBolt(x:Float = 0, y:Float = 0, ?index:Int = 0):Void
{
_lightningLines[index].pushBigBolt(_lightningIndex + Math.round(_lightningIntensity) - 4 * Std.int(index / 2), x, y);
}
override public function draw():Void
{
FlxSpriteUtil.fill(_canvas, _bgColor);
if (_buttonsDirty)
{
FlxSpriteUtil.fill(_buttonsBack, FlxColor.TRANSPARENT);
var tmpSprite:FlxSprite = new FlxSprite();
for (i in 0...BUTTON_POSITIONS.length)
{
tmpSprite.loadGraphic(Reflect.field(AssetPaths, "magn_button_" + BUTTON_RYG[i] + "_" + BUTTON_LCR[i] + "__png"), true, 24, 24);
if (_buttonPushed[i] == true)
{
tmpSprite.animation.frameIndex += 1;
}
if (!_buttonLit[i])
{
tmpSprite.animation.frameIndex += 2;
}
_buttonsBack.stamp(tmpSprite, BUTTON_POSITIONS[i][0], BUTTON_POSITIONS[i][1]);
}
_buttonsDirty = false;
}
for (member in members)
{
if (member != null && member.visible)
{
_canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
{
// erase corner
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(_canvas.width - 44 - 34, 0));
poly.push(FlxPoint.get(_canvas.width - 44, 34));
poly.push(FlxPoint.get(_canvas.width, 34));
poly.push(FlxPoint.get(_canvas.width, 0));
poly.push(FlxPoint.get(_canvas.width - 44 - 34, 0));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
// draw pentagon around character frame
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(1, 1));
poly.push(FlxPoint.get(_canvas.width - 44 - 34 + 1, 1));
poly.push(FlxPoint.get(_canvas.width - 44 - 1, 34 - 1));
poly.push(FlxPoint.get(_canvas.width - 1, 34 - 1));
poly.push(FlxPoint.get(_canvas.width - 1, _canvas.height - 1));
poly.push(FlxPoint.get(1, _canvas.height - 1));
poly.push(FlxPoint.get(1, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2 });
FlxDestroyUtil.putArray(poly);
// corner looks skimpy when drawing "pixel style" so fatten it up
FlxSpriteUtil.drawLine(_canvas, _canvas.width - 44 - 34, 0, _canvas.width - 44 - 2, 34 - 2, {thickness:3, color:FlxColor.BLACK});
}
_canvas.pixels.setPixel32(0, 0, 0x00000000);
_canvas.pixels.setPixel32(0, Std.int(_canvas.height-1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), Std.int(_canvas.height-1), 0x00000000);
_canvas.draw();
}
public function getClosestPanelButton(x:Int, y:Int)
{
var minDist:Float = 12;
var closestButtonIndex:Int = -1;
var point0 = FlxPoint.get(x - _buttonsBack.x + _buttonsBack.offset.x - 12, y - _buttonsBack.y + _buttonsBack.offset.y - 12);
var point1 = FlxPoint.get();
for (i in 0...BUTTON_POSITIONS.length)
{
point1.set(BUTTON_POSITIONS[i][0], BUTTON_POSITIONS[i][1]);
var dist:Float = point0.distanceTo(point1);
if (dist < minDist)
{
minDist = dist;
closestButtonIndex = i;
}
}
point0.put();
point1.put();
return closestButtonIndex;
}
public function pushPanelButton(buttonIndex:Int)
{
_buttonTouched[buttonIndex] = _buttonDurations[buttonIndex];
_buttonPushed[buttonIndex] = true;
_buttonLit[buttonIndex] = !_buttonLit[buttonIndex];
_buttonsDirty = true;
}
/**
* @return 2 if any new buttons were mashed; 1 if any new buttons were released; 0 otherwise
*/
public function mashPanelButtons(x:Float, y:Float):Int
{
var point0 = FlxPoint.get(x - _buttonsBack.x + _buttonsBack.offset.x - 12, y - _buttonsBack.y + _buttonsBack.offset.y - 12);
var point1 = FlxPoint.get();
var result:Int = 0;
for (i in 0...BUTTON_POSITIONS.length)
{
point1.set(BUTTON_POSITIONS[i][0], BUTTON_POSITIONS[i][1]);
var dist:Float = point0.distanceTo(point1);
if (dist < 15)
{
if (_buttonPushed[i] == false)
{
pushPanelButton(i);
result = Std.int(Math.max(2, result));
}
else
{
_buttonTouched[i] = _buttonDurations[i];
}
}
else if (dist >= 18)
{
if (_buttonPushed[i] == true)
{
releasePanelButton(i);
result = Std.int(Math.max(1, result));
}
}
}
point0.put();
point1.put();
return result;
}
public function releasePanelButton(buttonIndex:Int)
{
_buttonTouched[buttonIndex] = _buttonDurations[buttonIndex];
_buttonPushed[buttonIndex] = false;
_buttonsDirty = true;
}
/**
* intensity is a number between 8-30 corresponding to how long the electric shock should last
*/
public function emitLightning(intensity:Float)
{
_lightningIntensityBoost = FlxMath.bound(_lightningIntensityBoost + intensity, 0, 60);
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (str == "camera-right-fast")
{
if (_cameraTween != null && _cameraTween.active)
{
// ignore; camera is busy
}
else
{
cameraRight(0);
}
}
if (str == "open-hatch")
{
setHatchOpen(true);
}
}
public function setBeadsVisible(beadsVisible:Bool)
{
_beadsFrontC.visible = beadsVisible;
_beadsFrontL.visible = beadsVisible;
_beadsFrontR.visible = beadsVisible;
_beadsBackL.visible = beadsVisible;
_beadsBackC.visible = beadsVisible;
_beadsBackR.visible = beadsVisible;
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeCustomHandBouncySprite(_interact, AssetPaths.magn_interact__png, 208, 266);
if (PlayerData.magnMale)
{
_interact.animation.add("pull-lever", [0, 1, 2, 3, 4]);
}
else
{
_interact.animation.add("pull-lever", [23, 29, 35, 41]);
}
_interact.animation.add("rub-small-port", [9, 6, 7]);
_interact.animation.add("rub-small-port1", [9, 6, 8]);
_interact.animation.add("finger-big-port", [12, 13, 14, 15, 16, 17]);
_interact.animation.add("rub-left-screw", [18, 19, 20, 21]);
_interact.animation.add("rub-right-screw", [24, 25, 26, 27]);
_interact.animation.add("rub-antenna", [30, 31, 32, 33]);
_interact.animation.add("rub-antenna-back", [36, 37, 38, 39, 40]);
_interact.visible = false;
}
override public function destroy():Void
{
super.destroy();
_frontSprites = FlxDestroyUtil.destroyArray(_frontSprites);
_backSprites = FlxDestroyUtil.destroyArray(_backSprites);
_hatch = FlxDestroyUtil.destroy(_hatch);
_tail = FlxDestroyUtil.destroy(_tail);
_leftScrew = FlxDestroyUtil.destroy(_leftScrew);
_rightScrew = FlxDestroyUtil.destroy(_rightScrew);
_antenna = FlxDestroyUtil.destroy(_antenna);
_body = FlxDestroyUtil.destroy(_body);
_leftEye = FlxDestroyUtil.destroy(_leftEye);
_middleEye = FlxDestroyUtil.destroy(_middleEye);
_rightEye = FlxDestroyUtil.destroy(_rightEye);
_arms = FlxDestroyUtil.destroy(_arms);
_hat = FlxDestroyUtil.destroy(_hat);
_badge = FlxDestroyUtil.destroy(_badge);
_cheer = FlxDestroyUtil.destroy(_cheer);
_beadsFrontL = FlxDestroyUtil.destroy(_beadsFrontL);
_beadsFrontC = FlxDestroyUtil.destroy(_beadsFrontC);
_beadsFrontR = FlxDestroyUtil.destroy(_beadsFrontR);
_beadsBackL = FlxDestroyUtil.destroy(_beadsBackL);
_beadsBackC = FlxDestroyUtil.destroy(_beadsBackC);
_beadsBackR = FlxDestroyUtil.destroy(_beadsBackR);
_lightningLayer = FlxDestroyUtil.destroy(_lightningLayer);
_whiteZapLayer = FlxDestroyUtil.destroy(_whiteZapLayer);
_whiteZapTween = FlxTweenUtil.destroy(_whiteZapTween);
_lightningLines = FlxDestroyUtil.destroyArray(_lightningLines);
_bodyBack = FlxDestroyUtil.destroy(_bodyBack);
_tailBack = FlxDestroyUtil.destroy(_tailBack);
_hatBack = FlxDestroyUtil.destroy(_hatBack);
_hatchBack = FlxDestroyUtil.destroy(_hatchBack);
_buttonsBack = FlxDestroyUtil.destroy(_buttonsBack);
_leverBack = FlxDestroyUtil.destroy(_leverBack);
_portsBack = FlxDestroyUtil.destroy(_portsBack);
_lightningLayerBack = FlxDestroyUtil.destroy(_lightningLayerBack);
_cameraTween = FlxTweenUtil.destroy(_cameraTween);
}
public static function eventEmitSpark(args:Array<Dynamic>)
{
var emitter:FlxTypedEmitter<LateFadingFlxParticle> = args[0];
var sparkX:Float = args[1];
var sparkY:Float = args[2];
MagnWindow.emitSpark(emitter, sparkX, sparkY);
}
public static function emitSpark(emitter:FlxTypedEmitter<LateFadingFlxParticle>, x:Float, y:Float)
{
emitter.setPosition(x, y);
emitter.start(true, 0, 1);
for (i in 0...8)
{
var particle:LateFadingFlxParticle = emitter.emitParticle();
particle.enableLateFade(2);
if (i % 8 < 4)
{
particle.velocity.x *= 0.5;
particle.velocity.y *= 0.5;
}
if (i % 4 < 2)
{
particle.velocity.x *= -1;
}
if (i % 2 < 1)
{
particle.velocity.y *= -1;
}
}
emitter.emitting = false;
}
}
|
argonvile/monster
|
source/poke/magn/MagnWindow.hx
|
hx
|
unknown
| 35,766 |
package poke.rhyd;
/**
* BreathingSprite is for large sprites which want to animate like
* a BouncySprite. If the sprite is told to play an animation, this class will
* instead oscillate through its animation frames like a sine wave.
*/
class BreathingSprite extends BouncySprite
{
override public function adjustY()
{
if (animation.curAnim != null && !animation.curAnim.paused)
{
var frameCount:Int = animation.curAnim.frames.length;
var pseudoOffsetY:Int = Math.round((frameCount - 1) / 2 + (frameCount - 1) * Math.sin((_age + _bouncePhase * _bounceDuration) * (2 * Math.PI / Math.max(_bounceDuration, 0.1))) / 2);
animation.curAnim.curFrame = pseudoOffsetY;
}
}
}
|
argonvile/monster
|
source/poke/rhyd/BreathingSprite.hx
|
hx
|
unknown
| 707 |
package poke.rhyd;
import flixel.util.FlxDestroyUtil;
import poke.abra.SegmentedPath;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
import openfl.geom.Rectangle;
import poke.sexy.SexyState;
/**
* The simplistic window on the side which lets the player interact with
* Rhydon's anal bead sequence
*/
class RhydonBeadInterface extends FlxSpriteGroup
{
private static var INTERACTABLE_PUSH_BEAD_DIST:Float = 1.9;
private static var MAX_LINE_ANGLE:Float = -1.3192;
private static var MIN_LINE_ANGLE:Float = -0.7854;
private static var SHADOW_COLOR:FlxColor = 0xff503e49;
private static var DIST_BETWEEN_BEADS:Float = 85;
private static var BLINK_FREQUENCY:Float = 5;
private static var BEAD_ORIGIN:FlxPoint = FlxPoint.get(310, -95);
private static var HANDLE_ORIGIN:FlxPoint = FlxPoint.get(212, 55);
private static var LAX_CONSTANT:Float = 2.4; // how far do i have to pull, before it starts counting?
public var totalBeadCount:Int = 18;
private var _bgSprite:FlxSprite;
private var _beadSprite:FlxSprite;
private var _mainBeadSprite:FlxSprite;
private var _mainBeadHighlightSprite:FlxSprite;
private var _beadHandleSprite:FlxSprite;
private var _beadHandleHighlightSprite:FlxSprite;
private var _purpleCanvas:FlxSprite;
private var _assMeter:FlxSprite;
private var _meterNeedleHeadTemplate:Array<FlxPoint> = [FlxPoint.get( -4, 0), FlxPoint.get(4, -6), FlxPoint.get(4, 6)];
private var _meterNeedleHead:Array<FlxPoint> = [FlxPoint.get(), FlxPoint.get(), FlxPoint.get()];
private var _visualAssMeterAngle:Float = -25;
private var _currPoint:FlxPoint = FlxPoint.get();
private var _canvas:FlxSprite;
public var pushMode:Bool = true;
private var pushPath:SegmentedPath;
public var _anchorBeadPosition:Int = 0; // how many beads were inside before the player started pushing/pulling
public var _desiredBeadPosition:Float = 0; // the position the player is trying to push/pull to
public var _actualBeadPosition:Float = 0;
public var _visualActualBeadPosition:Float = 0;
public var lineAngle:Float; // number ranging from [-1.0, 1.0] for left/right
public var handleBlinkTimer:Float = 0.8;
private var beadBlinkTimer:Float = 0.8;
public var _interacting:Bool = false;
public var _interactiveTimer:Float = 1.0; // [0.00-1.00) : not interactive [1.00-?.??]: interactive
private var pointTween:FlxTween = null;
private var interactiveTween:FlxTween = null;
public function new()
{
super();
_bgSprite = new FlxSprite();
_bgSprite.loadGraphic(AssetPaths.rhydbeads_iface__png, true, 253, 426);
_beadSprite = new FlxSprite(0, 0);
_beadSprite.loadGraphic(AssetPaths.rhydon_bead_shadow__png, true, 80, 80);
_mainBeadSprite = new FlxSprite(0, 0);
_mainBeadSprite.loadGraphic(AssetPaths.rhydon_bead_shadow__png, true, 80, 80);
_mainBeadSprite.animation.add("default", [0, 0]);
_mainBeadSprite.animation.add("blink", [1, 1, 2, 3, 4, 5, 6, 7, 7, 0], 20, false);
_mainBeadHighlightSprite = new FlxSprite(0, 0);
_mainBeadHighlightSprite.loadGraphic(AssetPaths.rhydon_bead_shadow__png, true, 80, 80);
_mainBeadHighlightSprite.animation.frameIndex = 4;
_beadHandleSprite = new FlxSprite(0, 0);
_beadHandleSprite.loadGraphic(AssetPaths.rhydon_bead_shadow_handle__png, true, 80, 80);
_beadHandleSprite.animation.add("default", [0, 0]);
_beadHandleSprite.animation.add("blink", [1, 1, 2, 3, 4, 5, 6, 7, 7, 0], 20, false);
_beadHandleSprite.animation.play("default");
_beadHandleHighlightSprite = new FlxSprite(0, 0);
_beadHandleHighlightSprite.loadGraphic(AssetPaths.rhydon_bead_shadow_handle__png, true, 80, 80);
_beadHandleHighlightSprite.animation.frameIndex = 4;
_canvas = new FlxSprite(3, 3);
_canvas.makeGraphic(253, 426, FlxColor.WHITE, true);
_purpleCanvas = new FlxSprite();
_purpleCanvas.makeGraphic(253, 426, FlxColor.TRANSPARENT, true);
_assMeter = new FlxSprite(0, 0, AssetPaths.rhydbeads_assmeter__png);
pushPath = new SegmentedPath();
pushPath.pushNode(191, 19);
pushPath.pushNode(191, 109);
pushPath.pushNode(182, 128);
pushPath.pushNode(171, 152);
pushPath.pushNode(149, 178);
pushPath.pushNode(129, 194);
pushPath.pushNode(103, 211);
pushPath.pushNode(71, 225);
pushPath.pushNode(41, 232);
pushPath.pushNode(15, 236);
pushPath.pushNode(-100, 236);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
_mainBeadSprite.update(elapsed);
_beadHandleSprite.update(elapsed);
if (pushMode)
{
if (!isInteractive())
{
_interacting = false;
}
else
{
if (SexyState.toyMouseJustPressed())
{
_interacting = false;
if (isMouseNearPushableBead() && moreBeadsToPush())
{
_interacting = true;
}
}
if (_interacting && !FlxG.mouse.pressed)
{
_interacting = false;
beadBlinkTimer = 0.8;
}
if (_interacting)
{
beadBlinkTimer = BLINK_FREQUENCY;
if (_actualBeadPosition >= totalBeadCount)
{
// pushed final bead
}
else if (_actualBeadPosition >= _anchorBeadPosition + 1)
{
// already pushed in the bead...
_desiredBeadPosition = _anchorBeadPosition + 1;
}
else
{
var beadVel:Float = Math.min(4, 0.6 * Math.pow(1.2, _anchorBeadPosition));
_desiredBeadPosition += beadVel * elapsed;
}
}
else
{
_desiredBeadPosition = _anchorBeadPosition;
}
if (beadBlinkTimer > 0)
{
beadBlinkTimer -= elapsed;
if (beadBlinkTimer <= 0)
{
beadBlinkTimer += BLINK_FREQUENCY;
_mainBeadSprite.animation.play("blink");
}
}
}
var assMeterAngle:Float = -25 + 23 * FlxMath.bound(Math.floor(_visualActualBeadPosition + 1 - RhydonBeadWindow.BEAD_BP_CENTER), 0, totalBeadCount);
assMeterAngle -= Math.max(0, assMeterAngle - 70) * 0.4;
assMeterAngle -= Math.max(0, assMeterAngle - 115) * 0.3;
assMeterAngle -= Math.max(0, assMeterAngle - 160) * 0.2;
if (totalBeadCount >= 20)
{
assMeterAngle -= Math.max(0, assMeterAngle - 185) * 0.6;
}
if (_visualAssMeterAngle != assMeterAngle)
{
var meterNeedleVelocity:Float = Math.abs(_visualAssMeterAngle - assMeterAngle) > 10 ? 27 : 9;
if (_visualAssMeterAngle < assMeterAngle)
{
_visualAssMeterAngle = Math.min(assMeterAngle, _visualAssMeterAngle + meterNeedleVelocity * elapsed);
}
else
{
_visualAssMeterAngle = Math.max(assMeterAngle, _visualAssMeterAngle - meterNeedleVelocity * elapsed);
}
}
}
else {
if (!isInteractive())
{
_interacting = false;
}
else {
if (SexyState.toyMouseJustPressed())
{
_interacting = false;
if (isMouseNearPullRing())
{
_interacting = true;
}
}
if (_interacting && !FlxG.mouse.pressed)
{
_interacting = false;
handleBlinkTimer = 0.8;
}
if (_interacting)
{
handleBlinkTimer = BLINK_FREQUENCY;
var dist:Float = BEAD_ORIGIN.distanceTo(FlxG.mouse.getPosition());
_desiredBeadPosition = _anchorBeadPosition - dist / DIST_BETWEEN_BEADS + LAX_CONSTANT;
if (SexyState.toyMouseJustPressed() && _interacting)
{
_visualActualBeadPosition = _desiredBeadPosition;
_actualBeadPosition = _desiredBeadPosition;
}
_currPoint.x = (FlxG.mouse.x - 3 - BEAD_ORIGIN.x) * ((_anchorBeadPosition - _visualActualBeadPosition + LAX_CONSTANT) / (_anchorBeadPosition - _desiredBeadPosition + LAX_CONSTANT)) + BEAD_ORIGIN.x;
_currPoint.y = (FlxG.mouse.y - 3 - BEAD_ORIGIN.y) * ((_anchorBeadPosition - _visualActualBeadPosition + LAX_CONSTANT) / (_anchorBeadPosition - _desiredBeadPosition + LAX_CONSTANT)) + BEAD_ORIGIN.y;
}
else {
_currPoint.x = HANDLE_ORIGIN.x;
_currPoint.y = HANDLE_ORIGIN.y;
}
if (handleBlinkTimer > 0)
{
handleBlinkTimer -= elapsed;
if (handleBlinkTimer <= 0)
{
handleBlinkTimer += BLINK_FREQUENCY;
_beadHandleSprite.animation.play("blink");
}
}
}
}
if (_visualActualBeadPosition != _actualBeadPosition)
{
var beadVelocity:Float = Math.abs(_visualActualBeadPosition - _actualBeadPosition) > 0.2 ? 9.2 : 4.6;
if (_visualActualBeadPosition < _actualBeadPosition)
{
_visualActualBeadPosition = Math.min(_actualBeadPosition, _visualActualBeadPosition + beadVelocity * elapsed);
}
else
{
_visualActualBeadPosition = Math.max(_actualBeadPosition, _visualActualBeadPosition - beadVelocity * elapsed);
}
}
}
override public function draw():Void
{
_bgSprite.animation.frameIndex = pushMode ? 1 : 0;
_canvas.stamp(_bgSprite, 0, 0); // draw bg sprite...
FlxSpriteUtil.fill(_purpleCanvas, FlxColor.TRANSPARENT);
if (pushMode)
{
var tmpBeadPosition:Float = (_visualActualBeadPosition + 1000) % 1;
var tmpBeadIndex:Int = Math.floor(_visualActualBeadPosition);
// draw beads...
var pathPoint0:FlxPoint = FlxPoint.get();
var pathPoint1:FlxPoint = FlxPoint.get();
for (i in 0...6)
{
if (tmpBeadIndex + i - 1 < 0)
{
// no more beads to pull out
continue;
}
if (tmpBeadIndex + i - 1 > totalBeadCount)
{
// no more beads to push in
continue;
}
pathPoint0 = pushPath.getPathPoint((i + INTERACTABLE_PUSH_BEAD_DIST - 1 - tmpBeadPosition) * DIST_BETWEEN_BEADS, pathPoint0);
if (tmpBeadIndex + i - 1 == totalBeadCount)
{
_purpleCanvas.stamp(_beadHandleSprite, Std.int(pathPoint0.x - 40), Std.int(pathPoint0.y - 40));
}
else
{
if (i == 1)
{
// we draw the "main bead sprite" later, so that it doesn't get covered by strings
}
else
{
_purpleCanvas.stamp(_beadSprite, Std.int(pathPoint0.x - 40), Std.int(pathPoint0.y - 40));
}
}
if (tmpBeadIndex + i > totalBeadCount || i == 6 - 1)
{
// no line to next bead
continue;
}
pathPoint1 = pushPath.getPathPoint((i + 0.8 + INTERACTABLE_PUSH_BEAD_DIST - 1 - tmpBeadPosition) * DIST_BETWEEN_BEADS, pathPoint1);
// draw line to next bead
FlxSpriteUtil.drawLine(_purpleCanvas, pathPoint0.x, pathPoint0.y, pathPoint1.x, pathPoint1.y, {thickness: 15, color: SHADOW_COLOR});
}
{
if (tmpBeadIndex < 0)
{
// no more beads to pull out
}
else if (tmpBeadIndex >= totalBeadCount)
{
// no more beads to push in
}
else
{
pathPoint0 = pushPath.getPathPoint((INTERACTABLE_PUSH_BEAD_DIST - tmpBeadPosition) * DIST_BETWEEN_BEADS, pathPoint0);
if (isMouseNearPushableBead() && moreBeadsToPush() && tmpBeadPosition == 0 && !_interacting && isInteractive())
{
// highlight pushable bead
_purpleCanvas.stamp(_mainBeadHighlightSprite, Std.int(pathPoint0.x - 40), Std.int(pathPoint0.y - 40));
}
else
{
_purpleCanvas.stamp(_mainBeadSprite, Std.int(pathPoint0.x - 40), Std.int(pathPoint0.y - 40));
}
}
}
// draw ass meter...
_purpleCanvas.stamp(_assMeter, Std.int(201 - _assMeter.width / 2), Std.int(69 - _assMeter.height / 2));
var _meterNeedleEnd:FlxPoint = FlxPoint.get( -25, 0);
_meterNeedleEnd.rotate(FlxPoint.weak(0, 0), _visualAssMeterAngle);
FlxSpriteUtil.drawLine(_purpleCanvas, 201, 69, 201 + _meterNeedleEnd.x, 69 + _meterNeedleEnd.y, {thickness: 4, color: SHADOW_COLOR});
for (i in 0..._meterNeedleHead.length)
{
_meterNeedleHead[i].set(_meterNeedleHeadTemplate[i].x, _meterNeedleHeadTemplate[i].y).rotate(FlxPoint.weak(0, 0), _visualAssMeterAngle);
_meterNeedleHead[i].set(_meterNeedleHead[i].x + 201 + _meterNeedleEnd.x, _meterNeedleHead[i].y + 69 + _meterNeedleEnd.y);
}
FlxSpriteUtil.drawPolygon(_purpleCanvas, _meterNeedleHead, SHADOW_COLOR, {thickness:2, color: SHADOW_COLOR});
}
else {
var stringVector:FlxVector;
if (isInteractive())
{
stringVector = FlxVector.get(BEAD_ORIGIN.x - _currPoint.x, BEAD_ORIGIN.y - _currPoint.y);
if (stringVector.x == 0 && stringVector.y == 0)
{
stringVector.x = 1;
stringVector.y = -2;
}
stringVector.length = DIST_BETWEEN_BEADS;
lineAngle = FlxMath.bound(1 - 2 * (MAX_LINE_ANGLE - Math.atan2(stringVector.y, stringVector.x)) / (MAX_LINE_ANGLE - MIN_LINE_ANGLE), -1, 1);
}
else {
stringVector = FlxVector.get(BEAD_ORIGIN.x - HANDLE_ORIGIN.x, BEAD_ORIGIN.y - HANDLE_ORIGIN.y);
stringVector.length = DIST_BETWEEN_BEADS;
lineAngle = 0;
}
var tmpBeadIndex:Int = Math.floor(_visualActualBeadPosition);
// draw line to first bead...
FlxSpriteUtil.drawLine(_purpleCanvas,
_currPoint.x + 14, _currPoint.y - 21,
Std.int(_currPoint.x + 1 * stringVector.x), Std.int(_currPoint.y + 1 * stringVector.y),
{thickness: 15, color: SHADOW_COLOR});
for (i in 1...totalBeadCount + 1)
{
// draw bead...
_purpleCanvas.stamp(_beadSprite, Std.int(_currPoint.x + i * stringVector.x - 40), Std.int(_currPoint.y + i * stringVector.y - 40));
if (i + 1 > totalBeadCount)
{
// no line to next bead
continue;
}
// draw line to next bead...
FlxSpriteUtil.drawLine(_purpleCanvas,
Std.int(_currPoint.x + i * stringVector.x), Std.int(_currPoint.y + i * stringVector.y),
Std.int(_currPoint.x + (i + 1) * stringVector.x), Std.int(_currPoint.y + (i + 1) * stringVector.y),
{thickness: 15, color: SHADOW_COLOR});
if (_currPoint.x > 253 + 50 || _currPoint.y < -50)
{
// beads went offscreen; interrupt the loop
break;
}
}
// draw ring...
_purpleCanvas.stamp(_beadHandleSprite, Std.int(_currPoint.x - 40), Std.int(_currPoint.y - 40));
if (isMouseNearPullRing() && !_interacting && isInteractive())
{
// highlight pullable ring
_purpleCanvas.stamp(_beadHandleHighlightSprite, Std.int(_currPoint.x - 40), Std.int(_currPoint.y - 40));
}
}
_canvas.stamp(_purpleCanvas, 0, 0);
// erase unused bits...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(253, 426));
poly.push(FlxPoint.get(253, 188));
poly.push(FlxPoint.get(171, 426));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(0, 0));
poly.push(FlxPoint.get(153, 0));
poly.push(FlxPoint.get(0, 269));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
// draw border...
{
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(153, 1));
poly.push(FlxPoint.get(252, 1));
poly.push(FlxPoint.get(252, 188));
poly.push(FlxPoint.get(171, 425));
poly.push(FlxPoint.get(1, 425));
poly.push(FlxPoint.get(1, 269));
poly.push(FlxPoint.get(153, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2, color: FlxColor.BLACK });
FlxDestroyUtil.putArray(poly);
}
// erase corners...
_canvas.pixels.setPixel32(0, Std.int(_canvas.height - 1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), 0, 0x00000000);
_canvas.draw();
}
public function isMouseNearPushableBead():Bool
{
var clickTarget0:FlxPoint = pushPath.getPathPoint(INTERACTABLE_PUSH_BEAD_DIST * DIST_BETWEEN_BEADS);
clickTarget0.x += 3;
clickTarget0.y += 3;
return FlxG.mouse.getPosition().distanceTo(clickTarget0) <= 50;
}
public function isMouseNearPullRing()
{
return FlxG.mouse.getPosition().distanceTo(FlxPoint.get(HANDLE_ORIGIN.x + 3, HANDLE_ORIGIN.y + 3)) <= 50;
}
public function moreBeadsToPush()
{
return _actualBeadPosition < totalBeadCount;
}
public function setInteractive(interactive:Bool, duration:Float)
{
if (duration == 0)
{
_interactiveTimer = interactive ? 1.0 : 0.0;
}
else
{
if (!interactive)
{
pointTween = FlxTweenUtil.retween(pointTween, _currPoint, {x:60, y:-120}, duration, {ease:FlxEase.circOut});
}
else
{
pointTween = FlxTweenUtil.retween(pointTween, _currPoint, {x:HANDLE_ORIGIN.x, y:HANDLE_ORIGIN.y}, duration, {ease:FlxEase.circOut});
}
interactiveTween = FlxTweenUtil.retween(interactiveTween, this, {_interactiveTimer:interactive ? 1.0 : 0.0}, duration);
}
if (interactive)
{
handleBlinkTimer = duration + 0.8;
beadBlinkTimer = duration + 0.8;
}
}
public function isInteractive():Bool
{
return _interactiveTimer >= 1.0;
}
override public function destroy():Void
{
super.destroy();
_bgSprite = FlxDestroyUtil.destroy(_bgSprite);
_beadSprite = FlxDestroyUtil.destroy(_beadSprite);
_mainBeadSprite = FlxDestroyUtil.destroy(_mainBeadSprite);
_mainBeadHighlightSprite = FlxDestroyUtil.destroy(_mainBeadHighlightSprite);
_beadHandleSprite = FlxDestroyUtil.destroy(_beadHandleSprite);
_beadHandleHighlightSprite = FlxDestroyUtil.destroy(_beadHandleHighlightSprite);
_purpleCanvas = FlxDestroyUtil.destroy(_purpleCanvas);
_assMeter = FlxDestroyUtil.destroy(_assMeter);
_meterNeedleHeadTemplate = FlxDestroyUtil.putArray(_meterNeedleHeadTemplate);
_meterNeedleHead = FlxDestroyUtil.putArray(_meterNeedleHead);
_currPoint = FlxDestroyUtil.put(_currPoint);
_canvas = FlxDestroyUtil.destroy(_canvas);
pushPath = FlxDestroyUtil.destroy(pushPath);
pointTween = FlxTweenUtil.destroy(pointTween);
interactiveTween = FlxTweenUtil.destroy(interactiveTween);
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonBeadInterface.hx
|
hx
|
unknown
| 18,050 |
package poke.rhyd;
import flixel.util.FlxDestroyUtil;
import poke.abra.SegmentedPath;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
import openfl.geom.Point;
import openfl.geom.Rectangle;
/**
* Graphics for Rhydon during the anal bead sequence
*/
class RhydonBeadWindow extends PokeWindow
{
public static var MAX_SLACK:Float = 0.9;
public static var BEAD_BP_RADIUS:Float = 0.0064;
public static var BEAD_BP_CENTER:Float = 0.5; // how far do we need to push to be past the midpoint of a bead?
private static var BOUNCE_DURATION:Float = 9;
private static var MIN_Y = -35;
private static var CORNER_SIZE = 46;
private static var LINE_THICKNESS = 18;
public static var INITIAL_PULL_PAUSE_DURATION = 1.5;
private static var SPHINCTER_COORDS = FlxPoint.get(171, 543);
public var totalBeadCount:Int = 18;
private var _cameraTween:FlxTween;
public var _headDown:BouncySprite;
private var _leftArm0:BouncySprite;
private var _rightArmDown:BouncySprite;
public var _headUp:BouncySprite;
private var _leftArm1:BouncySprite;
private var _rightArmUp:BouncySprite;
private var _torsoUp:BouncySprite;
public var _body:BouncySprite;
public var _sphincter:BouncySprite;
public var _sphincterMask:BouncySprite;
public var _innerSphincterMask:BouncySprite;
public var _ass:BouncySprite;
private var _beads:BouncySprite;
private var _tmpMask:FlxSprite; // a temporary buffer for when we need to mask stuff around the hand, without masking the hand
private var _tmpBehind:FlxSprite; // a temporary buffer for when we need to draw stuff behind other stuff
private var _beadBrush:FlxSprite;
private var _handleBrush:FlxSprite;
private var beadRadii:Array<Float> = [24, 27, 29, 32, 34, 36];
private var resistAmounts:Array<Float> = [0.48, 0.54, 0.58, 0.64, 0.68, 0.72];
public var beadSizes:Array<Int> = [];
public var slack:Float = MAX_SLACK;
private var visualSlack:Float = MAX_SLACK; // actual slack being displayed; for tweening purposes
public var lineAngle:Float = 0; // number ranging from [-1.0, 1.0] for left/right
private var visualLineAngle:Float = 0; // actual line angle being displayed; for tweening purposes
public var _beadPosition:Float = 0; // 0: no beads inserted yet; 10: 10 beads inserted
public var _visualBeadPosition:Float = 0; // actual bead position being displayed; for tweening purposes
public var _playerInteractingWithHandle:Bool = false; // is the player's hand interacting with the anal bead handle?
public var _playerHandNearHandle:Bool = false; // is the player's hand just chilling near the next anal bead?
public var _playerShovingInBead:Bool = false; // is the player's hand pushing in an anal bead?
public var _playerRestingHandOnSphincter:Bool = false; // is the player's hand pushing in an anal bead?
public var _playerHandNearBead:Bool = false; // is the player's hand just chilling near the next anal bead?
public var rhydonsTurn:Bool = false;
private var rhydonStartBeadPosition:Float = 0;
private var rhydonDesiredBeadPosition:Float = 0;
private var rhydonPauseTime:Float = 0;
public var rhydonBeadsToRemove:Float = 0;
public var beadPullCallback:Int->Float->Float->Void;
public var beadNudgeCallback:Int->Float->Float->Void;
public var beadPushCallback:Int->Float->Float->Void;
private var resistNudgeDuration:Float = 0;
public var greyBeads:Bool = false;
/**
* Normalized vectors for anal bead calculations.
*
* bv[0] = slope of line from center0 to center1
* bv[1] = average of bv[0] and bv[2]
* bv[2] = slope of line from center1 to center2
* bv[3] = average of bv[2] and bv[4]
* bv[4] = ...
*/
private var bv:Array<FlxVector> = [];
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_cameraButtons.push({x:234, y:3, image:AssetPaths.camera_button__png, callback:toggleCamera});
add(new FlxSprite( -54, MIN_Y, AssetPaths.rhydon_bg__png));
_headDown = new BouncySprite( -54, -54, 4, BOUNCE_DURATION, 0.12, _age);
loadTallGraphic(_headDown, RhydonResource.beadHead);
_headDown.animation.add("default", blinkyAnimation([3, 4]), 3);
_headDown.animation.play("default");
addPart(_headDown);
_leftArm0 = new BouncySprite( -54, -54, 2, BOUNCE_DURATION, 0.06, _age);
loadTallGraphic(_leftArm0, AssetPaths.rhydbeads_left_arm0__png);
_leftArm0.animation.frameIndex = 1;
addPart(_leftArm0);
_rightArmDown = new BouncySprite( -54, -54, 2, BOUNCE_DURATION, 0.06, _age);
loadTallGraphic(_rightArmDown, AssetPaths.rhydbeads_right_arm__png);
_rightArmDown.animation.add("default", [0]);
_rightArmDown.animation.play("default");
addPart(_rightArmDown);
_body = new BreathingSprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
loadTallGraphic(_body, AssetPaths.rhydbeads_body__png);
_body.animation.add("down", [0, 1, 2, 3]);
_body.animation.add("up", [4, 5, 6, 7]);
_body.animation.play("down");
addPart(_body);
_torsoUp = new BouncySprite( -54, -54, 4, BOUNCE_DURATION, -0.06, _age);
loadTallGraphic(_torsoUp, AssetPaths.rhydbeads_torso__png);
addPart(_torsoUp);
_ass = new BouncySprite( -54, -54 + 330, 0, BOUNCE_DURATION, 0, _age);
_ass.loadGraphic(AssetPaths.rhydbeads_ass__png, true, 356, 330);
addPart(_ass);
_dick = new BouncySprite( -54, -54, PlayerData.rhydMale ? 2 : 0, BOUNCE_DURATION, 0.06, _age);
loadTallGraphic(_dick, RhydonResource.beadDick);
addPart(_dick);
_rightArmUp = new BouncySprite( -54, -54, 4, BOUNCE_DURATION, -0.06, _age);
loadTallGraphic(_rightArmUp, AssetPaths.rhydbeads_right_arm__png);
_rightArmUp.animation.add("default", [1]);
_rightArmUp.animation.play("default");
addPart(_rightArmUp);
_sphincter = new BouncySprite( -54, -54 + 330, 0, BOUNCE_DURATION, 0, _age);
_sphincter.loadGraphic(AssetPaths.rhydbeads_sphincter__png, true, 356, 330);
addPart(_sphincter);
_beadBrush = new FlxSprite(0, 0);
_beadBrush.loadGraphic(AssetPaths.anal_bead_xl_glass__png, true, 90, 90);
_beadBrush.alpha = 0.6;
_handleBrush = new FlxSprite(0, 0);
_handleBrush.loadGraphic(AssetPaths.anal_bead_xl_glass_handle__png, true, 90, 90);
_handleBrush.alpha = 0.6;
_sphincterMask = new BouncySprite( -54, -54 + 330, 0, BOUNCE_DURATION, 0, _age);
_sphincterMask.loadGraphic(AssetPaths.rhydbeads_sphincter_mask__png, true, 356, 330);
_innerSphincterMask = new BouncySprite( -54, -54 + 330, 0, BOUNCE_DURATION, 0, _age);
_innerSphincterMask.loadGraphic(AssetPaths.rhydbeads_inner_sphincter_mask__png, true, 356, 330);
_tmpMask = new FlxSprite(0, 0);
_tmpMask.makeGraphic(356, 660, FlxColor.TRANSPARENT, true);
_tmpBehind = new FlxSprite(0, 0);
_tmpBehind.makeGraphic(356, 660, FlxColor.TRANSPARENT, true);
_beads = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_beads.makeGraphic(356, 660, FlxColor.TRANSPARENT, true);
addVisualItem(_beads);
_leftArm1 = new BouncySprite( -54, -54, 4, BOUNCE_DURATION, -0.06, _age);
loadTallGraphic(_leftArm1, AssetPaths.rhydbeads_left_arm1__png);
addPart(_leftArm1);
_headUp = new BouncySprite( -54, -54, 8, BOUNCE_DURATION, -0.12, _age);
_headUp.loadGraphic(RhydonResource.beadHead, true, 356, 330);
_headUp.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_headUp.animation.play("default");
addPart(_headUp);
_interact = new BouncySprite( -54, -54, _body._bounceAmount, _body._bounceDuration, _body._bouncePhase, _age);
reinitializeHandSprites();
beadSizes = [5, 5, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0];
syncCamera();
setRhydonUp(false);
}
public function removeBeads(count:Int)
{
this.rhydonsTurn = true;
rhydonPauseTime = INITIAL_PULL_PAUSE_DURATION;
rhydonStartBeadPosition = Math.floor(getBeadPositionInt());
rhydonDesiredBeadPosition = Math.floor(getBeadPositionInt());
rhydonBeadsToRemove = Math.min(count, getBeadPositionInt());
}
public function getBeadPositionInt():Int
{
return Math.floor(_beadPosition + 1 - BEAD_BP_CENTER);
}
private function isRhydonUp():Bool
{
return _head == _headUp;
}
public function setRhydonUp(rhydonUp:Bool):Void
{
_head = rhydonUp ? _headUp : _headDown;
_headDown.visible = !rhydonUp;
_rightArmDown.visible = !rhydonUp;
_headUp.visible = rhydonUp;
_rightArmUp.visible = rhydonUp;
_torsoUp.visible = rhydonUp;
_body.animation.play(rhydonUp ? "up" : "down");
}
public function syncCamera():Void
{
if (cameraPosition.y <= 0 != PlayerData.rhydonCameraUp)
{
toggleCamera(0);
}
}
function loadTallGraphic(Sprite:BouncySprite, SimpleGraphic:FlxGraphicAsset)
{
Sprite.loadGraphic(SimpleGraphic, true, 356, 660);
}
override public function resize(Width:Int = 248, Height:Int = 350)
{
var oldHeight = _canvas.height;
super.resize(Width, Height);
if (cameraPosition.y > 0)
{
for (member in members)
{
member.y += Height - oldHeight;
}
cameraPosition.y -= Height - oldHeight;
}
}
public function toggleCamera(tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
var scrollAmount:Float = _canvas.height - 590;
if (cameraPosition.y > 0)
{
// move camera up
scrollAmount *= -1;
PlayerData.rhydonCameraUp = true;
}
else
{
// move camera down
PlayerData.rhydonCameraUp = false;
}
if (tweenDuration > 0)
{
for (member in members)
{
FlxTween.tween(member, {y: member.y + scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
_cameraTween = FlxTween.tween(cameraPosition, {y: cameraPosition.y - scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
else
{
for (member in members)
{
member.y += scrollAmount;
}
cameraPosition.y -= scrollAmount;
}
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (rhydonsTurn)
{
if (rhydonPauseTime > 0)
{
rhydonPauseTime -= elapsed;
}
else if (rhydonBeadsToRemove == 0)
{
// done removing beads, but still holding them in his hand
_beadPosition = getBeadPositionInt();
}
else
{
var rhydonPullSpeed:Float = [1.10, 0.87, 0.70, 0.56, 0.45, 0.36][getBeadSize(getBeadPositionInt() - 1)];
rhydonDesiredBeadPosition -= elapsed * rhydonPullSpeed;
var pulledBead:Bool = tryPullingBeads(rhydonDesiredBeadPosition, elapsed);
if (pulledBead)
{
// just pulled one out
rhydonBeadsToRemove--;
if (rhydonBeadsToRemove <= 0)
{
rhydonPauseTime = 1.05;
_beadPosition = getBeadPositionInt();
// move arm for the final bead being pulled
if (isRhydonUp())
{
_leftArm1.animation.frameIndex = Std.int(FlxMath.bound(_leftArm1.animation.frameIndex + 1, 1, 7));
}
else
{
_leftArm1.animation.frameIndex = Std.int(FlxMath.bound(_leftArm1.animation.frameIndex + 1, 8, 11));
}
}
}
}
if (rhydonGrabbingLine())
{
slack = 0;
}
}
if (_visualBeadPosition != _beadPosition)
{
var beadVelocity:Float = Math.abs(_visualBeadPosition - _beadPosition) > 0.2 ? 9.2 : 4.6;
if (_visualBeadPosition < _beadPosition)
{
_visualBeadPosition = Math.min(_beadPosition, _visualBeadPosition + beadVelocity * elapsed);
}
else
{
_visualBeadPosition = Math.max(_beadPosition, _visualBeadPosition - beadVelocity * elapsed);
}
}
if (visualLineAngle != lineAngle)
{
if (visualLineAngle < lineAngle)
{
visualLineAngle = Math.min(lineAngle, visualLineAngle + 18 * elapsed);
}
else
{
visualLineAngle = Math.max(lineAngle, visualLineAngle - 18 * elapsed);
}
}
if (visualSlack != slack)
{
if (visualSlack < slack)
{
visualSlack = Math.min(slack, visualSlack + 18 * elapsed);
}
else
{
visualSlack = Math.max(slack, visualSlack - 18 * elapsed);
}
}
FlxSpriteUtil.fill(_beads, FlxColor.TRANSPARENT);
var tmpBeadPosition:Float = (_visualBeadPosition + 1000) % 1;
var tmpBeadIndex:Int = Math.floor(_visualBeadPosition - 2);
// at _visualBeadPosition=0.5, when the first bead is half-inserted, beadRadius is the radius of bead #0.
var beadRadius:Float = getBeadRadius(Math.round(_visualBeadPosition - BEAD_BP_CENTER));
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
/*
* A perfect ellipse would be "2", but we set this to "1.6" for a slightly pointy ellipse...
* This way the sphincter stays slightly narrower than it should, except at max radius
*/
var ellipseFudgeFactor:Float = 1.6;
var sphincterRadius:Float = beadRadius * Math.pow(Math.max(0, 1 - Math.pow(Math.abs(tmpBeadPosition - BEAD_BP_CENTER), ellipseFudgeFactor) / Math.pow(beadBpRadius, ellipseFudgeFactor)), 0.5);
if (sphincterRadius >= 39)
{
_sphincter.animation.frameIndex = 7;
}
else if (sphincterRadius >= 36)
{
_sphincter.animation.frameIndex = 6;
}
else if (sphincterRadius >= 32)
{
_sphincter.animation.frameIndex = 5;
}
else if (sphincterRadius >= 27)
{
_sphincter.animation.frameIndex = 4;
}
else if (sphincterRadius >= 21)
{
_sphincter.animation.frameIndex = 3;
}
else if (sphincterRadius >= 15)
{
_sphincter.animation.frameIndex = 2;
}
else {
if (_visualBeadPosition < 0 + BEAD_BP_CENTER)
{
// sphincter is closed; beads are completely out
_sphincter.animation.frameIndex = 0;
}
else if (_visualBeadPosition > totalBeadCount + BEAD_BP_CENTER)
{
// sphincter is closed; beads are completely in (oops... ... ...why did you insert the handle?)
_sphincter.animation.frameIndex = 0;
}
else {
// sphincter is still open, because the line has a radius
_sphincter.animation.frameIndex = 1;
}
}
_ass.animation.frameIndex = _sphincter.animation.frameIndex;
if (rhydonsTurn)
{
if (rhydonPauseTime > 0)
{
if (isRhydonUp())
{
if (rhydonBeadsToRemove > 0)
{
// reach down for the first bead
_leftArm1.animation.frameIndex = Math.floor(FlxMath.bound(1 + rhydonPauseTime * 12, 1, 7));
}
else
{
// don't move
}
_leftArm0.animation.frameIndex = 0;
}
else
{
if (rhydonBeadsToRemove > 0)
{
// reach down for the next bead
_leftArm1.animation.frameIndex = Math.floor(FlxMath.bound(8 + rhydonPauseTime * 8, 8, 11));
}
else
{
_leftArm1.animation.frameIndex = 11;
}
_leftArm0.animation.frameIndex = 0;
}
}
else
{
if (isRhydonUp())
{
var dist:Float = rhydonStartBeadPosition - _beadPosition;
if (dist >= 2.5 - 0.1)
{
_leftArm1.animation.frameIndex = 7;
}
else if (dist >= 2.0 - 0.2)
{
_leftArm1.animation.frameIndex = 6;
}
else if (dist >= 1.6 - 0.3)
{
_leftArm1.animation.frameIndex = 5;
}
else if (dist >= 1.2 - 0.3)
{
_leftArm1.animation.frameIndex = 4;
}
else if (dist >= 0.8 - 0.3)
{
_leftArm1.animation.frameIndex = 3;
}
else if (dist >= 0.4 - 0.3)
{
_leftArm1.animation.frameIndex = 2;
}
else
{
_leftArm1.animation.frameIndex = 1;
}
_leftArm0.animation.frameIndex = 0;
}
else
{
var dist:Float = rhydonStartBeadPosition - _beadPosition;
if (dist >= 2.5)
{
_leftArm1.animation.frameIndex = 11;
_leftArm0.animation.frameIndex = 2;
}
else if (dist >= 1.5)
{
_leftArm1.animation.frameIndex = 10;
_leftArm0.animation.frameIndex = 2;
}
else if (dist >= 0.5)
{
_leftArm1.animation.frameIndex = 9;
_leftArm0.animation.frameIndex = 2;
}
else
{
_leftArm1.animation.frameIndex = 8;
_leftArm0.animation.frameIndex = 3;
}
}
}
}
else {
_leftArm0.animation.frameIndex = 1;
_leftArm1.animation.frameIndex = 0;
}
var path:SegmentedPath = new SegmentedPath();
if (rhydonGrabbingLine())
{
path.pushNode(182, 471);
path.pushNode(SPHINCTER_COORDS.x, SPHINCTER_COORDS.y);
if (isRhydonUp())
{
path.pushNode(161, 553);
if (_leftArm1.animation.frameIndex == 1)
{
path.pushNode(140, 530);
}
else if (_leftArm1.animation.frameIndex == 2)
{
path.pushNode(130, 510);
}
else if (_leftArm1.animation.frameIndex == 3)
{
path.pushNode(120, 490);
}
else if (_leftArm1.animation.frameIndex == 4)
{
path.pushNode(100, 470);
}
else if (_leftArm1.animation.frameIndex == 5)
{
path.pushNode(80, 450);
}
else if (_leftArm1.animation.frameIndex == 6)
{
path.pushNode(60, 430);
}
else
{
path.pushNode(40, 410);
}
path.pushNode(-80, 540);
}
else
{
path.pushNode(0, 315);
}
}
else {
path.pushNode(182, 471);
path.pushNode(SPHINCTER_COORDS.x, SPHINCTER_COORDS.y);
var beadVector:FlxVector = FlxVector.get( -30, 360);
beadVector.rotateByRadians( -Math.PI * 0.06 * visualLineAngle);
beadVector.y *= 0.6;
path.pushNode(path.nodes[path.nodes.length - 1].x + beadVector.x, path.nodes[path.nodes.length - 1].y + beadVector.y);
}
var beadCoords:Array<FlxPoint> = [];
for (i in 0...12)
{
var dist:Float = (i - tmpBeadPosition) * 50;
if (rhydonGrabbingLine() && !isRhydonUp())
{
if (dist > 100)
{
dist = dist * 0.71 + 100 * 0.29;
}
}
beadCoords.push(path.getPathPoint(dist));
}
for (i in 0...12)
{
var dist:Float = Math.max(0, i - tmpBeadPosition - 1.8);
beadCoords[i].y += visualSlack * Math.pow(dist * 20, 0.6);
}
while (bv.length < beadCoords.length * 2 + 1)
{
bv.push(FlxVector.get());
}
bv[0] = bv[0].set(beadCoords[0].x - 189, beadCoords[0].y - 421).normalize();
for (i in 1...beadCoords.length)
{
bv[i * 2] = bv[i * 2].set(beadCoords[i].x - beadCoords[i - 1].x, beadCoords[i].y - beadCoords[i - 1].y).normalize();
bv[i * 2 - 1] = bv[i * 2 - 1].set(bv[i * 2 - 2].x + bv[i * 2].x, bv[i * 2 - 2].y + bv[i * 2].y).normalize();
}
for (i in 0...beadCoords.length)
{
var magicNumber0:Float = magicNumber(tmpBeadIndex + i);
var magicNumber1:Float = magicNumber(tmpBeadIndex + i + 1);
if (rhydonGrabbingLine() && !isRhydonUp())
{
if ((i - tmpBeadPosition) * 50 > 100)
{
magicNumber0 *= 0.71;
}
if ((i + 1 - tmpBeadPosition) * 50 > 100)
{
magicNumber1 *= 0.71;
}
}
if (tmpBeadIndex + i < 0)
{
// no more beads to pull out
continue;
}
if (tmpBeadIndex + i > totalBeadCount)
{
// no more beads to push in
continue;
}
var targetSprite:FlxSprite = _beads;
if (i == 2 && _playerRestingHandOnSphincter)
{
// draw hand shoving against sphincter
_interact.animation.frameIndex = 7;
_beads.stamp(_interact, 0, 330);
// don't mask the hand; just mask the line drawn over the hand, then stamp it on the hand...
FlxSpriteUtil.fill(_tmpMask, FlxColor.TRANSPARENT);
targetSprite = _tmpMask;
}
_beadBrush.animation.frameIndex = getBeadSize(tmpBeadIndex + i);
if (i > 0 && i - 1 - tmpBeadPosition >= 1 + BEAD_BP_CENTER && beadCoords[i].y < beadCoords[i - 1].y)
{
// this bead is above the previous bead; should be drawn behind
prepareBehindDraw(targetSprite);
}
if (tmpBeadIndex + i == totalBeadCount)
{
_handleBrush.animation.frameIndex = rhydonGrabbingLine() ? 1 : 0;
targetSprite.stamp(_handleBrush, Std.int(beadCoords[i].x - 45), Std.int(beadCoords[i].y - 45));
if (_playerInteractingWithHandle)
{
_interact.animation.frameIndex = 1;
targetSprite.stamp(_interact, Std.int(beadCoords[i].x - _interact.width / 2), Std.int(beadCoords[i].y - _interact.height / 2));
}
else if (_playerHandNearHandle)
{
_interact.animation.frameIndex = 3;
targetSprite.stamp(_interact, Std.int(beadCoords[i].x - _interact.width / 2), Std.int(beadCoords[i].y - _interact.height / 2));
}
}
else
{
targetSprite.stamp(_beadBrush, Std.int(beadCoords[i].x - 45), Std.int(beadCoords[i].y - 45));
}
if (i > 0 && i - 1 - tmpBeadPosition >= 1 + BEAD_BP_CENTER && beadCoords[i].y < beadCoords[i - 1].y)
{
// this bead is above the previous bead; should be drawn behind
applyBehindDraw(targetSprite);
}
if (i == 2 && _playerShovingInBead)
{
// draw hand shoving bead in...
if (getBeadRadius(tmpBeadIndex + i) >= 33)
{
_interact.animation.frameIndex = 6;
}
else if (getBeadRadius(tmpBeadIndex + i) >= 28)
{
_interact.animation.frameIndex = 5;
}
else
{
_interact.animation.frameIndex = 4;
}
targetSprite.stamp(_interact, Std.int(beadCoords[i].x - _interact.width / 2), Std.int(beadCoords[i].y - _interact.height / 2));
}
if (i - tmpBeadPosition < 0.7 + BEAD_BP_CENTER)
{
applyObjectWithinInnerSphincterMask(targetSprite);
}
else if (i - tmpBeadPosition < 1 + BEAD_BP_CENTER)
{
applyObjectWithinSphincterMask(targetSprite);
}
if (tmpBeadIndex + i + 1 > totalBeadCount || i == beadCoords.length - 1)
{
// no line to next bead
}
else
{
var sourceX:Float = beadCoords[i].x + bv[i * 2 + 1].x * magicNumber0;
var sourceY:Float = beadCoords[i].y + bv[i * 2 + 1].y * magicNumber0;
var targetX:Float = beadCoords[i + 1].x - bv[i * 2 + 3].x * magicNumber1;
var targetY:Float = beadCoords[i + 1].y - bv[i * 2 + 3].y * magicNumber1;
var sphincterKludge:Bool = i - tmpBeadPosition < 1 + BEAD_BP_CENTER && i + 1 - tmpBeadPosition >= 1 + BEAD_BP_CENTER && _sphincter.animation.frameIndex <= 1;
if (sphincterKludge)
{
// line starts inside sphincter, but ends outside sphincter, and it's closed-ish...
sourceX = SPHINCTER_COORDS.x;
sourceY = SPHINCTER_COORDS.y;
}
if (i - tmpBeadPosition >= 1 + BEAD_BP_CENTER && targetY < sourceY)
{
// this bead is above the previous bead...
prepareBehindDraw(targetSprite);
}
drawBeadLine(targetSprite, sourceX, sourceY, targetX, targetY);
if (sphincterKludge)
{
applyObjectExitingSphincterMask(targetSprite, sourceX, sourceY, targetX, targetY);
}
else if (i - tmpBeadPosition < 0.7 + BEAD_BP_CENTER)
{
// line starts behind inner sphincter...
if (i + 1 - tmpBeadPosition < 0.7 + BEAD_BP_CENTER)
{
// line ends inside inner sphincter...
applyObjectWithinInnerSphincterMask(targetSprite);
}
else if (i + 1 - tmpBeadPosition < 1 + BEAD_BP_CENTER)
{
// line ends inside outer sphincter...
applyObjectExitingInnerSphincterMask(targetSprite, sourceX, sourceY, targetX, targetY);
applyObjectWithinSphincterMask(targetSprite);
}
else
{
// line ends outside outer sphincter...
applyObjectExitingInnerSphincterMask(targetSprite, sourceX, sourceY, targetX, targetY);
}
}
else if (i - tmpBeadPosition < 1 + BEAD_BP_CENTER)
{
// line starts behind outer sphincter...
if (i + 1 - tmpBeadPosition < 1 + BEAD_BP_CENTER)
{
// line ends behind outer sphincter...
applyObjectWithinSphincterMask(targetSprite);
}
else
{
// line ends outside outer sphincter...
applyObjectExitingSphincterMask(targetSprite, sourceX, sourceY, targetX, targetY);
}
}
if (i - tmpBeadPosition >= 1 + BEAD_BP_CENTER && targetY < sourceY)
{
// this bead is above the previous bead...
applyBehindDraw(targetSprite);
}
}
if (targetSprite == _tmpMask)
{
// we've masked the line drawn over the hand; now, stamp it on the hand...
_beads.stamp(_tmpMask);
}
if (i == 2 && _playerHandNearBead)
{
// draw hand shoving against sphincter
_interact.animation.frameIndex = 3;
_beads.stamp(_interact, Std.int(beadCoords[i].x - _interact.width / 2), Std.int(beadCoords[i].y - _interact.height / 2));
}
}
}
private function prepareBehindDraw(sprite:FlxSprite):Void
{
FlxSpriteUtil.fill(_tmpBehind, FlxColor.TRANSPARENT);
_tmpBehind.stamp(sprite, 0, 0);
FlxSpriteUtil.fill(sprite, FlxColor.TRANSPARENT);
}
private function applyBehindDraw(sprite:FlxSprite):Void
{
sprite.stamp(_tmpBehind);
}
private function rhydonGrabbingLine():Bool
{
return rhydonsTurn && (rhydonPauseTime <= 0 || rhydonBeadsToRemove <= 0);
}
private function drawBeadLine(targetSprite:FlxSprite, x0:Float, y0:Float, x1:Float, y1:Float)
{
var slope:FlxVector = FlxVector.get(x1 - x0, y1 - y0);
slope.length = LINE_THICKNESS / 2;
if (greyBeads)
{
FlxSpriteUtil.beginDraw(0xff4a4a4a, {color:0xff2c2c2c, thickness:3});
FlxSpriteUtil.flashGfx.moveTo(x0 + slope.y, y0 - slope.x);
FlxSpriteUtil.flashGfx.lineTo(x1 + slope.y, y1 - slope.x);
FlxSpriteUtil.flashGfx.curveTo(x1 + slope.x + slope.y, y1 - slope.x + slope.y, x1 + slope.x, y1 + slope.y);
FlxSpriteUtil.flashGfx.curveTo(x1 - slope.y + slope.x, y1 + slope.x + slope.y, x1 - slope.y, y1 + slope.x);
FlxSpriteUtil.flashGfx.lineTo(x0 - slope.y, y0 + slope.x);
FlxSpriteUtil.flashGfx.curveTo(x0 - slope.y - slope.x, y0 + slope.x - slope.y, x0 - slope.x, y0 - slope.y);
FlxSpriteUtil.flashGfx.curveTo(x0 + slope.y - slope.x, y0 - slope.x - slope.y, x0 + slope.y, y0 - slope.x);
FlxSpriteUtil.endDraw(targetSprite);
FlxSpriteUtil.drawLine(targetSprite, x0, y0 - 3, x1, y1 - 3, {color:0xffcbcbcb, thickness:3});
}
else
{
FlxSpriteUtil.drawLine(targetSprite, x0, y0, x1, y1, {color:0x2effffff, thickness:LINE_THICKNESS});
FlxSpriteUtil.drawCircle(targetSprite, x0, y0, LINE_THICKNESS / 2, FlxColor.TRANSPARENT, {color:0x99ffffff, thickness:3});
FlxSpriteUtil.drawCircle(targetSprite, x1, y1, LINE_THICKNESS / 2, FlxColor.TRANSPARENT, {color:0x99ffffff, thickness:3});
FlxSpriteUtil.drawLine(targetSprite, x0 + slope.y, y0 - slope.x, x1 + slope.y, y1 - slope.x, {color:0x99ffffff, thickness:3});
FlxSpriteUtil.drawLine(targetSprite, x0 - slope.y, y0 + slope.x, x1 - slope.y, y1 + slope.x, {color:0x99ffffff, thickness:3});
}
}
private function magicNumber(index:Int)
{
return getBeadRadius(index) * 0.4;
}
private function getBeadRadius(index:Int):Float
{
if (index < 0)
{
// no more beads to pull
return 0;
}
if (index > totalBeadCount)
{
// no more beads to push
return 0;
}
if (index == totalBeadCount)
{
// radius of the handle... please don't insert the handle
return 28;
}
return beadRadii[getBeadSize(index)];
}
public function getBeadSize(index:Int)
{
if (index < 0)
{
// no more beads to pull
return -1;
}
if (index > totalBeadCount)
{
// no more beads to push
return -1;
}
return beadSizes[index % beadSizes.length];
}
public function tryPushingBeads(anchorBeadPosition:Float, desiredBeadPosition:Float, elapsed:Float)
{
var tmpBeadIndex:Int = getBeadPositionInt(); // next bead to push
var beadRadius:Float = getBeadRadius(tmpBeadIndex);
var resistAmount:Float = resistAmounts[getBeadSize(tmpBeadIndex)];
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
var resistNudge:Bool = false;
if (beadRadius == 0)
{
// no more beads?
}
else if (_beadPosition < tmpBeadIndex + BEAD_BP_CENTER && desiredBeadPosition > tmpBeadIndex + BEAD_BP_CENTER - beadBpRadius)
{
// trying to nudge beadPosition past a bead...
if (desiredBeadPosition < tmpBeadIndex + BEAD_BP_CENTER + beadBpRadius / (1 - resistAmount))
{
// but didn't nudge it hard enough...
// resist being nudged
resistNudge = true;
resistNudgeDuration += elapsed;
}
else
{
// nudge successful
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.bead_pop0_0087__mp3, AssetPaths.bead_pop1_0087__mp3, AssetPaths.bead_pop2_0087__mp3]));
beadPushCallback(getBeadPositionInt(), resistNudgeDuration, beadRadius);
}
}
if (resistNudge)
{
_beadPosition = tmpBeadIndex + Math.min(BEAD_BP_CENTER - 0.00001, (BEAD_BP_CENTER - beadBpRadius) * resistAmount + (desiredBeadPosition - tmpBeadIndex) * (1 - resistAmount));
beadNudgeCallback(getBeadPositionInt(), resistNudgeDuration, beadRadius);
}
else
{
_beadPosition = desiredBeadPosition;
resistNudgeDuration = 0;
}
_beadPosition = Math.min(_beadPosition, anchorBeadPosition + 1);
_beadPosition = Math.min(_beadPosition, totalBeadCount);
}
public function tryPullingBeads(desiredBeadPosition:Float, elapsed:Float, ?futile:Bool = false):Bool
{
var tmpBeadIndex:Int = getBeadPositionInt() - 1; // next bead to pull out
var beadRadius:Float = getBeadRadius(tmpBeadIndex);
var resistAmount:Float = resistAmounts[getBeadSize(tmpBeadIndex)];
var beadBpRadius:Float = beadRadius * BEAD_BP_RADIUS;
if (desiredBeadPosition > _beadPosition)
{
// can't "push beads"...
var newBeadPosition:Float = desiredBeadPosition;
if (_beadPosition <= tmpBeadIndex + 1 - BEAD_BP_CENTER)
{
// we've pulled out a bead; can't un-pull it out
newBeadPosition = _beadPosition;
}
else if (newBeadPosition > tmpBeadIndex + 1)
{
// we haven't started pulling this bead out; can't go back a bead
newBeadPosition = tmpBeadIndex + 1;
}
slack = FlxMath.bound(desiredBeadPosition - newBeadPosition, 0, MAX_SLACK);
_beadPosition = newBeadPosition;
return false;
}
var resistNudge:Bool = false;
var pulledBead:Bool = false;
if (beadRadius == 0)
{
// no more beads?
}
else if (_beadPosition > tmpBeadIndex + BEAD_BP_CENTER && desiredBeadPosition < tmpBeadIndex + BEAD_BP_CENTER + beadBpRadius)
{
// trying to nudge beadPosition past a bead...
if (futile)
{
// we won't let them...
resistNudge = true;
resistNudgeDuration += elapsed;
}
else if (desiredBeadPosition > tmpBeadIndex + BEAD_BP_CENTER - beadBpRadius / (1 - resistAmount))
{
// but didn't nudge it hard enough...
// resist being nudged
resistNudge = true;
resistNudgeDuration += elapsed;
}
else
{
pulledBead = true;
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.bead_pop0_0087__mp3, AssetPaths.bead_pop1_0087__mp3, AssetPaths.bead_pop2_0087__mp3]));
beadPullCallback(getBeadPositionInt() - 1, resistNudgeDuration, beadRadius);
desiredBeadPosition = tmpBeadIndex + BEAD_BP_CENTER - 0.00001;
resistNudgeDuration = 0;
}
}
if (resistNudge)
{
if (futile)
{
// "pullEffort" is limitless; 0.00 = bead hasn't pierced the sphincter; 3.00 = player has pulled pretty hard
var pullEffort:Float = Math.max(0, ((tmpBeadIndex + BEAD_BP_CENTER + beadBpRadius) - desiredBeadPosition) / beadBpRadius);
// "pct" ranges from [0.00 - 1.00]; 0.00 = hasn't started pulling; 1.00 = pulling really hard
var pct:Float = pullEffort / (pullEffort + 4);
_beadPosition = tmpBeadIndex + BEAD_BP_CENTER + 0.00001 + beadBpRadius - beadBpRadius * pct;
beadNudgeCallback(getBeadPositionInt() - 1, resistNudgeDuration, beadRadius);
}
else
{
_beadPosition = tmpBeadIndex + Math.max(BEAD_BP_CENTER + 0.00001, (BEAD_BP_CENTER + beadBpRadius) * resistAmount + (desiredBeadPosition - tmpBeadIndex) * (1 - resistAmount));
beadNudgeCallback(getBeadPositionInt() - 1, resistNudgeDuration, beadRadius);
}
}
else {
_beadPosition = desiredBeadPosition;
resistNudgeDuration = 0;
}
slack = 0;
return pulledBead;
}
/**
* Masks an object which is contained entirely within the sphincter, like a
* bead which is inside
*/
private function applyObjectWithinSphincterMask(targetSprite:FlxSprite)
{
_sphincterMask.animation.frameIndex = _sphincter.animation.frameIndex;
targetSprite.stamp(_sphincterMask, 0, 330);
targetSprite.graphic.bitmap.threshold(targetSprite.graphic.bitmap, new Rectangle(0, 0, targetSprite.width, targetSprite.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
targetSprite.dirty = true;
}
/**
* Masks an object which is contained entirely within Rhydon's "inner
* sphincter" -- the pink fleshy walls of Rhydon's intestine which occlude
* objects.
*/
private function applyObjectWithinInnerSphincterMask(targetSprite:FlxSprite)
{
_innerSphincterMask.animation.frameIndex = _sphincter.animation.frameIndex;
targetSprite.stamp(_innerSphincterMask, 0, 330);
targetSprite.graphic.bitmap.threshold(targetSprite.graphic.bitmap, new Rectangle(0, 0, targetSprite.width, targetSprite.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
targetSprite.dirty = true;
}
/**
* Masks an object which is contained partially within the sphincter, like
* a string which connects an inside bead to an outside bead
*
* @param targetSprite sprite to draw onto
* @param x0 x coordinate of the object within the sphincter
* @param y0 y coordinate of the object within the sphincter
* @param x1 x coordinate of the object outside the sphincter
* @param y1 y coordinate of the object outside the sphincter
*/
private function applyObjectExitingSphincterMask(targetSprite:FlxSprite, x0:Float, y0:Float, x1:Float, y1:Float)
{
var angle:Float = Math.atan2(y1 - y0, x1 - x0);
if (angle < -0.833 * Math.PI)
{
// west mask
_sphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 24;
}
else if (angle < 0)
{
// upward mask
_sphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 16;
}
else if (angle < 0.833 * Math.PI)
{
// downward mask
_sphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 8;
}
else
{
// west mask
_sphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 24;
}
targetSprite.stamp(_sphincterMask, 0, 330);
targetSprite.graphic.bitmap.threshold(targetSprite.graphic.bitmap, new Rectangle(0, 0, targetSprite.width, targetSprite.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
targetSprite.dirty = true;
}
/**
* Masks an object which is contained partially within Rhydon's "inner
* sphincter" -- the pink fleshy walls of Rhydon's intestine which occlude
* objects. For example, a rope connecting a bead really far inside Rhydon
* to a bead that's only slightly inside Rhydon.
*
* @param targetSprite sprite to draw onto
* @param x0 x coordinate of the object within the sphincter
* @param y0 y coordinate of the object within the sphincter
* @param x1 x coordinate of the object outside the sphincter
* @param y1 y coordinate of the object outside the sphincter
*/
private function applyObjectExitingInnerSphincterMask(targetSprite:FlxSprite, x0:Float, y0:Float, x1:Float, y1:Float)
{
var angle:Float = Math.atan2(y1 - y0, x1 - x0);
if (angle < -0.833 * Math.PI)
{
// west mask
_innerSphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 24;
}
else if (angle < 0)
{
// upward mask
_innerSphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 16;
}
else if (angle < 0.833 * Math.PI)
{
// downward mask
_innerSphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 8;
}
else
{
// west mask
_innerSphincterMask.animation.frameIndex = _sphincter.animation.frameIndex + 24;
}
targetSprite.stamp(_innerSphincterMask, 0, 330);
targetSprite.graphic.bitmap.threshold(targetSprite.graphic.bitmap, new Rectangle(0, 0, targetSprite.width, targetSprite.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
targetSprite.dirty = true;
}
override public function draw():Void
{
FlxSpriteUtil.fill(_canvas, FlxColor.WHITE);
for (member in members)
{
if (member != null && member.visible)
{
_canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
{
// erase corner
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
poly.push(FlxPoint.get(_canvas.width, CORNER_SIZE));
poly.push(FlxPoint.get(_canvas.width, 0));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
// draw pentagon around character frame
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(1, 1));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE + 1, 1));
poly.push(FlxPoint.get(_canvas.width - 1, CORNER_SIZE - 1));
poly.push(FlxPoint.get(_canvas.width - 1, _canvas.height - 1));
poly.push(FlxPoint.get(1, _canvas.height - 1));
poly.push(FlxPoint.get(1, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2 });
FlxDestroyUtil.putArray(poly);
// corner looks skimpy when drawing "pixel style" so fatten it up
FlxSpriteUtil.drawLine(_canvas, _canvas.width - CORNER_SIZE, 0, _canvas.width, CORNER_SIZE, {thickness:3, color:FlxColor.BLACK});
}
_canvas.pixels.setPixel32(0, 0, 0x00000000);
_canvas.pixels.setPixel32(0, Std.int(_canvas.height-1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), Std.int(_canvas.height-1), 0x00000000);
_canvas.draw();
}
public function rhydonDonePullingBeads()
{
if (rhydonBeadsToRemove > 0)
{
return false;
}
if (rhydonPauseTime > 0)
{
return false;
}
return true;
}
public function setGreyBeads()
{
greyBeads = true;
_beadBrush.loadGraphic(AssetPaths.anal_bead_xl_grey__png, true, 90, 90);
_beadBrush.alpha = 1.0;
_handleBrush.loadGraphic(AssetPaths.anal_bead_xl_grey_handle__png, true, 90, 90);
_handleBrush.alpha = 1.0;
beadSizes = [5, 3, 2, 1, 1, 0, 4, 2, 1, 1, 0, 0, 0, 3, 2, 1, 1, 0, 0, 0, 0];
beadRadii = [22, 24, 27, 34, 38, 42];
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeCustomHandBouncySprite(_interact, AssetPaths.rhydbeads_interact__png, 356, 330);
_interact.alpha = PlayerData.cursorMinAlpha;
_interact.animation.add("default", [0]);
_interact.animation.add("pull-bead", [1]);
}
override public function destroy():Void
{
super.destroy();
_cameraTween = FlxTweenUtil.destroy(_cameraTween);
_headDown = FlxDestroyUtil.destroy(_headDown);
_leftArm0 = FlxDestroyUtil.destroy(_leftArm0);
_rightArmDown = FlxDestroyUtil.destroy(_rightArmDown);
_headUp = FlxDestroyUtil.destroy(_headUp);
_leftArm1 = FlxDestroyUtil.destroy(_leftArm1);
_rightArmUp = FlxDestroyUtil.destroy(_rightArmUp);
_torsoUp = FlxDestroyUtil.destroy(_torsoUp);
_body = FlxDestroyUtil.destroy(_body);
_sphincter = FlxDestroyUtil.destroy(_sphincter);
_sphincterMask = FlxDestroyUtil.destroy(_sphincterMask);
_innerSphincterMask = FlxDestroyUtil.destroy(_innerSphincterMask);
_ass = FlxDestroyUtil.destroy(_ass);
_beads = FlxDestroyUtil.destroy(_beads);
_tmpMask = FlxDestroyUtil.destroy(_tmpMask);
_tmpBehind = FlxDestroyUtil.destroy(_tmpBehind);
_beadBrush = FlxDestroyUtil.destroy(_beadBrush);
_handleBrush = FlxDestroyUtil.destroy(_handleBrush);
beadRadii = null;
resistAmounts = null;
beadSizes = null;
beadPullCallback = null;
beadNudgeCallback = null;
beadPushCallback = null;
bv = FlxDestroyUtil.putArray(bv);
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonBeadWindow.hx
|
hx
|
unknown
| 40,608 |
package poke.rhyd;
import minigame.tug.TugGameState;
import poke.luca.LucarioResource;
import puzzle.ClueDialog;
import MmStringTools.*;
import critter.Critter;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import poke.buiz.BuizelDialog;
import flixel.FlxG;
import openfl.utils.Object;
import PlayerData.hasMet;
import minigame.stair.StairGameState;
import puzzle.PuzzleState;
/**
* Rhydon is canonically male. He had his comic debut alongside Nidoking back
* in the Rhydon/Quilava comic.
*
* Rhydon exercises almost every day with his gym partner Nidoking. Rhydon's
* gay, and Nidoking has a girlfriend, Blaziken. But Nidoking's girlfriend
* condones Nidoking messing around with Rhydon now and then on the side -- as
* long as Nidoking saves his ass for her. Nidoking's ass is her territory.
*
* Rhydon hooked up at the gym with Quilava and Sandslash once, but he hasn't
* been with Quilava again since then, and hasn't used the gym as a hookup area
* either. Anonymous sex leaves him feeling a little empty and he sort of wants
* to spend his time with people who will remember his name the next day.
*
* In general Rhydon's not actually a "top" as much as he just hates most guys
* attitude towards topping him. He hates the whole "making someone your bitch"
* attitude about gay sex and wants it to be more about love and positivity and
* feeling good together. That's how it feels when he's with Nidoking and he
* wishes he could find that with someone else who was single.
*
* Nidoking orders tons of pizza and tips very generously, especially when
* using a coupon! He understands you're supposed to tip on the pre-coupon
* amount.
*
* As far as minigames go, Rhydon's abysmal at the two minigames requiring
* speed, but good at the stair game. However, he almost always goes for the
* most obvious move, and rarely mixes up his strategy. You can take advantage
* of him by thinking one step ahead.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Rhydon's
* inner voice was Hulk Hogan
*
* Medium-bad at puzzles (rank 16)
*
* Vocal tics: GROARRR! GREHH! HEH-HEH! UHH... ERR...
*/
class RhydonDialog
{
public static var prefix:String = "rhyd";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3, sexyBefore4];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadAchyArms, sexyBadAchyChest, sexyBadAchyLegs, sexyBadTooFast, sexyBadWayTooFast, sexyBadTooMuchTip, sexyBadTooMuchShaft];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1, sexyAfterGood2];
public static var fixedChats:Array<Dynamic> = [cameraBroken, topBottom, noMoreHookups];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, gift04],
[random10, random11, random12, random13],
[random20, random21, random22, random23]];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["rhyd.fixedChats.1"] = hasMet("sand");
unlockedChats["rhyd.fixedChats.2"] = hasMet("sand");
unlockedChats["rhyd.randomChats.1.1"] = hasMet("sand");
unlockedChats["rhyd.randomChats.2.1"] = hasMet("sand");
unlockedChats["rhyd.randomChats.2.3"] = hasMet("luca");
unlockedChats["rhyd.randomChats.0.4"] = false;
if (PlayerData.rhydGift == 1)
{
// all chats are locked except gift chat
for (i in 0...randomChats[0].length)
{
unlockedChats["rhyd.randomChats.0." + i] = false;
}
unlockedChats["rhyd.randomChats.0.4"] = true;
}
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#RHYD04#Oh yeah, roar! Now that I look at it, that <first clue> doesn't quite line up...",
"#RHYD04#Oops, uhh yeah! That <first clue> doesn't fit with your answer...",
"#RHYD04#Oh wait, your answer doesn't match with that <first clue>... Roar!!",
]);
clueDialog.setQuestions(["Really?", "What?", "Why not?", "It doesn't?"]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
clueDialog.pushExplanation("#RHYD06#Well uhh, looking at that <first clue>... It's got too many <bugs in the correct position>.");
clueDialog.pushExplanation("#RHYD08#Since it's got <e hearts>, it should only have <e bugs in the correct position>... But you've got <a bugs in the correct position>!");
clueDialog.fixExplanation("should only have zero", "shouldn't have any");
clueDialog.pushExplanation("#RHYD04#Try to fix it so the <first clue>'s only got <e bugs in the correct position>. And remember you can ask for help by hitting that button in the corner! Grr-roar!!");
clueDialog.fixExplanation("clue's only got zero", "clue doesn't have any");
}
else
{
clueDialog.pushExplanation("#RHYD06#Well uhh, looking at that <first clue>... It needs more <bugs in the correct position>.");
clueDialog.pushExplanation("#RHYD09#Since it's got <e hearts>, it should have <e bugs in the correct position>... But you've only got <a bugs in the correct position>!");
clueDialog.fixExplanation("only got zero", "don't have any");
clueDialog.pushExplanation("#RHYD04#Try to fix it so the <first clue>'s got more <bugs in the correct position>. And remember you can ask for help by hitting that button in the corner! Grr-roar!!");
}
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#rhyd07#Roarrr... that was... You were really... Gr-roarrrr..."];
tree[1] = ["#rhyd11#I think... Roar... For the first time in my life... Wroarrrr... I might be out of capital letters... Dub... Double-gro-a-r-r..."];
tree[2] = ["#rhyd07#...so... embarrassed... don't... tell... Nidoking... grah-h-h-h-h-h...."];
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#rhyd07#Grahhh... Hahh... Wow... Can't move... Gr-roarrr... So exhausted..."];
tree[1] = ["#rhyd11#I think... Roar... I overextended... Wroarrr... My jizz muscle... Dub... Double-gro-a-r-r-r..."];
tree[2] = ["#rhyd07#Go ahead and... Finish this set without me, alright? I'm... Grah... I'm gonna go lay down for a bit..."];
tree[3] = ["%fun-alpha0%"];
tree[10000] = ["%fun-alpha0%"];
}
public static function sexyAfterGood2(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD07#Gr-roarr... That was... Wroarrr... <name>- how did you... Grahhhh..."];
tree[1] = ["#grov10#Is everybody alright? That was a tremendous earthquake! ...The kitchen's a bit of a mess and--"];
tree[2] = ["#grov07#--GOOD LORD WHAT HAPPENED IN HERE!?!"];
tree[3] = ["#RHYD11#D... Double gr-roarrrr... Can't... Can't move... Legs..."];
tree[4] = ["#grov13#May I ask what possessed you to transform this ENTIRE HALF OF THE LIVING ROOM into a veritable... ...Jackson Pollock painting made of jizz!?!"];
tree[5] = ["#RHYD11#... ...Can't... Groarrr..."];
tree[6] = ["#grov12#You know you're going to have to clean all this up don't you! Some of us actually have to live here..."];
tree[7] = ["#RHYD07#Wrrr-r-roarrrr... ...Wasn't... ... ...Mistake... ...Jizz..."];
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD06#Pheww... Yeahhhh... You doin' okay? I didn't hurt you or anything did I? Gimme a quick thumbs up if you're okay."];
tree[1] = ["#RHYD00#Yeah yeah you're doin just fiiiine... Gr-roar~"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD00#Grahhh... Alright... Well I'm gonna go wash all this stink off."];
tree[1] = ["#RHYD02#I'd offer to let you join me but... I'm not sure if you're waterproof?? Roar!!"];
tree[2] = ["#RHYD05#Why don't you hang out here just in case. I'm sure some of the other guys are curious what you're up to."];
if (!PlayerData.grovMale)
{
DialogTree.replace(tree, 2, "other guys", "other girls");
}
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD00#Rrrrrrrr... Wow... When it comes to this kind of stuff, these muscly calloused nubs of mine are no match for your soft fingers..."];
tree[1] = ["#RHYD05#But... but your soft fingers are no match when it comes to... wrestling!! Or uhh, cracking open beer cans!"];
tree[2] = ["#RHYD03#Next time let's do something I can beat you at! Wr-roarrr!"];
}
public static function sexyBadAchyArms(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD10#Roarr... My arms are killing me..."];
tree[1] = ["#RHYD09#I've got this one muscle knot, somewhere over there in my left arm? Err well, my left, your right. Maybe you can give it a shot?"];
tree[2] = ["#RHYD04#Don't worry if you can't hunt it down. Either way, free muscle massage right? Greh! Heh-heh."];
}
public static function sexyBadAchyChest(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD10#Roarr... My chest muscles are really sore today, <name>..."];
tree[1] = ["#RHYD09#I've got this one muscle knot, somewhere over there on my left side? Err well, my left, your right. Maybe you can give it a shot?"];
tree[2] = ["#RHYD04#Don't worry if you can't hunt it down. Either way, free abdominal massage right? Greh! Heh-heh."];
}
public static function sexyBadAchyLegs(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD10#Roarr... My legs are killing me..."];
tree[1] = ["#RHYD09#I've got this one muscle knot, somewhere over there in my right leg? Err, well, my right, your left. Maybe you can give it a shot?"];
tree[2] = ["#RHYD04#Don't worry if you can't hunt it down. Either way, free muscle massage right? Greh! Heh-heh."];
}
public static function sexyBadTooFast(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD05#Well okay okay, the hard part's over!"];
tree[1] = ["#RHYD01#...And now it's time for the REALLY hard part. If you know what I mean. Greh! Heh!"];
tree[2] = ["#RHYD06#Although y'know, harder isn't always better. There's somethin' to be said for relaxing, taking it a little slow."];
tree[3] = ["#RHYD04#Especially when it comes to working my dick, none of this, like, rub-rub-rub-rub-rub-rub nonsense, c'mon. Maybe just, rub. Rub... Rub."];
tree[4] = ["#RHYD05#Heh not a big deal, was just a little faster than I'm used to last time."];
tree[5] = ["#RHYD02#...You just don't gotta work so hard, is all I'm getting at! Greh-heh-heh."];
if (!PlayerData.rhydMale)
{
tree[1] = ["#RHYD00#...And now it's time for the, err. The soft part. Greh! Heh!"];
DialogTree.replace(tree, 2, "Although y'know", "'Cause y'know");
DialogTree.replace(tree, 3, "dick", "pussy");
}
}
public static function sexyBadWayTooFast(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
if (!PlayerData.rhydonCameraUp)
{
tree[0] = ["%fun-camera-slow%"];
}
else
{
tree[0] = ["%fun-noop%"];
}
tree[1] = ["#RHYD06#Err, so before we start..."];
tree[2] = ["#RHYD04#Us bigger guys, we kinda operate at our own tempo, you know?"];
tree[3] = ["#RHYD10#Like with little guys, their hearts beat faster, they can probably handle you shaking up their cocks like cans of spraypaint."];
tree[4] = ["#RHYD05#Just maybe, y'know, take it a little slower this time. If you want. Not a big deal. Greh-heh-heh."];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 2, "guys", "girls");
DialogTree.replace(tree, 3, "little guys", "smaller girls");
DialogTree.replace(tree, 3, "shaking up their cocks like cans of spraypaint", "hammering their pussies like a coked-up woodpecker");
}
}
public static function sexyBadTooMuchTip(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD04#It's important to balance your exercise you know! Like yesterday for me was triceps/delts... And today's brain/cock."];
tree[1] = ["#RHYD10#Although y'know, last time you kinda just focused all your attention on the one part of my cock!"];
tree[2] = ["#RHYD05#You gotta get my shaft sometime too. Just like you never skip leg day, well... Roar, You can't skip shaft day, either!"];
tree[3] = ["#RHYD02#Otherwise your cock's gonna come out like a lollipop, all head and no shaft. Balance! Gr-roarr!"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 0, "cock", "pussy");
DialogTree.replace(tree, 1, "cock", "pussy");
DialogTree.replace(tree, 2, "shaft", "hole");
DialogTree.replace(tree, 2, "get my hole", "get the actual hole");
tree[3] = ["#RHYD02#Otherwise your pussy's gonna end up sticking out like a sausage, you'll be one giant clit and no hole. Balance! Gr-roarr!"];
}
}
public static function sexyBadTooMuchShaft(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD04#It's important to balance your exercise you know! Like yesterday for me was triceps/delts... And today's brain/cock."];
tree[1] = ["#RHYD10#Although y'know, last time you kinda just focused all your attention on the one part of my cock!"];
tree[2] = ["#RHYD05#You gotta give the tip some attention too. Just like you never skip leg day, well... Roar, You can't skip cockhead day, either!"];
tree[3] = ["#RHYD02#Otherwise your cock's gonna come out like a soda can, all shaft and no head. Balance! Gr-roarr!"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 0, "cock", "pussy");
DialogTree.replace(tree, 1, "cock", "pussy");
DialogTree.replace(tree, 2, "the tip", "the clit");
DialogTree.replace(tree, 2, "cockhead", "clitoris");
tree[3] = ["#RHYD02#Otherwise your pussy's gonna come out lookin' like a belly-button, just a weird indentation with no clit at the top. Balance! Gr-roarr!"];
}
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD04#It's important to balance your exercise you know! Like yesterday for me was triceps/delts... And today's brain/cock."];
tree[1] = ["#RHYD05#You should never skip cock day!!! Otherwise your cock won't stay in proportion with the rest of your body."];
tree[2] = ["#RHYD03#Alright, let's do this! Cock day, go!! Wroarrr!!!"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 0, "cock", "pussy");
DialogTree.replace(tree, 1, "cock", "pussy");
DialogTree.replace(tree, 2, "Cock", "Pussy");
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
if (!PlayerData.rhydonCameraUp)
{
tree[0] = ["%fun-camera-slow%"];
}
else
{
tree[0] = ["%fun-noop%"];
}
tree[1] = ["#RHYD06#Err, so before we start..."];
tree[2] = ["%fun-camera-fast%"];
tree[3] = ["#RHYD04#You remember how the camera button works, right?"];
tree[4] = ["%fun-camera-fast%"];
tree[5] = ["#RHYD05#...because this next part might not really work if you don't remember how to move the camera up and down!"];
tree[6] = ["%fun-camera-fast%"];
tree[7] = ["%fun-camera-fast%"];
tree[8] = ["%fun-camera-fast%"];
tree[9] = ["%fun-camera-fast%"];
tree[10] = ["#RHYD02#Down! Up! Down! Up! Down! Up! Oop! Sorry. This thing's kinda fun."];
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD05#Well okay okay, the hard part's over!"];
tree[1] = ["#RHYD01#...And now it's time for the REALLY hard part. If you know what I mean. Greh! Heh!"];
tree[2] = ["#RHYD04#Say if you have any questions about the uhh, the 'equipment'. You're talkin' to an expert, you know!"];
var answers:Array<Object> = [30, 20, 10, 40, 50];
if (!PlayerData.rhydMale)
{
answers[2] = 60;
}
answers.splice(FlxG.random.int(0, 3), 1);
answers.splice(FlxG.random.int(0, 2), 1);
tree[3] = answers;
tree[10] = ["What's with\nthese two\nheavy meat\nsacks"];
tree[11] = ["#RHYD06#Roarr? You mean my... my testicles!?"];
tree[12] = ["#RHYD00#...You're gonna have to get really familiar with my testicles if you're gonna handle the likes of me! Gr-roarr!!!"];
tree[13] = ["#RHYD01#Why don't you three take some time and get acquainted. Go on, go ahead and give them a good squeeze~"];
tree[60] = ["What's with\nthis meaty\npink\nabdominal\nnub"];
tree[61] = ["#RHYD06#Roarr? You mean my... my clitoris!?"];
tree[62] = ["#RHYD00#...You're gonna have to get really familiar with my clitoris if you're gonna handle the likes of me! Gr-roarr!!!"];
tree[63] = ["#RHYD01#Why don't you two take some time and get acquainted. Go on, go ahead and give it a good poke~"];
tree[20] = ["What's\nthis weird\nexoskeletal\ntit cover"];
tree[21] = ["#RHYD06#Roarr? You mean my... my central pectoral ridge!?"];
tree[22] = ["#RHYD00#I know it looks kinda like plating but-- that's all muscle! That's as hard as you want it to be, baby. Gr-roarr!!"];
tree[23] = ["#RHYD01#Here, why don't you grab a hold of it. Grab it and I'll flex for you~"];
tree[30] = ["What're\nthese\nsix scary\npointy\nbits\nsticking out"];
tree[31] = ["#RHYD06#Roarr? You mean my... my hands? My hands and talons!?"];
tree[32] = ["#RHYD12#They're not that scary! They're not that pointy! We weren't all born with magical... magical sex fingers like the likes of you!"];
tree[33] = ["#RHYD08#Some of us have to make do with lunky sharp death talons."];
tree[34] = ["#RHYD04#...It just makes me appreciate my special \"hand time\" a little bit more though!! C'mere, let me see what those soft fingers can do~"];
tree[40] = ["What's this\nweird\npenis-shaped\npenis"];
tree[41] = ["#RHYD05#..."];
tree[42] = ["#RHYD14#Oh, roarr? I have no idea what you're talking about."];
if (!PlayerData.rhydonCameraUp)
{
tree[43] = ["%fun-camera-slow%"];
}
else
{
tree[43] = ["%fun-noop%"];
}
tree[44] = ["#RHYD06#Penis-shaped penis? Are you talking about my elbows? Is it my chin? Is it somewhere up here?"];
tree[45] = ["#RHYD02#Why don't you show me which part you're asking about. Greh! Heh-heh."];
tree[50] = ["I know what\nI'm doing"];
tree[51] = ["#RHYD01#Oh so you're already an expert huh?? Roar! We'll just see about that!"];
tree[52] = ["#RHYD03#I wanna see you push my body to its limits! Let's do this!! Gr-r-r-roarrrrr!!!"];
if (!PlayerData.rhydMale)
{
tree[1] = ["#RHYD00#...And now it's time for the, err. The soft part. Greh! Heh!"];
DialogTree.replace(tree, 40, "penis", "vagina");
DialogTree.replace(tree, 44, "Penis", "Vagina");
DialogTree.replace(tree, 44, "penis", "vagina");
}
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD04#Well that was a great mental workout! Roar!"];
tree[1] = ["#RHYD02#Let's take five and then hit the showers afterwards... Greh! Heh. Heh."];
}
public static function sexyBefore4(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
tree[0] = ["#RHYD05#Phew! That was a good set of mental exercises. One last set left."];
tree[1] = ["#RHYD00#So err, what kind of set is this gonna be anyways?"];
tree[2] = [10, 30, 40, 20];
tree[10] = ["An isolation\nexercise"];
tree[11] = ["#RHYD12#...An \"isolation exercise\"!?"];
tree[12] = ["#RHYD13#I know exactly which part you're gonna isolate! ...Lazy perv. Gr-roarrr!!!"];
tree[13] = ["#RHYD05#Eh whatever, I'm curious to see what you come up with for your so-called \"isolation exercise\"."];
tree[14] = [50];
tree[20] = ["A drop set"];
tree[21] = ["#RHYD06#...A drop set!?"];
tree[22] = ["#RHYD11#Drop sets are fucking exhausting! A drop set of what exactly!? Are you sure you know what you're doing? Gr-roar!"];
tree[23] = ["#RHYD10#Well whatever you've got planned... I mean, I'm pretty sure I can handle it."];
tree[24] = ["#RHYD04#Yeah c'mon, I know I can handle it. I can handle anything you can dish out!"];
tree[25] = [50];
tree[30] = ["A cooldown"];
tree[31] = ["#RHYD02#...Mmmmm, a cooldown. That sounds like just what I need after a workout like this~"];
tree[32] = ["#RHYD00#Just relax... a little something low energy, a little something to keep my muscles active."];
tree[33] = ["#RHYD01#Is that what you're gonna do? You're gonna activate my \"muscle\"? Yeah I bet you are! Grehh! Heh-heh!"];
tree[34] = [50];
tree[40] = ["I don't know"];
tree[41] = ["#RHYD04#...So what, you're just gonna improvise somethin'? You don't have any kind of plan?"];
tree[42] = ["#RHYD06#I mean, you get the best gains by sticking to a solid routine- But there's also a philosophy behind mixing it up once in awhile. It's called muscle confusion, gr-roar!"];
tree[43] = ["#RHYD00#Is that what you're gonna do? You're gonna confuse my \"muscle\"? Yeah I bet you are! Grehh! Heh-heh!"];
tree[44] = [50];
tree[50] = ["#RHYD03#Show me what you got! Wr-r-roarrr!!!"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 33, "\"muscle\"", "\"muscles\"");
DialogTree.replace(tree, 43, "\"muscle\"", "\"muscles\"");
}
}
public static function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false)
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#RHYD06#Roar? What's goin' on?",
"#RHYD06#Wroar? Did you need somethin'?",
"#RHYD06#Roar! I'm here to help! What's up?",
];
helpDialog.goodbyes = [
"#RHYD07#Aww, I can't do these by myself!",
"#RHYD07#Aww, don't leave me with the hard stuff!",
"#RHYD07#Yeah, this one's too much for me too...",
"#RHYD07#Yeah, some of these are really tough... R-roarrr...",
];
helpDialog.neverminds = [
"#RHYD03#Back to the puzzle! No pain no gain! Wroarrrrr!",
"#RHYD03#Back to work! Feel the burn!!! Power through!! Grr-roarrr!!",
"#RHYD03#C'mon, you got this!! Rroooaarrrrr!!!",
];
helpDialog.hints = [
"#RHYD13#Yeah, what's with this puzzle anyways? Hey abra! Aaabrraaaaa!!! You made this puzzle too hard!",
"#RHYD13#Yeah one sec... Abra!!! Hey Abra, are you around here? This puzzle's freakin' impossible!",
"#RHYD03#Sure thing, I'll go search for help with my special emergency roar. Roar!!! Roar!!! Roar!!! Roar!!! Roar!!! Roar!!!"
];
if (minigame)
{
helpDialog.goodbyes = [
"#RHYD07#Yeah, this minigame's pretty confusing...",
"#RHYD07#Yeah, this is too much for me too...",
"#RHYD07#Yeah, this game is really tough... R-roarrr..."
];
helpDialog.neverminds = [
"#RHYD03#Back to the minigame! No pain no gain! Wroarrrrr!",
"#RHYD03#Back to work! Feel the burn!!! Power through!! Grr-roarrr!!",
"#RHYD03#C'mon, you got this!! Rroooaarrrrr!!!",
];
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
return newHelpDialog(tree, puzzleState).help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#RHYD06#Uhh? Well yeah! We can do something else.", "#RHYD05#Come follow me, let's go get some privacy."]);
if (PlayerData.playerIsInDen)
{
g.addSkipMinigame(["#RHYD12#Hey yeah, why the hell are we letting a stupid coin tell us what to do anyway! Roar!", "#RHYD03#Let's go do something fun!"]);
}
else
{
g.addSkipMinigame(["#RHYD03#Hey yeah, Let's go do something fun! Roar!"]);
}
g.addRemoteExplanationHandoff("#RHYD04#So, the way you play is... Uhhhh... You know, let me go get <leader> for this.");
g.addLocalExplanationHandoff("#RHYD04#Hey do you remember this one, <leader>?");
g.addPostTutorialGameStart("#RHYD12#That was a lot of rules! Let's just go already!!");
g.addIllSitOut("#RHYD05#Hey <name>, why don't you practice without me! I'll take you on after you bulk that brain up a little.");
g.addIllSitOut("#RHYD05#...This doesn't seem like a fair match to me. <name>, I'll let you get in some practice first.");
g.addFineIllPlay("#RHYD12#What? Well okay, but don't expect me to take a dive or nothing! I have my Rhydon pride! Roar!!");
g.addFineIllPlay("#RHYD03#Okay, but watch out! Bigger Pokemon have bigger brains too! That's just science! Gr-roarr!");
g.addGameAnnouncement("#RHYD06#Wait, which one is this? <Minigame>?");
if (gameStateClass == StairGameState) g.addGameAnnouncement("#RHYD06#Wait, is this <minigame>? Awesome, I love this one!");
if (gameStateClass == ScaleGameState) g.addGameAnnouncement("#RHYD06#Is this <minigame>? Ah geez, this one's really tough!");
if (gameStateClass == ScaleGameState) g.addGameAnnouncement("#RHYD06#Oh man, we're stuck with <minigame>... This one hurts my head!");
g.addGameStartQuery("#RHYD04#Well let's just get this over with, huh?");
g.addGameStartQuery("#RHYD04#You ready to go?");
g.addGameStartQuery("#RHYD04#Are we gonna do this or what?");
g.addRoundStart("#RHYD03#Man I'm so pumped for this next round!! Let's go!", ["Yeah! I'm\npumped too~", "Let's do\nour best!", "Ehh\nwhatever"]);
g.addRoundStart("#RHYD03#Hey! ...Who thinks they can pin me!", ["I don't think I'm\nin your weight class", "I bet I can pin\nyou, Rhydon", "Pay attention\nto the game..."]);
g.addRoundStart("#RHYD03#Round <round> is the special roaring round! Roar! Roar!!", ["Uhh...\nRoar", "Is roaring\noptional?", "Roarr!"]);
g.addRoundStart("#RHYD06#Wait, is it round <round> already? I didn't hear no bell!!", ["Wait... Like\na boxing match?", "Pay attention,\nRhydon", "What\nbell..."]);
g.addRoundStart("#RHYD02#These minigames hurt my head... But it's a good kind of hurt! Gr-roar!", ["They're kind\nof easy...", "I'll make you\nfeel better~", "Feel the\nburn!"]);
g.addRoundWin("#RHYD02#Grrroarr! What, you thought I was some kind of minigame slouch? I know what I'm doing!", ["Geez, brains\nAND brawn", "I can't lose\nto Rhydon...", "Good\njob"]);
g.addRoundWin("#RHYD03#And the crowd goes wild! Rhy-don! Rhy-don!! Rhy-don!!! Grroarrrrr!", ["Oh my god\nplease stop", "What\ncrowd?", "Ha ha,\nnice work"]);
g.addRoundWin("#RHYD02#I'm starting to sort of like this game! ...I mean it's alright!", ["It's only because\nyou're good at it", "I knew you'd\ncome around", "I kinda\nhate it"]);
g.addRoundWin("#RHYD03#Rhydon wins again! Roar! Rhydon is the greatest! Double-groarrr!", ["Ow... My\nears...", "Rhydon, you ARE\nthe greatest", "...Sheesh..."]);
if (gameStateClass == ScaleGameState && !PlayerData.playerIsInDen)
{
// many opponents...
g.addRoundLose("#RHYD08#Geez, you guys are really good at this. How'd you all get so good?", ["We're just\nsmart", "We're not that\nmuch better", "It's tough\nisn't it"]);
g.addRoundLose("#RHYD10#Man, I thought I was getting better but you guys are on a different level...", ["You ARE getting\nbetter, cheer up", "Gotta go\nfast", "<leader> is\nway too good|Sorry, it\nfeels unfair"]);
g.addRoundLose("#RHYD07#... ...What the hell, guys! Seriously!?!", ["Yeah, what the\nhell, <leader>|Heh, sorry\nRhydon", "What?", "C'mon,\nfocus"]);
}
else
{
// single opponent...
g.addRoundLose("#RHYD08#Geez, you're really good at this. How'd you get so good!?", ["It just comes\nnaturally", "I'm not that\nmuch better", "It's tough\nisn't it"]);
g.addRoundLose("#RHYD10#Man, I thought I was getting better but you're on a different level...", ["You ARE getting\nbetter, cheer up", "Gotta go\nfast", "<leader> is\nway too good|Sorry, it\nfeels unfair"]);
g.addRoundLose("#RHYD07#... ...What the hell, <leader>! Seriously!?!", ["Yeah, what the\nhell, <leader>|Heh, sorry\nRhydon", "What?", "C'mon,\nfocus"]);
}
g.addRoundLose("#RHYD06#Aww man! I thought I had that one. What went wrong!", ["<leader>'s\ntoo awesome|I'm too\nawesome", "You were a\nlittle too slow", "Sorry\nRhydon"]);
g.addRoundLose("#RHYD11#I think I dropped one of the bugs on the floor... Can we have a do-over?", ["You clumsy\noaf!", "No do-overs", "How is that\neven possible?"]);
if (gameStateClass == ScaleGameState) g.addWinning("#RHYD03#I win again!! As I win at all things!! Grehh-heh-heh-heh!", ["Gah...", "You're way faster\nthan I expected", "You won't be\nwinning for long"]);
if (gameStateClass != ScaleGameState) g.addWinning("#RHYD03#I win again!! As I win at all things!! Grehh-heh-heh-heh!", ["Gah...", "You're way better\nthan I expected", "You won't be\nwinning for long"]);
g.addWinning("#RHYD02#Groar! You thought I only cared about muscles, didn't you? Well ...the brain is a muscle too!!", ["Wow, I'm not\neven mad", "You're going\ndown, Rhydon", "The brain is\nnot a muscle..."]);
if (gameStateClass == ScaleGameState) g.addWinning("#RHYD03#This game has awoken my competitive spirit! Rhydon will crush all of you!! Gr-rroarrr!", ["Ha ha, there's\nno way you'll win", "Take it easy,\nRhydon", "Oh,\ngeez..."]);
if (gameStateClass != ScaleGameState) g.addWinning("#RHYD03#This game has awoken my competitive spirit! Rhydon will demolish you!! Gr-rroarrr!", ["Ha ha, there's\nno way you'll win", "Take it easy,\nRhydon", "Oh,\ngeez..."]);
g.addWinning("#RHYD02#Yeah! Nothing can stop my momentum now! ...It's like... Newton's second law of Rhydon motion!", ["A Rhydon in motion...\ntends to stay in motion?", "That's not\nremotely accurate", "Hmmm..."]);
g.addLosing("#RHYD10#How big is that giant brain of yours, <leader>!? You need to find an opponent in your own weight class...", ["Seriously,\n<leader>...|But you're my\nfavorite opponent!", "Bigger than that walnut\nof yours, that's for sure", "We can do\nit, c'mon!|You can do\nit, Rhydon"]);
g.addLosing("#RHYD13#This is the round that Rhydon mounts " + (PlayerData.rhydMale ? "his" : "her") + " unprecedented comeback! Gr-roarr!", ["Uhh, good\nluck...", "You can\ndo it!", "<leader> is WAY\ntoo far in the lead...|Ha ha, I'd like\nto see you try..."]);
if (FlxG.random.bool(50)) g.addLosing("#RHYD12#I'm still in this, don't write me off yet! You should NEVER write me off! ...I'm not a write-off, I'm a write ON!!", ["Groaannnn...", "You're still\nin this!", "\"Write on?\" That\nis such a stretch..."]);
g.addLosing("#RHYD06#Is there a way I can practice this on my own? ...I want to get good, too!", ["As long as you're\nhaving fun", "I need to\npractice, too...|I practiced\na lot", "Yeah, you\nshould practice!"]);
g.addLosing("#RHYD07#Groarr... Maybe I should throw in the towel...", ["I'll take\nthat towel~", "Was that\nyour best?", "<leader>'s\nso quick...|Sorry, maybe\nnext game"]);
if (gameStateClass == ScaleGameState) g.addLosing("#RHYD00#Groar, how am I losing at this stupid weighing game? ...I'm usually so good at weight!", ["Hey, you're doing\na great job", "It's hard with more\nthan one scale!", "Fat does not\nequal smart"]);
g.addPlayerBeatMe(["#RHYD10#Wellp... Chalk that one up to inexperience! Don't go thinking you're smarter than me just because you beat me once...", "#RHYD05#I'm gonna practice, I'm gonna practice until I'm unstoppable at this game! And...", "#RHYD03#...And we're gonna have a rematch! Wroar! And I'm gonna beat you! Grrroar! And we're gonna have an ultimate puzzle battle for the ages! Double gro-o-arrrr!"]);
g.addPlayerBeatMe(["#RHYD02#Wow, you are so insanely good at this puzzle stuff. If I'm like, a puzzle middleweight...", "#RHYD03#You're like... Some sorta puzzle ultra-heavyweight! With a blackbelt, and also you have superpowers!", "#RHYD04#I mean, I'll keep playing with you <name>! But wow, I'm gonna have to really up my game if I'm gonna compete with the likes of you! Gr-roarr!"]);
g.addBeatPlayer(["#RHYD03#Gr-roarrrr!! And the winner of the ultimate challenge is... Rhydonn!! Gr-rroarrrrrrrr!!", "#RHYD02#Sorry <name>! I won, so you gotta hand over your belt.", "#RHYD04#...", "#RHYD06#Wait, there's no belt? ...Then why was I trying so hard!?!"]);
g.addBeatPlayer(["#RHYD03#Yeah! Rhydon is the winnerr! Grrroarrrrr! Gr-rr-roarrrrrr!! I can't wait to tell, uhh...", "#RHYD04#I can't wait to tell... Uhhh... Who do I know that would actually be interested in this...", "#RHYD06#...", "#RHYD02#Hey <name> I like, totally beat you at a minigame!!"]);
g.addShortWeWereBeaten("#RHYD04#Good job <leader>, I'll get you next time! Good playing with you, <name>!!");
g.addShortWeWereBeaten("#RHYD02#Aww, can't win 'em all. I'm glad we got to play together, <name>!");
g.addShortPlayerBeatMe("#RHYD02#Great fighting!! You were tough, <name>! I've never seen such finger speed before.");
g.addShortPlayerBeatMe("#RHYD03#Enough of this mental stuff! Next time <name>, it's turkish oil wrestling! Greh-heh-heh!");
g.addShortPlayerBeatMe("#RHYD05#Amazing as always <name>! It's crazy how good you are at this puzzle stuff.");
g.addStairOddsEvens("#RHYD05#How 'bout we do odds and evens to see who starts? You're odds, I'm evens. Throw 'em out on three, ready?", ["Sure, sounds\ngood", "Okay,\non three!", "I'm\nodds...?"]);
g.addStairOddsEvens("#RHYD04#So someone's gotta start... How about we do odds and evens? ...Odds you start, evens I start. Ready?", ["Odds,\nI start...", "Sure, let's\nleave it up\nto chance", "Alright!"]);
g.addStairPlayerStarts("#RHYD12#Waydigo, <name>. You ruined my odds and evens winning streak! Wr-roar!! ...Anyway, guess that means you go first. You ready?", ["Heh, sorry", "Yeah!\nReady", "That's a\nweird thing to\nkeep track of..."]);
g.addStairPlayerStarts("#RHYD06#Odd huh? Guess you go first, <name>. Not that it matters a whole lot in this game! ...You ready for your first throw?", ["Hmm yeah,\nI'm ready!", "It seems like\nan advantage...?", "I hope I'm\nnot captured"]);
g.addStairComputerStarts("#RHYD02#Even huh? Well that's a good omen! I guess I get to go first. Let's see if we can keep up my winning streak! You ready?", ["Sure! I'm ready", "Lucky streak?\nUh oh...", "Wait, have\nyou played\nthis a lot?"]);
g.addStairComputerStarts("#RHYD02#Guess I'm first! You're gonna have to roll better than that if you wanna beat me. ...You ready?", ["What, you\ndon't think\nI can win?", "Hmm, what\nshould I roll...", "Yep"]);
g.addStairCheat("#RHYD13#Wr-roar?? You're doing it wrong! ...Do it right!!! Throw your dice out when I throw mine. That was really late!", ["I'll throw\nthem early,\njust in case...", "What? You\nwere way early!", "Oh, okay"]);
g.addStairCheat("#RHYD12#Are you trying to cheat or something? You gotta throw your dice way earlier than that! No fair looking at my dice before you throw.", ["Hmm, okay...", "Stop counting\nso fast", "But then\nit's all luck!"]);
g.addStairReady("#RHYD04#You ready, <name>?", ["Okay", "Yeah,\nready!", "Ahh! You're\nso loud..."]);
g.addStairReady("#RHYD03#Ready? Gr-roar!", ["Whoa! Uh,\nnot yet", "Let's go!", "Let me\nthink..."]);
g.addStairReady("#RHYD05#Ready <name>?", ["I think?", "Almost,\nhmm...", "Yeah I'm\nready"]);
g.addStairReady("#RHYD05#On three, okay?", ["Uh, just\none second...", "Okay!", "Sure"]);
g.addStairReady("#RHYD04#Ready? On three!", ["Yep", "Yeah,\ndo it!", "Uh, just\na minute..."]);
g.addCloseGame("#RHYD05#Whoa! You're really makin' me work for this one. That's okay! I love a challenge! Grar!", ["\"Grar?\" What\nkind of weak-ass\nroar was that!", "Heh, you thought\nI would\ntake a dive?", "Feel the\nburn~"]);
g.addCloseGame("#RHYD10#I think I saw those two bugs humping over there! ...Do you think Heracross sells like, tiny squirt bottles or something?", ["Aww, you want\nthem to stop?", "Hey, hands\noff my bugs!", "You were probably\nseeing things..."]);
g.addCloseGame("#RHYD04#How come you don't throw more zeroes on my turn? Zeroes are really good! ...People don't use their zeroes enough.", ["Well...\nIt's not\nthat simple...", "Ehh? Is this\na trick?", "That's such\na novice\nthing to say!"]);
g.addCloseGame("#RHYD04#Groar! ...Good ol' two. Nothing's bigger than two! Let's go!", ["Kind of a\nsimplistic\nviewpoint...", "You don't\nALWAYS want to\nthrow a two!", "How have I\nnot crushed\nyou yet?"]);
g.addStairCapturedHuman("#RHYD03#Wr-r-r-roarrrrr! You're in Rhydon's house now! ...Rhydon takes no prisoners!", ["That was a\nlucky guess...", "...Who would\nkeep prisoners\nin their house?", "Ahh! Take it\neasy on me"]);
g.addStairCapturedHuman("#RHYD03#And the crowd goes wild! Groarrrrr!! Rhydon, the undisputed champion of... fucking up <name>'s shit! Greh-heh! Heh-heh-heh!", ["...I'd like to\ndispute that", "Hey, watch\nyour language!", "Ahh, just shut\nup already"]);
g.addStairCapturedHuman("#RHYD03#Ohhhhh and <name>'s down for the count! One! Two! Three! Four! Five! Six! Is this it? Has <name> given up?", ["What, you can't\ncount to seven?", "I'm up,\nI'm up...", "Ahh! ...You're so\ngood at this!"]);
g.addStairCapturedComputer("#RHYD11#Groar? What happened? I threw out a <computerthrow> like I always do! Why didn't that work? That always works!", ["You can't be\nso predictable,\nRhydon", "Well,\ndoesn't work\nagainst me~", "Heh! Sorry,\nbuddy"]);
g.addStairCapturedComputer("#RHYD11#Ahh! Get up! Get up little guy!! ...I didn't hear no bell! That's it, one more round! You can do it!! Gr-roarr!", ["Bell?\nWhat bell?", "Better to go\ndown swinging,\nright?", "Sometimes you\njust gotta\nstay down..."]);
g.addStairCapturedComputer("#RHYD11#Grah! I really didn't think you'd have the guys to throw a <playerthrow>... How'd you know that was gonna work?", ["Good intuition,\nI guess~", "What!? It\nwas obvious...", "It was\npure luck"]);
g.addStairCapturedComputer("#RHYD07#Can't... Think... Brain no work... I'm so sorry! I've let my little " + comColor + " friends down...", ["Aww, they're in\na better place.\nAt the bottom\nof the stairs~", "Don't give\nup now!", "You did\nyour best..."]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD05#Whoa! No way! You found a bonus coin!?! What are the odds!"];
tree[1] = ["#RHYD03#...No seriously, what are the odds? Hey! Hey Abra!!! Abraaaa!! What are the odds of finding a bonus coin?"];
tree[2] = ["#RHYD04#..."];
tree[3] = ["#RHYD06#Huh, he didn't hear me! I guess I need to yell louder. Oh uhh, wait! We're supposed to play a bonus game or something, aren't we? Gr-roar!"];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 3, "he didn't", "she didn't");
}
}
public static function noMoreHookups(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["%entersand%"];
tree[1] = ["#sand05#Ayyy what's up Rhydon! A couple of us are goin' down to the gym, you wanna come with?"];
tree[2] = ["#RHYD05#Nah I'll pass, I'm a little busy here. Besides, I already went earlier today with Nidoking."];
tree[3] = ["#sand15#Tsk man, what's with you goin' so early anyways?? You know all the fun stuff happens at night~"];
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 3, "man, what's", "girl, what's");
}
tree[4] = ["#RHYD02#Greh! Heh-heh-heh. Yeah don't worry. I know when the fun stuff happens."];
tree[5] = ["%exitsand%"];
tree[6] = ["#sand14#Alright whatever, see you later."];
tree[7] = ["#RHYD04#So err, where were we, <name>..."];
tree[8] = [20, 30, 40, 50];
tree[20] = ["You should\ngo"];
tree[21] = ["#RHYD05#Nah, Sandslash's just going there to hook up. I'd rather be here doing puzzle stuff with you."];
tree[22] = [60];
tree[30] = ["Thanks for\nstaying"];
tree[31] = ["#RHYD05#No problem, Sandslash is just going to the gym to hook up anyways. I'd rather be here doing puzzle stuff with you."];
tree[32] = [60];
tree[40] = ["What about\nSandslash?"];
tree[41] = ["#RHYD05#Heh heh, Sandslash is just going there to hook up. I'd rather be here doing puzzle stuff with you."];
tree[42] = [60];
tree[50] = ["\"The fun\nstuff?\""];
tree[51] = ["#RHYD05#Yeah, the gym is where a lot of Pokemon go to hook up. But it's OK, I'd rather be doing puzzle stuff with you anyways."];
tree[52] = [60];
tree[60] = ["#RHYD03#So c'mon, let's puzzle it up!! Roarrrr!! Puzzle time!"];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#RHYD04#Yeah I won't lie, I still screw around every once in awhile at the gym but- I know it's not good for me."];
tree[1] = ["#RHYD05#Worst case scenario is like, I just don't meet anybody or things just fizzle out that night. No big."];
tree[2] = ["#RHYD12#But the *WORST* worst case scenario is actually meeting someone. 'Cause like, nobody's ever looking for anything long term there,"];
tree[3] = ["#RHYD06#So on the off chance that I actually meet someone, it's like..."];
tree[4] = ["#RHYD09#..."];
tree[5] = ["#rhyd08#...It just kinda sucks to grow attached to a guy and then the next week he's moved onto someone new, you know?"];
tree[6] = ["#rhyd09#It's the shittiest feeling realizing someone means more to you than you mean to them. I... I never get used to it."];
tree[7] = ["#rhyd04#So... *cough* YEAH, I'M KIND OF OVER THE GYM SCENE."];
tree[8] = ["#RHYD05#Nidoking and I still use the gym for actual exercise, though!! He's a good workout partner. He keeps me motivated!"];
tree[9] = ["#RHYD02#...Just like I keep you motivated for all these awesome puzzles!! I'm kind of your puzzle partner, huh? Roarrr!!"];
tree[10] = ["#RHYD03#Let's crack out another puzzle! Wroarr! I believe in you!! Grr-roarrrrr!!!"];
tree[11] = [50, 30, 20, 40];
tree[20] = ["Thanks\nRhydon!"];
tree[21] = ["#RHYD02#Grrr-rrroarrrr!!!"];
tree[30] = ["Yeah,\nroar!!"];
tree[31] = ["#RHYD02#Grrr-rrroarrrr!!!"];
tree[40] = ["You'll meet\nsomeone"];
tree[41] = ["#RHYD10#..."];
tree[50] = ["It's OK to\nbe sad"];
tree[51] = ["#RHYD10#..."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 5, "a guy", "a girl");
DialogTree.replace(tree, 5, "he's moved", "she's moved");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#RHYD04#Anyway yeah, don't worry about me! I've got a bunch of good friends... Especially you, Nidoking, Grovyle and the other guys who live here."];
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 0, "other guys", "other girls");
}
tree[1] = ["#RHYD02#And if I'm ever feeling horny or whatever, I've got a sexual outlet in the gym, plus a couple fuck buddies like Sandslash who are eager to help out."];
tree[2] = ["#RHYD05#That's about all I need."];
tree[3] = [30, 10, 40, 20];
tree[10] = ["Hey I'm a\nfuck buddy\ntoo"];
tree[11] = ["#RHYD06#Roarrr??? Are you sure? You might be biting off a little more than you can chew!"];
tree[12] = ["#RHYD00#I'm a *MIGHTY* *DINOSAUR* and I have some *MIGHTY* *DINOSAUR* *NEEDS*!! And you're only like 5% of a person!"];
tree[13] = ["#RHYD01#Well... Okay! Let's knock out this last puzzle and then... We'll see if you can handle my full Rhydon power!!!"];
tree[14] = ["#RHYD03#Last puzzle! Wroarrr!! I'm gonna ruin that pretty hand of yours!!! Grr-roarrrrr! You can't handle my maximum Rhydon lust level!! Double grroarrrrrr!!!"];
tree[20] = ["I'm a\nfriend?\nThat's sweet\nof you!"];
tree[21] = ["#RHYD02#Roarrr??? Well of course YOU'RE a friend!"];
tree[22] = ["#RHYD04#...Even if I've only seen you as this disembodied cursor thing, I feel like we have a special connection."];
tree[23] = ["#RHYD05#In a way I feel closer with you than anyone else, just 'cause we can kinda talk about anything! I don't gotta worry about hurting your feelings, or, you know..."];
tree[24] = ["#RHYD00#...It's just really nice to have someone who listens sometimes."];
tree[25] = ["#RHYD06#...Hey!!! We can't close on a mushy note, I still gotta get you pumped up for your last puzzle!!!"];
tree[26] = ["#RHYD03#Last puzzle! Wroarrr!! Puzzle friendship power!!! Grr-roarrrr!!! Nothing can withstand the power of our ultimate friendship!! Double grrroarrrrrr!!!"];
tree[30] = ["Sounds like\nyou've got\nit figured\nout"];
tree[31] = ["#RHYD02#Yeah, what can I say! We can't always plan every detail of our lives. I'm happy right now, and sometimes you gotta go through life one day at a time."];
tree[32] = ["#RHYD04#The only time I start feeling sad and lonely... is when people start getting on my case about how sad and lonely I must be."];
tree[33] = ["#RHYD08#It's like... There's no point in just making yourself sad by dwelling on how sad you think you are, right?"];
tree[34] = ["#RHYD13#What sort of... recursive self-fulfilling bullshit is that!? Roar!"];
tree[35] = ["#RHYD12#...Hey!!! We can't close on a weird philosophical note, I still have to get you pumped for the last puzzle!!!"];
tree[36] = [26];
tree[40] = ["Sounds like\nyou're in\ndenial"];
tree[41] = ["#rhyd09#..."];
tree[42] = ["#rhyd08#...Well I mean..."];
tree[43] = ["#rhyd05#I'm still happy most of the time! Actually, *cough*"];
tree[44] = ["#RHYD09#Actually, the only time I start feeling sad and lonely... is when people start getting on my case about how sad and lonely I must be."];
tree[45] = [34];
}
}
public static function cameraBroken(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
if (PlayerData.rhydonCameraUp)
{
tree[0] = ["%fun-camera-instant%"];
}
else
{
tree[0] = ["%fun-noop%"];
}
tree[1] = ["#RHYD04#Well I'm pretty sure I'm in the right place... I mean the green screen's here, and the camera's here..."];
tree[2] = ["#RHYD05#...So where's the guy who's supposed to solve all these puzzles?"];
tree[3] = [30, 10, 40, 20];
tree[10] = ["I'm right\nhere"];
tree[11] = ["#RHYD06#...Huh? Oh is that you?"];
tree[12] = ["#RHYD04#But am... am I seriously supposed to talk to just a hand? ...Where's the rest of you!!!"];
tree[13] = ["#RHYD02#You're not going to... I mean you couldn't solve... Well this I gotta see!!!"];
tree[20] = ["He's not\nhere yet"];
tree[21] = [11];
tree[30] = ["Stop\nyelling"];
tree[31] = [11];
tree[40] = ["Is your\nshift key\nbroken"];
tree[41] = ["#RHYD06#Shift key!?! ...Huh? Oh is that you?"];
tree[42] = [12];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "the guy", "the girl");
DialogTree.replace(tree, 20, "He's", "She's");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 20, "He's", "They're");
}
if (!PlayerData.rhydMale)
{
tree[3] = [30, 10, 50, 40, 20];
tree[50] = ["A female\nRhydon!?!"];
tree[51] = ["#RHYD13#What, so a woman can't be a 20 stone muscly reptile? Is that what you're saying? Huh?? That's loser talk!!"];
tree[52] = ["#RHYD03#Losers sit around and complain about deviations from mainstream gender roles!!! Winners go home and fuck the female Rhydon! Grrroarrrr!!"];
tree[53] = ["#RHYD05#Open your mind a little! I mean, you didn't see me making a big deal out of how you're just a creepy disembodied hand!!"];
tree[54] = ["#RHYD04#I mean am... am I seriously supposed to talk to just a hand? ...Where's the rest of you!!!"];
tree[55] = [13];
}
}
else if (PlayerData.level == 1)
{
var checksum:Int = LevelIntroDialog.getChatChecksum(puzzleState);
tree[0] = ["#RHYD12#Why didn't you tell me the camera was zoomed in on my better half last time!"];
if (!PlayerData.rhydonCameraUp)
{
tree[1] = ["%fun-camera-slow%"];
tree[2] = ["#RHYD05#I guess you probably didn't find that button which moves the camera up and down."];
}
else
{
tree[1] = ["%fun-noop%"];
tree[2] = ["#RHYD05#I guess it's good that you found that button which moves the camera up and down."];
}
tree[3] = ["#RHYD04#Unless you just like staring at my balls all the time huh?"];
tree[4] = [30, 10, 40, 20];
tree[10] = ["Yes, I\nlike it"];
tree[11] = ["#RHYD06#You're saying you like looking at my balls?? ...More than looking at my face!?"];
tree[12] = ["#RHYD12#Well thanks for the backhanded compliment!! Grroarrrr!"];
tree[13] = ["#RHYD10#Err wait, I didn't mean..."];
tree[14] = ["#RHYD09#I said backhanded because, err you know! It wasn't because you're just a hand or anything."];
tree[15] = ["#RHYD06#...Seriously, what happened to the rest of you? ...Was there an accident??"];
tree[20] = ["No, you\nhave a\nnice face"];
tree[21] = ["#RHYD06#So you're saying that my face looks better than my balls??"];
tree[22] = [12];
tree[30] = ["Seriously\nstop yelling"];
tree[31] = ["#rhyd05#GROARRR!! What, do you want me to whisper? Like this?"];
tree[32] = ["#rhyd04#...This feels REALLY UNNATURAL! But on the OTHER HAND, I don't want to bother you with my..."];
tree[33] = ["#rhyd10#Err, wait, I didn't mean..."];
tree[34] = ["#rhyd09#I said \"on the other hand\" because, err you know! It wasn't because I was wondering about your other hand."];
tree[35] = ["#rhyd06#...Seriously, what happened to the rest of you? ...Was there an accident??"];
tree[40] = ["Seriously\nyour shift\nkey"];
tree[41] = [31];
if (checksum % 5 <= 1)
{
tree[4] = [30, 50, 40, 20];
tree[50] = ["\"Better\nhalf?\""];
tree[51] = ["#RHYD06#You're saying that's my better half...?? That you like looking at my balls... more than looking at my face!?"];
tree[52] = [12];
}
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 0, "balls", "crotch");
DialogTree.replace(tree, 3, "balls", "crotch");
DialogTree.replace(tree, 11, "balls", "crotch");
DialogTree.replace(tree, 51, "balls", "crotch");
DialogTree.replace(tree, 21, "balls", "crotch");
DialogTree.replace(tree, 21, "looks better than", "is prettier than");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#rhyd05#So this hand accident... Did they err, did they perform surgery to keep just your hand alive? Or did they... *cough* *cough*"];
tree[1] = ["#RHYD03#Oh that's better, I was saying, is this your original hand? Or did they make you a new different hand?"];
tree[2] = [30, 70, 50, 90, 10];
tree[10] = ["It's my\noriginal\nhand"];
tree[11] = ["#RHYD02#Whoa that's actually kind of awesome!! Your whole body got destroyed but you just kept going huh?? Nothing can stop you!"];
tree[12] = ["#RHYD05#Like in that terminator movie where the-"];
tree[13] = ["%enterabra%"];
tree[14] = ["#abra09#Rhydon. I told you before, that's just a cursor. He's controlling it remotely."];
tree[15] = ["#RHYD12#Yeah yeah okay, JOKE'S OVER, Wee-ooooo-wee-ooooo-wee-ooooo, the joke police are here."];
tree[16] = ["#RHYD04#C'mon I was just screwing with him! What do you... do you think I'm slow or something?"];
tree[17] = ["#abra04#Hmmm well,"];
tree[18] = ["%exitabra%"];
tree[19] = ["#abra05#..."];
tree[20] = ["#RHYD03#Greh-heh. That guy has NO respect for me whatsoever! ...Anyway one last puzzle, right? Puzzle gooooo! Grroaarrrrr!!"];
tree[30] = ["It's a\nnew hand"];
tree[31] = [11];
tree[50] = ["It's just\nmy cursor"];
tree[51] = ["#RHYD12#Yeah yeah okay, JOKE'S OVER, Wee-ooooo-wee-ooooo-wee-ooooo, the joke police are here."];
tree[52] = ["#RHYD04#C'mon I was just screwing with you! You thought I was serious about the disembodied hand stuff?? C'mon! Wrroar!"];
tree[53] = ["#RHYD03#Alright one last puzzle. Puzzle gooooo! Grroarrrr!!"];
tree[70] = ["Back to the\nyelling?"];
tree[71] = ["#RHYD04#See <name>, your problem is you see everything as a negative. If you come at this from the glass half empty side of course my voice seems annoying!"];
tree[72] = ["#RHYD02#But... You gotta channel the positive energy in my yelling! Every capital letter fills you with puzzle-solving power!!"];
tree[73] = ["#RHYD03#You can do it! Roarrrrrrr!! And you like Rhydon using capital letters! Wroarrrr!! You find it endearing! Double-groarrrrrr!"];
tree[90] = ["Your shift\nkey, c'mon"];
tree[91] = [71];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 14, "He's controlling", "She's controlling");
DialogTree.replace(tree, 16, "with him", "with her");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 14, "He's controlling", "They're controlling");
DialogTree.replace(tree, 16, "with him", "with them");
}
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 20, "That guy", "That girl");
}
}
}
public static function topBottom(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
// Nidoking is a boy. Blaziken is a girl. Quilava is the player's gender.
if (PlayerData.level == 0)
{
tree[0] = ["%entergrov%"];
tree[1] = ["#grov06#So Rhydon, I was just curious, ahh... What exactly is the nature of your sexual relationship with Nidoking anyways??"];
tree[2] = ["#RHYD10#My uhhh..."];
tree[3] = ["#grov10#...Sorry to be so blunt! I just know he's with Blaziken, and well..."];
tree[4] = ["#RHYD04#Oh uhhh, yeah no sweat!! My life's an open book. Just caught me off guard is all."];
tree[5] = ["#RHYD05#Nidoking? So yeah Nidoking's mostly straight, he's seeing Blaziken! They've been seeing each other for a few years now, they've got a good thing going."];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 5, "Nidoking's mostly straight, he's seeing Blaziken", "as far as Nidoking and Blaziken");
}
tree[6] = ["#RHYD00#But Nidoking and I have kind of a fuck buddy relationship that goes way back. Blaziken's cool with it, sometimes she watches us!!"];
tree[7] = ["#RHYD01#Actually she... she reeeeeeeaally likes to watch~"];
tree[8] = ["#grov03#But aren't you and Nidoking both sort of, err... sexually dominant? ...How's that work?"];
tree[9] = ["#grov00#...In detail, I mean..."];
tree[10] = ["#RHYD06#Roarrr?? Well, when we're together Nidoking's the, uhh... he assumes a dominant role..."];
tree[11] = ["#RHYD03#We're both still tops! I'm like, totally a top!! Groarrrr!!! It's just that he err. That someone has to, well... I mean..."];
tree[12] = ["#RHYD06#It's different when he does it! I'll have to think about that one."];
tree[13] = ["#grov05#Ahh, I see."];
tree[14] = ["%exitgrov%"];
tree[15] = ["#grov02#Well, I'll let you think."];
tree[16] = ["#RHYD04#Hmm. What does Nidoking do differently...? Hey, this is a hard question! Roarrrr!! Give me a puzzle to think about it."];
}
else if (PlayerData.level == 1)
{
tree[0] = ["#RHYD06#So I think what I really hate about \"being a bottom\" is this whole attitude a lot of tops take,"];
tree[1] = ["#RHYD12#This whole, \"hold still and let me do my thing,\" \"you're just a worthless bitch\" attitude."];
tree[2] = ["#RHYD13#This attitude that they're doing everything important and I'm just a... just a living fleshlight unworthy of accepting their cock!!"];
tree[3] = ["#RHYD12#...I'm getting steamed just talking about it.... Grroarrr! And EVERYONE does it, it wasn't just one bad experience. I'm just sick of being treated that way by everybody."];
tree[4] = [20, 30, 10, 40];
tree[10] = ["Like\nBanette?"];
tree[11] = ["#RHYD13#Gr-roarrr. Yeah exactly, pinning me on my stomach, and going through his whole \"you'll take my dick and like it\" routine."];
tree[12] = ["#RHYD08#We get along okay now but, we couldn't BE more sexually incompatible. Just thinking back to it creeps me out!!"];
tree[13] = [50];
tree[20] = ["Like\nQuilava?"];
tree[21] = ["#RHYD06#Groar?? Well I felt like he was letting me top but... He did kind of control the situation a bit. I guess maybe Quilava fits a little."];
tree[22] = ["#RHYD08#I think I was annoyed by Quilava for a different reason than the top thing."];
tree[23] = [50];
tree[30] = ["Like\nNidoking?"];
tree[31] = ["#RHYD06#Roar!? Nidoking doesn't really treat me that way."];
tree[32] = [50];
tree[40] = ["Like\nSandslash?"];
tree[41] = ["#RHYD06#Roar!? What are you talkin' about? Sandslash and I, we get along great."];
tree[42] = ["#RHYD04#Sandslash treats me with respect, gives me plenty of control when we screw around."];
tree[43] = [50];
tree[50] = ["#RHYD05#Anyway, break time's over! Why don't you try this next puzzle."];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 2, "accepting their cock", "being fucked by them");
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 21, "he was", "she was");
DialogTree.replace(tree, 21, "He did", "She did");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#RHYD04#See, the way I see it sex is a partnership. Maybe not an equal partnership but-- not just a one way thing either!!"];
tree[1] = ["#RHYD09#I don't just wanna lay there, and I don't want folks belittling my role or emasculating me while we're screwing around..."];
tree[2] = ["#RHYD00#I think that's why Nidoking and I get along so well, roarrr. I'm not his bitch, we're both just bros and he respects me and cares about me."];
tree[3] = ["#RHYD01#You and I sort of have the same thing goin' now that I think about it, you're definitely in control during our, uhhh, sessions..."];
tree[4] = ["#RHYD05#But you always see to my needs and treat my body with respect!! ...I'm not just a toy to you or anything."];
tree[5] = ["#RHYD06#Speaking of which we're uhh, we're pretty close to that part aren't we?"];
tree[6] = ["#RHYD14#Wait, is this the last puzzle!?! You need some MOTIVATIONAL RHYDON YELLING don't you!!!"];
tree[7] = [20, 10, 30];
tree[10] = ["No\nthanks"];
tree[11] = [40];
tree[20] = ["Yes\nplease"];
tree[21] = [40];
tree[30] = ["What!?"];
tree[31] = [40];
tree[40] = ["#RHYD03#You're super great!! Roarrrr! Puzzle-solving is a partnership too!!! Wrrroarrrrrrr! You're going to fuck me respectfully afterwards!!! Maximum gr-roarrrrrrr!!!"];
DialogTree.replace(tree, 1, "emasculating me", "dehumanizing me");
DialogTree.replace(tree, 2, "just bros", "just partners");
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD04#Roarr! How's it going! Did you get enough sleep last night?"];
tree[1] = ["#RHYD03#Is your brain ready for some extreeeeeeme puzzle action!?! Grr-roarrrr!!"];
tree[2] = ["#RHYD02#Why don't you show me what you got!"];
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD02#Alright! Back for another mental workout with your favorite puzzle partner, huh??"];
tree[1] = ["#RHYD03#One puzzle rep per set! Three puzzle sets total!! Let's push it to the maximum!!! Grrr-roarrrrrr!!!!!"];
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD02#Back for more, eh? Must be my natural Rhydon charm!! Greh! Heh! Heh!"];
tree[1] = ["#RHYD03#Let's knock these puzzles out!! Roar!! These little peg bugs won't know what hit them! Wrrrrroarrr!!!"];
tree[2] = ["#RHYD10#...They won't know what hit them figuratively, I mean! Double-grrroarrrrr!!!"];
}
public static function gift04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca04#Here's your twelve Effen Pizzas, and with your coupon that's... ^9,600!"];
tree[2] = ["#RHYD06#No see, uhhhh, I've got this other coupon too! ...I want to use both of 'em together."];
tree[3] = ["#luca10#Kyehh? Let me see that... ... Ohh yeah, see this here at the bottom? \"Coupon can now be combined with any... other...\""];
tree[4] = ["#luca11#Wait, \"Can NOW be combined!?\" ...Kkkkkkh well that's a really... BAD typo..."];
tree[5] = ["#luca10#...Uhhh just out of curiosity, HOW many of those coupons do you have left exactly?"];
tree[6] = ["#RHYD02#Ohhh don't worry, I've got a whole pile of 'em! You can thank <name> for that. ...I guess we'll be seeing a lot more of each other! Grehh! Heh!"];
tree[7] = ["#luca09#Kyahhhhhhh... A whole pile of..."];
tree[8] = ["#luca05#Oh! Wait, is... Is <name> here right now?"];
tree[9] = ["#RHYD04#Yeah! Sure! ...You wanna stick around?"];
tree[10] = ["#luca01#Well... If that's alright... ..."];
tree[11] = ["%fun-alpha1%"];
tree[12] = ["#RHYD02#Grehh! Heh heh heh! Okay <name>, I guess we got a little audience this time."];
tree[13] = ["#RHYD03#Why don't you show off what you can do with these puzzles, and I'll show off what I can do with these pizzas! Gr-roarrr!!!"];
tree[10000] = ["%fun-alpha1%"];
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var checksum:Int = LevelIntroDialog.getChatChecksum(puzzleState);
var which:Int = checksum % 3;
if (PlayerData.rhydonCameraUp)
{
// ensure camera points at the ground
tree[0] = ["%fun-camera-instant%"];
}
else
{
tree[0] = ["%fun-noop%"];
}
tree[1] = ["#RHYD03#Hey!! Why's this thing always pointing at my better half!?"];
tree[2] = ["%fun-camera-slow%"];
tree[3] = ["#RHYD14#Alright that's better. So... notice anything different?"];
tree[4] = [40, 20, 30, 10];
tree[10] = ["You\nbrushed\nyour\nteeth?"];
tree[11] = ["#RHYD06#Roar!? Well I always brush my teeth! I'm not a savage!!"];
tree[12] = [100];
tree[20] = ["You\npolished\nyour\nhorn?"];
tree[21] = ["#RHYD06#Roar!? You mean like... playin the ol' skin whistle? ...I do that every day!!"];
tree[22] = [100];
tree[30] = ["You\nexfoliated\nyour\npores?"];
tree[31] = ["#RHYD06#Roar!? No, this is just my natural Rhydon radiance today!"];
tree[32] = [100];
tree[40] = ["You look\nthe same"];
tree[41] = ["#RHYD07#The... The same!?! ...Roarrr..."];
tree[42] = [100];
tree[60] = ["You\nbrushed\nyour\nteeth?"];
tree[61] = ["#RHYD02#Well... kinda! I just finished a whitening treatment!"];
tree[62] = ["#RHYD14#Don't they look all clean and white? Well I just think it's great!! Roar!"];
tree[63] = [101];
tree[70] = ["You\npolished\nyour\nhorn?"];
tree[71] = ["#RHYD02#Yeah exactly! Doesn't it look extra shiny?"];
tree[72] = [101];
tree[80] = ["You\nexfoliated\nyour\npores?"];
tree[81] = ["#RHYD02#Yeah, I just applied a new cleansing treatment to my T-zone!! Doesn't my complexion look especially Rhydonny today??"];
tree[82] = [101];
tree[100] = ["#RHYD10#Well I thought I did something but... now I can't remember...!"];
tree[101] = ["#RHYD11#This is kinda weird... Uhhh..."];
if (which == 0)
{
tree[4] = [40, 20, 30, 60];
tree[100] = ["#RHYD02#No, I finished whitening my teeth!! Don't they look all clean and white?"];
tree[101] = ["#RHYD04#...I thought the brightness of my teeth might inspire you to do an extra good job this time!!"];
tree[102] = ["#RHYD03#My glorious smile... You're totally inspired by it! I'm beaming all of its brightness directly into your brain!! Roarrrr!!!"];
}
else if (which == 1)
{
tree[4] = [40, 70, 30, 10];
tree[100] = ["#RHYD02#No, I just polished my horn!! Doesn't it look extra shiny?"];
tree[101] = ["#RHYD04#...I thought the brightness of my perfectly gleaming horn might inspire you to do an extra good job this time!!"];
tree[102] = ["#RHYD03#My shiny horn... You're totally inspired by it! I'm beaming all my horn energy directly into your brain!! Roarrrr!!!"];
}
else
{
tree[4] = [40, 20, 80, 10];
tree[100] = ["#RHYD02#No, I just applied a new cleansing treatment for my pores! Doesn't my T-zone look all nice and moisturized??"];
tree[101] = ["#RHYD04#...Proper hygiene goes hand in hand with good exercise and a healthy mind!! I thought it might inspire you to do an extra good job this time!!"];
tree[102] = ["#RHYD03#My flawless skin... You're totally inspired by it! You're going to do a great job on this puzzle!! Roarrrr!!!"];
}
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 21, "skin whistle", "silent trombone");
}
if (checksum % 7 <= 3)
{
tree[4].insert(2, 120);
tree[120] = ["\"Better\nhalf?\""];
tree[121] = ["#RHYD06#Roarr? What are you talking about??"];
tree[122] = [100];
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD06#Oh uh... Can you start this one without me? I forgot something!"];
tree[1] = ["%fun-shortbreak%"];
tree[2] = ["#RHYD04#I'll be right back!! Gr-roarrrr!"];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("rhyd.randomChats.1.1");
if (count % 3 == 0)
{
tree[0] = ["#RHYD04#Oof, my biceps are KILLING me after yesterday's workout!!"];
tree[1] = [10, 20, 30];
tree[10] = ["Probably from\ndumbbell curls"];
tree[11] = ["#RHYD10#Yeah, Nidoking came up with this awful routine of back-to-back dumbbell curls, barbell curls and reverse grip cable curls. No breaks in between!!!"];
tree[12] = ["#RHYD11#It's funny how getting so strong can make you feel so weak..."];
tree[13] = ["#RHYD05#I could barely hold my dishes level carrying them to the sink this morning, my arms were shaking so much from muscle fatigue!"];
tree[14] = ["#RHYD04#I bet your brain starts to feel a little fatigued too, doing so many puzzles back to back! I understand if you need a break too. Roar!"];
tree[20] = ["Probably from\nthe bench press"];
tree[21] = ["#RHYD06#Nah, the bench press uses different muscles! Mostly the triceps and pectoral muscles. Those can get sore too!!"];
tree[22] = ["#RHYD10#And oof when those bigger muscle groups get sore it's soooo much worse! Roar!"];
tree[23] = ["#RHYD05#My biceps are pretty fatigued but they'll recover in a day or two. I just gotta take a little break."];
tree[24] = [14];
tree[30] = ["Probably from\ntaking it up\nthe ass"];
tree[31] = ["#RHYD05#Yeah, I mean sometimes when you--"];
tree[32] = ["#RHYD13#Wait WHAT!?! I'll show you up the ass!! Roarr!! WRRROOOOARRRRRR!!!!"];
tree[33] = ["#RHYD12#That doesn't even make sense!! How would you strain your biceps while taking it up the ass!?"];
tree[34] = ["#RHYD06#Well maybe if you were like on your stomach, supporting your weight while you--"];
tree[35] = ["#RHYD00#No, wait, you'd be on your back and... maybe holding some sort of rope, while someone stands in front of you and, hmm maybe if they use their arms to..."];
tree[36] = ["%fun-longbreak%"];
tree[37] = ["#RHYD05#Hey! I gotta go send a text. Go ahead and start without me."];
}
else if (count % 3 == 1)
{
tree[0] = ["#RHYD04#Oof, my quads are KILLING me after yesterday's workout!!"];
tree[1] = [20, 10, 30];
tree[10] = ["Probably from\nsquats"];
tree[11] = ["#RHYD10#Bingo, Nidoking and I did this hellish set... A super set of weighted jump squats, followed by 150 kilogram squats until failure."];
tree[12] = ["#RHYD02#So the super set sort of wears you down to start with, and then I don't know if you know what \"until failure\" means but it means I can't walk today...!! Greh! Heh!"];
tree[13] = ["#RHYD05#It hurts like hell but that's how I know I'm getting stronger."];
tree[14] = ["#RHYD03#I bet sometimes your head hurts doing these puzzles too! But that just means your brain's doin' its job. Don't give up! Roarrr!!"];
tree[20] = ["Probably from\npull-ups"];
tree[21] = ["#RHYD05#Nah, pull-ups don't use your quads! Your quadriceps are in your legs, not your arms!"];
tree[22] = ["#RHYD06#What sort of crazy ass pull-ups are you doing!? Or wait, I know what it is, I bet you're just unfamiliar with gym rat lingo..."];
tree[23] = ["#RHYD04#Quads! Traps! Delts! Hams! Pecs! It's all just burned into my brain so sometimes I forget it's kind of a second language of its own. Heh!"];
tree[24] = ["#RHYD05#But yeah, my legs hurt like hell from all the squats I did yesterday. But that's how I know I'm getting stronger."];
tree[25] = [14];
tree[30] = ["Probably from\ntaking four\ncocks up\nthe ass"];
tree[31] = ["#RHYD05#Nah not \"quads\" like four, it's just a muscle in your-"];
tree[32] = ["#RHYD13#Wait four cocks!?! WHAT!! Roarrr! WRRRROOOOARRRRRRR!!!"];
tree[33] = ["#RHYD12#And that's completely impossible anyways! Four cocks!? I mean just positionwise, how would you get four cocks that close together!?"];
tree[34] = ["#RHYD06#I mean MAYBE if two guys were stomach to stomach, alright that's two, and then you'd fit two other guys next to 'em side by side..."];
tree[35] = ["#RHYD00#But even if you got four guys situated right, it would have to be someone REALLY talented to even fit four cocks up there, hmm... Maybe Sandslash could do it..."];
tree[36] = ["%fun-longbreak%"];
tree[37] = ["#RHYD05#Hey! I left my phone in the other room, I'll be right back."];
}
else
{
tree[0] = ["#RHYD04#Oof, my butt is KILLING me after yesterday's workout!!"];
tree[1] = [20, 10, 30, 40];
tree[10] = ["Probably from\nsquats"];
tree[11] = ["#RHYD06#Uhhh... Yeah! Roar!!! You may be onto something!"];
tree[12] = ["#RHYD04#I think I probably did a few squats yesterday. And today my butt hurts! That must be it."];
tree[13] = ["#RHYD00#Hmm I mean, I... I'd definitely remember if I did anything else involving my butt..."];
tree[14] = ["#RHYD01#And I'd *definitely* remember doing it a second time in the shower later. Nope, nothing comes to mind. Greh! Heh-heh."];
tree[15] = ["%fun-longbreak%"];
tree[16] = ["#RHYD14#Hey!! Remembering all this stuff I didn't do yesterday is making it hard to concentrate! I'll be right back~"];
tree[20] = ["Probably from\npush-ups"];
tree[21] = ["#RHYD06#Uhhh... Yeah! Roar!!! You may be onto something!"];
tree[22] = ["#RHYD04#I did a few pushups yesterday... And today my butt hurts! That must be why."];
tree[23] = [13];
tree[30] = ["Probably from\ntaking it\nup the ass\nagain"];
tree[31] = ["#RHYD13#What?? Where did you hear that! Roarrr! Wrrrooooarrrrrr!!!"];
tree[32] = ["#RHYD12#I don't remember why my butt hurts, but I definitely don't remember taking anything up the ass during my workout yesterday."];
tree[33] = ["#RHYD13#And I also definitely don't remember taking it up the ass a second time in the shower afterwards. No way!! Grrroaarrrrr!!!"];
tree[34] = ["#RHYD06#There must be some other reason why my butt hurts that I'm just not remembering right now."];
tree[35] = ["#RHYD00#..."];
tree[36] = ["%fun-longbreak%"];
tree[37] = ["#RHYD12#Hey!! Remembering all this stuff I didn't do yesterday is making it hard to concentrate! I'll be right back!!"];
tree[40] = ["Probably from\nsucking too\nmany dicks"];
tree[41] = ["#RHYD05#Nah, you don't really use your glutes for--"];
tree[42] = ["#RHYD13#Wait a minute, sucking dicks!?! WHAT!! Roarrr! WRRRROARRRRRR!!!"];
tree[43] = ["#RHYD12#That's stupid! How would you possibly suck so many dicks that your ass hurt!? If anything, your mouth might hurt but... your ass!?!"];
tree[44] = ["#RHYD06#I mean I guess maybe if you were squatting down while sucking a lot of dicks in a row, and if they made you like... stay in that position,"];
tree[45] = ["#RHYD00#But I'm not sure how they'd force you to-- well like, maybe if there were some kind of harness, or hmm..."];
tree[46] = ["#RHYD01#...if your legs were bound in a certain way... And maybe a blindfold, yeah..."];
tree[47] = ["%fun-longbreak%"];
tree[48] = ["#RHYD04#Hey!! I gotta go send a text real fast. Go ahead and start without me!"];
}
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var checksum:Int = LevelIntroDialog.getChatChecksum(puzzleState);
if (PlayerData.rhydonCameraUp)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#RHYD10#Geez, you finish these things so quick!!"];
tree[2] = ["#RHYD11#You made me TOTALLY miss my cue for taking off my shirt!!! Errr one second..."];
tree[3] = ["%fun-nude1%"];
tree[4] = ["#RHYD02#There, that's better! Okay, I'll pay attention this time!!"];
tree[5] = ["#RHYD03#I'm going to strip at just the right moment for you... Roarrr!! And maybe you'll slow down just a little!! Grr-rrroarrr!!!"];
return;
}
tree[0] = ["#RHYD10#Hey!! Why are you always pointing this thing at my better half!?! Roarrr!!"];
tree[1] = ["%fun-camera-slow%"];
tree[2] = ["#RHYD12#It's getting hard not to take it personally!"];
tree[3] = [30, 20, 10, 40];
tree[10] = ["Oh it's\ngetting\nhard\nalright"];
tree[11] = ["#RHYD10#Well, err... Still!!! ...It's rude!!"];
tree[20] = ["Take it as a\ncompliment"];
tree[21] = ["#RHYD10#A compliment!? Well, err... Still!!!"];
tree[22] = ["#RHYD12#...It's still rude!!"];
tree[30] = ["Sorry about\nthat"];
tree[31] = ["#RHYD05#Aww well, I know you didn't mean it."];
tree[32] = ["#RHYD02#...My face forgives you! Roarr!!"];
tree[40] = ["Why do you\ncare so\nmuch?"];
tree[41] = ["#RHYD06#Well, err... It just seems rude!!"];
tree[42] = ["#RHYD03#Can't you look a guy in the face while you're undressing him? Roarrr!!"];
if (checksum % 11 <= 1)
{
tree[40] = ["\"Better\nhalf?\""];
}
else if (checksum % 11 <= 3)
{
tree[30] = ["\"Better\nhalf?\""];
}
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 42, "a guy", "a girl");
DialogTree.replace(tree, 42, "undressing him", "undressing her");
}
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("rhyd.randomChats.1.3");
if (count % 3 == 1)
{
tree[0] = ["#RHYD05#Hey <name>! Roar! ...Have you seen any of those puzzle keys that Heracross sells?"];
tree[1] = [30, 40, 20, 10];
tree[10] = ["No, I\nhaven't"];
tree[11] = [41];
tree[20] = ["Yeah, but\nI haven't\nbought any"];
tree[21] = ["#RHYD06#Oh you haven't? Well anyway, Heracross told me they unlock like, the hardest, most challenging puzzles... So I tried one out..."];
tree[22] = [50];
tree[30] = ["Yeah, I\nbought some"];
tree[31] = ["#RHYD06#Yeah, I tried some of those keys out myself! Heracross told me they were like, for the ultimate puzzle challenge..."];
tree[32] = [50];
tree[40] = ["Wait,\nwhat?"];
tree[41] = ["#RHYD06#Oh huh you haven't heard of those? Well from what Heracross told me, they unlock like... the hardest, most challenging puzzles..."];
tree[42] = ["#RHYD05#So I tried one out the other day and... WOW, he wasn't kidding around!"];
tree[43] = ["#RHYD10#First silver puzzle I tried, I got TOTALLY stuck!!! ...Abra finally bailed me out, giving me a few hints..."];
tree[44] = [51];
tree[50] = ["#RHYD10#And wow, he wasn't kidding around! First silver puzzle I tried, I got SO stuck. Abra finally bailed me out, giving me a few hints..."];
tree[51] = ["#RHYD12#So I got through it... KINDA... But as if it wasn't humiliating enough having to ask for help, it didn't even give me a silver chest!!"];
tree[52] = ["#RHYD06#Anyway I think you end up payin' for hints one way or another, if you catch my drift."];
tree[53] = ["#RHYD02#I guess it's best if you can make it through without help."];
tree[54] = ["#RHYD03#Just giving you a heads up. Let's get to work!"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 42, "he wasn't", "she wasn't");
DialogTree.replace(tree, 50, "he wasn't", "she wasn't");
}
}
else
{
tree[0] = ["#RHYD02#Awww yeah! Lettin' those pecs out to breathe."];
tree[1] = ["#RHYD03#I haven't been workin' on you babies for nothing!!! GROAR!"];
}
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD03#Third puzzle! Yeah!! Nothing gets in your way!!! You're an unstoppable puzzle machine! Grr-roarrrrr!!"];
tree[1] = ["#RHYD06#Of course if you DO run into a puzzle you can't handle, there's no shame in asking your buddy Rhydon for a little help."];
tree[2] = ["#RHYD02#Think of me as like... your puzzle spotter! Someone who can carry the weight if it gets too heavy for you!"];
tree[3] = ["#RHYD03#Now I want to see you push yourself to your maximum puzzle capacity!! Gimme all you got!!! Wrroarrrr!!!"];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#RHYD03#Third puzzle! Yeah!! Nothing gets in your way!!! You're an unstoppable-"];
// guarantee camera moves down
if (PlayerData.rhydonCameraUp)
{
tree[1] = ["%fun-camera-med%"];
}
else
{
tree[1] = ["%fun-noop%"];
}
tree[2] = ["%entersand%"];
tree[3] = ["#sand01#Hey, what's up, Rhydon's crotch! What's groin on with you?"];
tree[4] = ["%fun-camera-med%"]; // camera moves up
tree[5] = ["#RHYD12#Hey!! Cut that out! If you have questions for my crotch, they go through ME first!!"];
tree[6] = ["%fun-camera-med%"]; // camera moves down
tree[7] = ["#sand14#But I have some important questions only your crotch can pants-wer. Aww, your nose is running, lemme get that--"];
tree[8] = ["%fun-camera-med%"]; // camera moves up
tree[9] = ["#RHYD13#Get your hands away from there! And quit messing with my camera!!"];
tree[10] = ["#sand03#Ayy I'm just givin' the people what they want! No one gives a shit about your face, all the good stuff's on the bottom."];
tree[11] = ["#RHYD12#You're crazy! My iconic Rhydon personality is what makes my crotch special! And my personality comes from my face!! ...What do you think <name>?"];
tree[12] = [80, 20, 60, 40];
tree[20] = ["The face\nis more\nimportant"];
tree[21] = ["#RHYD14#There see? My face is the source of my unique Rhydon personality!! If you can't see my face, you-"];
tree[22] = ["%fun-camera-med%"]; // camera moves down
tree[23] = ["#sand01#Tsk I think your crotch has plenty of personality. Look I bet I can make it blush..."];
tree[24] = ["%fun-camera-med%"]; // camera moves up
tree[25] = ["#RHYD13#Get... get out of here you crazy perv!!"];
tree[26] = ["%exitsand%"];
tree[27] = ["#sand03#Ayyy you know you love me~"];
tree[28] = ["#RHYD12#Well that was fuckin' WEIRD. That guy's ten pounds of horny in a five pound bag."];
tree[29] = ["#RHYD04#Anyway, one more puzzle right?"];
tree[40] = ["The crotch\nis more\nimportant"];
tree[41] = ["#RHYD13#WHAT!? The crotch is NOT more important!! WROARRRRRRR!"];
tree[42] = ["#sand15#Aw c'mon, all the best stuff is down there."];
tree[43] = ["%fun-camera-med%"]; // camera moves down
tree[44] = ["#sand01#See you got the ol' fruit bowl up front, and that thick juicy taint behind it which leads alllllllll the way back to my personal favorite-"];
tree[45] = ["#RHYD13#HEY!!! Stop pointing! Get your fingers away from there!! Learn some boundaries!!!"];
tree[46] = ["%exitsand%"];
tree[47] = ["#sand03#Ayyy you know you love me~"];
tree[48] = ["%fun-camera-med%"]; // camera moves up
tree[49] = [28];
tree[60] = ["They're both\nequally\nimportant"];
tree[61] = ["#RHYD04#Yeah, groar! ...That's why the webcam's adjustable. Without my face or crotch, it would only be like, half a game!!"];
tree[62] = ["#sand06#Tsk yeah but nobody would play if your gargantuan cock wasn't a part of it. Your face is just dressing. Your crotch is the, uhh, salad."];
tree[63] = ["#sand03#Heh, heh-heh-heh, wait a minute. Point the camera at your dick again, I got another question I wanna ask."];
tree[64] = ["#RHYD13#NO MORE QUESTIONS!! This press conference is OVER!!!"];
tree[65] = ["%exitsand%"];
tree[66] = ["#sand12#Awwww I never get all my questions in."];
tree[67] = [28];
tree[80] = ["I also have\nsome questions\nfor your\ncrotch"];
tree[81] = ["#RHYD10#What!!!"];
tree[82] = ["#sand03#Heh! Heh heh heh. See, he gets it."];
tree[83] = ["%fun-camera-med%"];
tree[84] = ["#RHYD12#FINE, you can ask... ONE question."];
var choices:Array<Object> = [130, 100, 110, 120, 140];
var checksum:Int = LevelIntroDialog.getChatChecksum(puzzleState);
choices.splice(checksum % 4, 1);
choices.splice(checksum % 3, 1);
tree[85] = choices;
tree[100] = ["So why the\nlong face?"];
tree[101] = [150];
tree[110] = ["Can I feed\nyou a\npeanut?"];
tree[111] = [150];
tree[120] = ["Weiner we\ngoing to\nstart this\nlast puzzle?"];
tree[121] = [150];
tree[130] = ["Isn't it\nwarm to be\nwearing a\nturtleneck?"];
tree[131] = [150];
tree[140] = ["Nevermind I\nwas just\ndicking\naround"];
tree[141] = [150];
if (!PlayerData.rhydMale)
{
tree[100] = ["Did you lose\na fight? It\nlooks like\nyour one\neye is\ngrotesquely\nswollen\nshut"];
tree[110] = ["If I yell\nat you\nwill it\nmake an\necho?"];
tree[120] = ["Can I feed\nyou a\nsausage?"];
tree[130] = ["Do you do\nmonologues?"];
tree[140] = ["Nevermind\nI cunt think\nof any"];
}
tree[150] = ["#RHYD02#...Greh!! Heh heh heh heh!"];
tree[151] = ["#sand03#Heh! Heh-heh. See, it's funnier when he does it."];
tree[152] = ["%fun-camera-med%"];
tree[153] = ["#RHYD03#Heh heh-- Hey!! No more questions! I'll put you in for a private interview after this next puzzle."];
tree[154] = ["#sand06#Aww you mean..."];
tree[155] = ["%exitsand%"];
tree[156] = ["#sand12#Tsk alright I can take a hint."];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 7, "pants-wer", "a-dress");
DialogTree.replace(tree, 44, "fruit bowl", "meat muffin");
DialogTree.replace(tree, 62, "gargantuan cock", "cavernous cunt");
DialogTree.replace(tree, 63, "at your dick", "at your pussy");
DialogTree.replace(tree, 64, "NO MORE", "CAVERNOUS CUNT!?! NO MORE");
}
if (!PlayerData.sandMale)
{
DialogTree.replace(tree, 28, "That guy's", "That girl's");
}
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 82, "he gets", "she gets");
DialogTree.replace(tree, 151, "when he", "when she");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 82, "he gets", "they get");
DialogTree.replace(tree, 82, "when he does", "when they do");
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("rhyd.randomChats.2.2");
tree[0] = ["%fun-nude1%"];
// guarantee camera moves down
if (PlayerData.rhydonCameraUp)
{
tree[2] = ["%fun-camera-slow%"];
}
else
{
tree[2] = ["%fun-noop%"];
}
if (count % 3 == 0)
{
tree[1] = ["#RHYD14#Heyyy look at that! I think somebody wants to say hello~"];
tree[3] = ["#rhyd16#Noooooo, I'm too sleepy! Five more minutes!!"];
tree[4] = [55, 70, 20, 30];
}
else if (count % 3 == 1)
{
tree[1] = ["#RHYD14#Awww look at that! I think someone slept in again..."];
tree[3] = ["#rhyd16#Noooooo! It's too eaaaaarrrrrly"];
tree[4] = [60, 75, 10, 35];
}
else
{
tree[1] = ["#RHYD14#Uh oh! I feel something stirring again... Are you awake down there?"];
tree[3] = ["#rhyd16#Noooooo! I was just having the nicest dream..."];
tree[4] = [50, 80, 15, 40];
}
tree[10] = ["I'll be\ngentle"];
tree[11] = [100];
tree[15] = ["Don't be\nafraid"];
tree[16] = [100];
tree[20] = ["But your\nfriend is\nhere"];
tree[21] = [100];
tree[30] = ["C'mon, time\nto wake up"];
tree[31] = [100];
tree[35] = ["Wakey wakey\nlittle guy"];
tree[36] = [100];
tree[40] = ["You gotta\nwake up\nsome time"];
tree[41] = [100];
tree[50] = ["Fuck yeah,\ntake it off"];
tree[51] = [100];
tree[55] = ["Aww yeah,\ntime for the\ngood stuff"];
tree[56] = [100];
tree[60] = ["Heck yeah,\nabout time"];
tree[61] = [100];
tree[70] = ["What the\nheck!?"];
tree[71] = [100];
tree[75] = ["Wait... this\nagain!?"];
tree[76] = [100];
tree[80] = ["Ugh...\nseriously!?"];
tree[81] = [100];
tree[100] = ["#rhyd17#Oh, alright..."];
tree[101] = ["%fun-nude2%"];
tree[102] = ["#rhyd18#*Yawwwwwwn* Up and at 'em! Cock of the morning to you!"];
tree[103] = ["#rhyd19#Roar! I overslept! I must not have heard my alarm cock."];
tree[104] = ["%fun-camera-med%"];
tree[105] = ["#RHYD04#Okay, well why don't you take care of your morning stuff while we knock out this puzzle here."];
tree[106] = ["%fun-camera-med%"];
tree[107] = ["#rhyd16#...sleepy..."];
tree[108] = ["%fun-camera-med%"];
tree[109] = ["#RHYD00#Don't worry <name>, we've got awhile... That guy takes really long showers. Greh-Heh heh heh!"];
if (!PlayerData.rhydMale)
{
tree[102] = ["#rhyd16#*Yawwwwwwn* Up and at 'em! I have a very pussy schedule today."];
tree[103] = ["#rhyd17#Roar! I overslept! I must have puss-ed the snooze button too many times."];
DialogTree.replace(tree, 35, "little guy", "little one");
DialogTree.replace(tree, 109, "That guy takes", "That girl takes");
}
tree[10000] = ["%fun-nude2%"];
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("rhyd.randomChats.2.3");
LucarioResource.setHat(true);
if (PlayerData.rhydGift == 1)
{
// receiving gift; having a pizza order wouldn't make sense here
tree[0] = ["#luca06#Ehhh so Rhydon, you have a little marinara sauce on your ummmm... left... ear thing? Sort of by your cheek..."];
tree[1] = ["#RHYD05#Where, you mean here?"];
tree[2] = ["#luca07#Well, you got some of it... And kyehhhh... there's also some on the other side... Sort of next to your ummm..."];
tree[3] = ["#RHYD02#Over here? Ohhhhh, there it is!"];
tree[4] = ["#luca08#And there's a liiiiiittle more, dripping down your upper ehhhhh... chest thing."];
tree[5] = ["#RHYD06#Groarrr? Well... I was trying to eat extra fast so I wouldn't keep <name> waiting... ..."];
tree[6] = ["%fun-mediumbreak%"];
tree[7] = ["#RHYD10#I'll be back in a second! I'm gonna go get cleaned up."];
tree[10000] = ["%fun-mediumbreak%"];
}
else if (count % 3 == 1)
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca06#Hey so uhhhhh... -huff- -huff- Where did you want this pile of pizzas? Should I just drop them in the kitchen? Or..."];
tree[2] = ["%fun-alpha1%"];
tree[3] = ["#RHYD04#Ehhh yeah, sure! Actually no wait, bring them in here! I'm kind of in the middle of something and it'll save me a trip."];
tree[4] = ["#RHYD06#Orrrr actually, errrr...."];
tree[5] = ["#RHYD05#Maybe if you could just like, roll the slices up one-at-a-time and errrrrr... slide them into my mouth? ...That way I can keep playing!"];
tree[6] = ["#luca12#Kyahhhhhhhh... No. No, Rhydon."];
tree[7] = ["#RHYD14#C'monnnnnnnn, I'll tip extra! ...Pleeeeeease?"];
tree[8] = ["#luca09#Look, I appreciate all the tips you've given me but there is simply no way I am going to stand here..."];
tree[9] = ["#luca14#... ...Stuffing pizza down your gullet while you... masturbate and play puzzle games."];
tree[10] = ["%fun-alpha0%"];
tree[11] = ["#RHYD10#Grehh!?! No, I wasn't... Hey come back! I wasn't masturbating, I just had an itch on my thigh! Waaaaaaaait!"];
tree[12] = ["#RHYD12#Fine, whatever, I'll just... feed myself. Like a neanderthal! Grr-roarrr! ... ...So much for hospitality."];
tree[13] = ["%fun-longbreak%"];
tree[10000] = ["%fun-longbreak%"];
}
else
{
tree[0] = ["%fun-alpha0%"];
tree[1] = ["#luca06#Hey so uhhhhh... -huff- -huff- Where did you want this pile of pizzas? Should I just drop them in the kitchen? Or..."];
tree[2] = ["%fun-alpha1%"];
tree[3] = ["#RHYD04#Ehhh yeah! Just put 'em anywhere. Thanks!"];
tree[4] = ["#RHYD02#Okay, <name> -- the longer you spend on this puzzle, the colder my pizza gets. So let's keep things moving! Greh! Heh-heh!"];
}
}
public static function denDialog(sexyState:RhydonSexyState = null, playerVictory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#RHYD06#Whoa, <name>!! I thought this area was supposed to be kinda off limits or something... You're not gonna get in trouble, are you?",
"#RHYD02#Hey don't worry, I won't tell! Groarr! There's a lot of fun stuff back here.",
"#RHYD04#I got some free weights and kettle bells if you want some exercise. And oh yeah! <Minigame> is already set up if you feel like doin' that.",
]);
denDialog.setSexGreeting([
"#RHYD05#Yeah okay, you remember how this part goes don't you? Just remember to get my entire body alright?",
"#RHYD12#Abra really needs to get you some bigger equipment though! 'Cause this is kinda like mowing a 30-acre farm with a tiny push mower.",
"#RHYD06#...I mean bigger jobs warrant bigger tools, right!? That's just common sense! Groar!",
]);
denDialog.addRepeatSexGreeting([
"#RHYD03#You're no match for my Rhydon stamina! Groaarrrrr!! Your little clicky finger's gonna be worn down to a hideous nub by the time you're done with me.",
"#RHYD02#Although y'know, speaking of hideous nubs... ... ... I got a hideous nub that could use some attention, if you know what I mean! Greh-heh-heh!!",
"#RHYD06#...",
"#RHYD00#It's... It's my " + (PlayerData.rhydMale?"penis":"clitoris") + "! You got that, right? Yeah! ...Groar~"
]);
denDialog.addRepeatSexGreeting([
"#RHYD00#Wow, you're really not messing around today! ...No breaks huh? Alright, we go...",
]);
denDialog.addRepeatSexGreeting([
"#RHYD03#Let's go! Right now, Gr-roarrr!! ...No breaks!!! We gotta keep that " + (PlayerData.rhydMale ? "testosterone" : "breastosterone") + " flowing!",
]);
denDialog.addRepeatSexGreeting([
"#RHYD05#Whoa! You're not even a little bit tired? You'd make a pretty good workout buddy, <name>!",
"#RHYD06#I mean like... if you actually had a body and stuff! ... ...Don't think they'll let you in the gym without a body...",
]);
{
var sexyOutOfLo:String = englishNumber(PlayerData.denSexCount);
var sexyOutOfHi:String = englishNumber(Std.int(Math.min(3, PlayerData.denSexCount * 2 - 1)));
if (PlayerData.rhydMale)
{
denDialog.addRepeatSexGreeting([
"#RHYD05#Alright, so if we're sticking to my usual Rhydon regimen, that was part " + sexyOutOfLo + " of our " + sexyOutOfHi + "-part workout. Here's where it gets kinda tricky!",
"#RHYD04#The next exercise is uhh, one cock push-up. ... ...A cock push-up is where you lift your entire body weight off the floor with only your cock muscles!",
"#RHYD10#... ...Trust me, one is a lot!!",
]);
}
else {
denDialog.addRepeatSexGreeting([
"#RHYD05#Alright, so if we're sticking to my usual Rhydon regimen, that was part " + sexyOutOfLo + " of our " + sexyOutOfHi + "-part workout. Here's where it gets kinda tricky!",
"#RHYD04#The next exercise is uhh, one puss-up. ... ...A puss-up is where you lift your entire body weight off the floor with only your pussy muscles!",
"#RHYD10#... ...Trust me, one is a lot!!",
]);
}
}
if (PlayerData.denSexCount <= 3)
{
denDialog.addRepeatSexGreeting([
"#RHYD00#Alright, c'mon let's go! I haven't even broke a sweat yet!",
"#RHYD01#I mean yeah, okay... I'm sweating a little! But I mean I haven't broken a REAL sweat! ...Like, a Rhydon sweat! Groarrr~",
]);
}
else {
denDialog.addRepeatSexGreeting([
"#RHYD01#Greh! That last one was... pretty intense...",
"#RHYD00#Is it time for the cooldown part of our workout yet? I'm starting to feel that lactic acid in my " + (PlayerData.rhydMale ? "cock" : "pussy") + " muscles...",
]);
}
denDialog.setTooManyGames([
"#RHYD02#Thanks, this was fun! But I think I'm gonna go for a little run though, you know, get my blood moving a little.",
"#RHYD03#What, you thought I got this big sitting on my ass pushing plates all day? G-r-oarrrrrr! It's all about that cardio! ...There's no muscle more important than your heart!",
"#RHYD06#...You should try to shake those legs out once in awhile too, <name>! Deep vein thrombosis, it's a real thing! Groar! Anyway take it easy~",
]);
denDialog.setTooMuchSex([
"#RHYD07#Gr-groarrr... You win this round, <name>... Wroaarrrrr....",
"#RHYD09#All the muscles in the world can't... Grah... Keep up with those little clicky fingers of yours... Dub... Double-gro-a-r-r...",
"%fun-alpha0%",
"#RHYD07#Don't mind me, I just gotta... lay down for a sec...",
"#RHYD04#Hey but this was... Don't worry alright? ...All my best workouts end with me vocalizing my pain while laying naked on a couch...",
"#RHYD00#...This was good. ... ...You did good today. Thanks, <name>. Groar~",
]);
var bestLo:String = englishNumber(PlayerData.denGameCount + 1);
var bestHi:String = englishNumber(PlayerData.denGameCount * 2 + 1);
denDialog.addReplayMinigame([
"#RHYD02#Hey that was great! I can really feel it burning in my greh.... my neuro, frontal... medulus! Yeah! Greh-heheheh~",
"#RHYD04#Did you wanna go again? Or did you wanna try something a little more... y'know... physical!",
],[
"Let's go\nagain",
"#RHYD05#Yeah okay! Gr-roar! Best " + bestLo + " out of " + bestHi + "!",
],[
"I could go\nfor something\nphysical",
"#RHYD03#Now you're talkin'! Greh-heheheh! You might beat me at these rinkydink minigames, but you'll never beat me at somethin' physical!",
"#RHYD00#Now... " + (PlayerData.rhydMale ? "Beating me off's" : "Pounding me's") + " another story! ...I mean there better be " + (PlayerData.rhydMale ? "some of that" : "some good pounding") +"...",
],[
"Actually\nI think I\nshould go",
"#RHYD05#Yeahhhh okay. I'll see you around <name>! Good hangin' out. Groar!",
]);
denDialog.addReplayMinigame([
"#RHYD06#What am I supposed to do with all these gems anyways? All Heracross sells are little... calculators and pervert shit that's way too small to use.",
"#RHYD04#Anyway, you up for another one? Or didja wanna try something a little more, err, hands-on?",
],[
"I'm up for\nanother",
"#RHYD02#Ahh yeah, okay! I'll get it set up then.",
],[
"Hands on?",
"#RHYD02#...What, you gonna make me spell it out for you?",
],[
"I think I'll\ncall it a day",
"#RHYD05#Yeahhhh okay. I'll see you around <name>! Good hangin' out. Groar!",
]);
denDialog.addReplayMinigame([
"#RHYD04#Good game, now hit the showers! ...Groar!",
],[
"...I thought\nwe were gonna\nplay again!",
"#RHYD06#Grehhh... Yeah! Yeah, of course! ...That's what I meant to say."
],[
"Oh! But we're\nnot dirty?",
"#RHYD02#Greh-heheheh! Amateur mistake. You go to the showers to get dirty! ...It's like you've never been to a gym before...",
],[
"Hmm, I\nshould go",
"#RHYD06#Gr-roarr? You're leavin' without your shower? ...If you say so...",
]);
denDialog.addReplaySex([
"#RHYD00#Pheww... Yeahhhh... You doin' okay? I think I'll go grab some water.",
"#RHYD06#You need anything while I'm up? Err, bandages? Splints? ...Solder?",
],[
"I'm good!",
"#RHYD02#Alright, just hang out for a sec! I'll be right back.",
],[
"I should\ngo...",
"#RHYD05#Aww okay, well it was nice hangin' out, <name>! ...Hey!! Don't be a stranger~",
]);
denDialog.addReplaySex([
"#RHYD00#Grehhh... Alright... Well I'm gonna go wash all this stink off.",
"#RHYD06#Actually, grehh... Whatever! You can't smell it can you? I'm just gonna grab a few napkins...",
],[
"Okay! I'll\nwait here",
"#RHYD02#Don't worry, I'll be quick~",
],[
"And on that\nnote, I'm out",
"#RHYD10#Hey wait, what? I was gonna moisten 'em a little! ...Hey, come back!",
]);
denDialog.addReplaySex([
"#RHYD00#Grah... Wow, that was... Y'know, if I close my eyes it's kinda like... like I can imagine your entire right half is here with me, <name>. Groar~",
"#RHYD04#Anyway I'm gonna grab some turkey slices out of the fridge! I'll be back in a jiff.",
],[
"Alright!\nI'll be here",
"#RHYD02#Greh-heh, don't worry, I know! That's why I didn't ask~",
],[
"I should\ngo...",
"#RHYD05#Aww okay, well it was nice hangin' out, <name>! ...Hey!! Don't be a stranger~",
]);
return denDialog;
}
static public function snarkyVibe(tree:Array<Array<Object>>)
{
tree[0] = ["#RHYD02#Greh! Heh-heh-heheh! That's a good one, <name>. ...What, did you craigslist this thing off a mosquito?"];
if (PlayerData.rhydMale)
{
tree[1] = ["#RHYD10#...What? ...Oh, you were serious!? ... ...Uhh, I'm no penis-ologist, but I'm pretty sure cutting off the circulation to that area is a bad thing."];
}
else
{
tree[1] = ["#RHYD10#...What? ...Oh, you were serious!? ... ...Uhh, I don't have a PHD in pussy physics or anything, but I'm pretty sure that's gonna fall right out."];
}
tree[2] = ["#RHYD02#Besides look at it, it's so cute! It belongs in some kind of tiny vibrator museum~"];
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:RhydonSexyState)
{
var count:Int = PlayerData.recentChatCount("rhyd.cursorSmell");
if (count == 0)
{
if (PlayerData.playerIsInDen)
{
tree[0] = ["#RHYD05#Yeah okay, you remember how this part goes don't you? (sniff) Just remember to ehh, get my entire body alright? (sniff, sniff)"];
}
else
{
tree[0] = ["#RHYD05#Phew! That was a good set of mental exercises. (sniff) One last ehh, set left. (sniff, sniff)"];
}
tree[1] = ["#RHYD06#Geez <name>, you been eating okay? Smells kinda like, uhh..."];
tree[2] = ["#RHYD10#...It kinda smells like that health shake I made, the time I accidentally put in onion powder instead of whey protein?? Oh man..."];
tree[3] = ["#RHYD04#Whatever, it's not a big deal! ...You just smell how you smell. That's what I'm always telling people anyway! Grarr!"];
}
else
{
if (PlayerData.playerIsInDen)
{
tree[0] = ["#RHYD05#Yeah okay, you remember how this part goes don't you? (sniff) Just remember to ehh, get my entire body alright? (sniff, sniff)"];
}
else
{
tree[0] = ["#RHYD05#Phew! That was a good set of mental exercises. (sniff) One last ehh, set left. (sniff, sniff)"];
}
tree[1] = ["#RHYD02#Phooph! ...Puttin' in some extra hours at the butt factory today, eh <name>? Greh! Heh! Heh!"];
tree[2] = ["#RHYD03#Whatever, let's do this!! Time to work that stink off! Gra-a-a-arrrr!!"];
}
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonDialog.hx
|
hx
|
unknown
| 100,579 |
package poke.rhyd;
import flixel.system.FlxAssets.FlxGraphicAsset;
/**
* Various asset paths for Rhydon. These paths toggle based on Rhydon's gender
*/
class RhydonResource
{
public static var head:FlxGraphicAsset;
public static var shirt:FlxGraphicAsset;
public static var pants:FlxGraphicAsset;
public static var dick:FlxGraphicAsset;
public static var button:FlxGraphicAsset;
public static var buttonCrotch:FlxGraphicAsset;
public static var chat:FlxGraphicAsset;
public static var interact:FlxGraphicAsset;
public static var torso0:FlxGraphicAsset;
public static var beadHead:FlxGraphicAsset;
public static var beadDick:FlxGraphicAsset;
public static function initialize():Void
{
head = PlayerData.rhydMale ? AssetPaths.rhydon_head__png : AssetPaths.rhydon_head_f__png;
shirt = PlayerData.rhydMale ? AssetPaths.rhydon_shirt__png : AssetPaths.rhydon_shirt_f__png;
pants = PlayerData.rhydMale ? AssetPaths.rhydon_pants__png : AssetPaths.rhydon_pants_f__png;
dick = PlayerData.rhydMale ? AssetPaths.rhydon_dick__png : AssetPaths.rhydon_dick_f__png;
button = PlayerData.rhydMale ? AssetPaths.menu_rhyd_head__png : AssetPaths.menu_rhyd_head_f__png;
buttonCrotch = PlayerData.rhydMale ? AssetPaths.menu_rhyd_crotch__png : AssetPaths.menu_rhyd_crotch_f__png;
if (PlayerData.sfw)
{
chat = PlayerData.rhydMale ? AssetPaths.rhydon_chat_sfw__png : AssetPaths.rhydon_chat_f_sfw__png;
}
else {
chat = PlayerData.rhydMale ? AssetPaths.rhydon_chat__png : AssetPaths.rhydon_chat_f__png;
}
interact = PlayerData.rhydMale ? AssetPaths.rhydon_interact__png : AssetPaths.rhydon_interact_f__png;
torso0 = PlayerData.rhydMale ? AssetPaths.rhydon_torso0__png : AssetPaths.rhydon_torso0_f__png;
beadHead = PlayerData.rhydMale ? AssetPaths.rhydbeads_head__png : AssetPaths.rhydbeads_head_f__png;
beadDick = PlayerData.rhydMale ? AssetPaths.rhydbeads_dick__png : AssetPaths.rhydbeads_dick_f__png;
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonResource.hx
|
hx
|
unknown
| 1,976 |
package poke.rhyd;
import openfl.utils.Object;
import poke.abra.TugNoise;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter;
import flixel.effects.particles.FlxParticle;
import flixel.group.FlxGroup;
import flixel.input.FlxAccelerometer;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.sexy.WordParticle;
/**
* Sex sequence for Rhydon
*
* Rhydon always has one sore area of his body; either his arms, chest, or
* legs. Furthermore, he always has one especially sore spot within that area,
* like his left ankle might be especially sore.
*
* Locating the sore spot involves a little "hot and cold" game. When you're
* close to the sore area, he'll sort of crouch down as his legs buckle. Also,
* you can count the number of hearts being emitted, which will increase as
* you're getting warmer.
*
* Once you locate the sore spot, rubbing it 2-3 times consecutively will cause
* Rhydon to moan in pleasure and emit a lot of hearts.
*
* After rubbing the sore spot, make sure to rub the other sensitive areas in
* that muscle group. If his elbow was especially sore, rub both of his arms
* extensively. If his thigh was especially sore, rub both of his legs
* extensively.
*
* Rhydon loves having his cock head and shaft played with. Since your hand is
* small, you can't rub both simultaneously, but make sure you don't focus too
* much on one or the other.
*
* After you give his erect cock some attention, he likes when you pet his
* face. Plus it's adorable!
*
* Rhydon hates when you rub his cock too fast, so adopt a slow and deliberate
* pace -- clicking every second or two is plenty.
*
* Rhydon likes the giant anal beads, either the grey or glass ones.
*
* If you count the number of beads inserted, it should be something like 21,
* and Rhydon will go first. You and Rhydon will take turns pulling out 1-3
* beads. If you can pull out the final enormous bead, instead of letting
* Rhydon do it, this will make Rhydon very happy.
*
* This "pulling out anal beads game" will technically always end with Rhydon
* pulling out the last bead, if he plays perfectly. But he always makes a
* mistake. Keep count of how many beads are left, and try to make it so there
* are 4, 8, 12, or 16 beads remaining when it's his turn.
*
* Make sure to pull out the beads very, very slowly. When the beads are
* half-way out, Rhydon will emit a few hearts. Then you can pull out the bead
* the rest of the way.
*
* If you watch your pace, and pull out the last bead without Rhydon's help,
* you can get Rhydon to cum just from using the anal beads.
*/
class RhydonSexyState extends SexyState<RhydonWindow>
{
// places to emit sweat
private var torsoKnotArray:Array<Array<FlxPoint>>;
private var legKnotArray:Array<Array<FlxPoint>>;
private var armKnotArray:Array<Array<FlxPoint>>;
private var rubHeadWords:Qord;
private var niceSlowWords:Qord;
private var tooFastWords:Qord;
private var rhydonMood0:Int = FlxG.random.int(0, 17);
private var rhydonMood1:Int = FlxG.random.int(6, 12);
private var rhydonMood2:Int = FlxG.random.int(0, 2);
private var _neededKnotRubCount:Int = 2;
private var _knotPart:FlxSprite;
private var _knotIndex:Int;
private var _secondaryKnotIndexes:Array<Int>;
private var _knotBank:Float = 0;
private var dickTiming:Array<Int> = [];
private var _dickRubSoundCount:Int = 0;
private var _vagTightness:Float = 5;
private var _recentDists:Array<Float> = [0, 1000000, 1000000];
/*
* niceThings[0] = find Rhydon's muscle knot
* niceThings[1] = pet rhydon's head after playing with his erection
*/
private var niceThings:Array<Bool> = [true, true];
/**
* meanThings[0] = jack off Rhydon RIDICULOUSLY fast
* meanThings[1] = focus too much on one part of Rhydon's cock
*/
private var meanThings:Array<Bool> = [true, true];
private var dickheadPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var _splatEmitter:FlxEmitter = new FlxEmitter(0, 0, 105);
private var _ignoreSplatCount:Int = 5;
private var SHAKE_FPS:Int = 25;
private var _shakeFrameTimer:Float = 0;
private var _shakeTimer:Float = 0;
private var _shakeDuration:Float = 0;
private var _shakeIntensity:Float = 0;
private var _forceMood:Int = -1;
private var _forceMoodTimer:Float = 0;
// rhydon only reports boredom if he gets bored twice in succession
private var _rhydonBoredTimer:Float = 0;
private var _orgasmPenalty:Float = 0;
private var _dickheadCount:Int;
private var _dickshaftCount:Int;
private var _beadPushRewards:Array<Float> = [];
private var _beadPullRewards:Array<Float> = [];
private var _beadNudgeRewards:Array<Float> = [];
private var _beadNudgePushCount:Array<Int> = [];
private var _beadNudgePullCount:Array<Int> = [];
private var _finalBeadBonus:Float = 0;
private var _toyWindow:RhydonBeadWindow;
private var _toyInterface:RhydonBeadInterface;
private var _tugNoise:TugNoise = new TugNoise();
private var _futileBeadTugTime:Float = 0;
// for male rhydon, anal beads use a special emitter, so that jizz goes behind the dick
private var _beadSpoogeEmitter:FlxEmitter = new FlxEmitter(0, 0, 410);
private var _beadShadowDick:BouncySprite;
// anal beads draw a special dick mask over jizz, so that jizz goes behind the dick
private var _beadDickMask:BlackGroup;
private var _totalBeadPenalty:Float = 0;
// rhydon will make a suboptimal move during his first three turns
private var _rhydonNimError:Int = FlxG.random.int(0, 2);
private var _beadNudgeStreak:Int = 0;
private var _vibeButton:FlxButton;
override public function create():Void
{
prepare("rhyd");
super.create();
_toyWindow = new RhydonBeadWindow(256, 0, 248, 426);
toyGroup.add(_toyWindow);
_toyInterface = new RhydonBeadInterface();
toyGroup.add(_toyInterface);
_blobbyGroup.setBlurAmount(9);
for (particle in _fluidEmitter.members)
{
if (FlxG.random.bool())
{
particle.makeGraphic(5, 4, 0xEEFFFFFF);
}
else
{
particle.makeGraphic(4, 5, 0xEEFFFFFF);
}
}
if (_male)
{
for (i in 0..._splatEmitter.maxSize)
{
var particle:FlxParticle = new FlxParticle();
particle.loadGraphic(AssetPaths.sexy_splat__png, true, 64, 64);
particle.flipX = FlxG.random.bool();
particle.animation.frameIndex = FlxG.random.int(0, particle.animation.frames);
particle.exists = false;
_splatEmitter.add(particle);
}
_splatEmitter.angularVelocity.start.set(0);
_splatEmitter.launchMode = FlxEmitterMode.SQUARE;
_splatEmitter.velocity.start.set(new FlxPoint(-6, 20), new FlxPoint(6, 25));
_splatEmitter.velocity.end.set(_splatEmitter.velocity.start.min, _splatEmitter.velocity.start.max);
_splatEmitter.acceleration.start.set(new FlxPoint(0, 6), new FlxPoint(0, 12));
_splatEmitter.acceleration.end.set(_splatEmitter.acceleration.start.min, _splatEmitter.acceleration.start.max);
_splatEmitter.alpha.start.set(0.5, 1.0);
_splatEmitter.alpha.end.set(0);
_splatEmitter.lifespan.set(3, 6);
_splatEmitter.start(false, 1.0, 0x0FFFFFFF);
_splatEmitter.emitting = false;
_blobbyGroup.add(_splatEmitter);
}
_spoogeKludge.makeGraphic(4, 5, 0xFFFFFFFF);
_pokeWindow.arrangeArmsAndLegs();
sfxEncouragement = [AssetPaths.rhyd0__mp3, AssetPaths.rhyd1__mp3, AssetPaths.rhyd2__mp3];
sfxPleasure = [AssetPaths.rhyd3__mp3, AssetPaths.rhyd4__mp3, AssetPaths.rhyd5__mp3, AssetPaths.rhyd6__mp3];
sfxOrgasm = [AssetPaths.rhyd7__mp3, AssetPaths.rhyd8__mp3, AssetPaths.rhyd9__mp3];
popularity = 0.0;
cumTrait0 = 4;
cumTrait1 = 6;
cumTrait2 = 5;
cumTrait3 = 7;
cumTrait4 = 2;
// a little slower; most stuff takes about 1.5x as long for him
_rubRewardFrequency = 3.7;
_characterSfxFrequency = 5.9;
_minRubForReward = 2;
_bonerThreshold = 0.64;
_armsAndLegsArranger.setBounds(12, 18);
if (PlayerData.rhydSexyBeforeChat == 0)
{
// cramp in his left (your right) arm...
rhydonMood0 = FlxG.random.int(15, 17);
}
else if (PlayerData.rhydSexyBeforeChat == 1)
{
// cramp in his left (your right) chest...
rhydonMood0 = FlxG.random.int(9, 11);
}
else if (PlayerData.rhydSexyBeforeChat == 2)
{
// cramp in his right (your left) leg...
rhydonMood0 = FlxG.random.int(0, 2);
}
if (rhydonMood0 <= 5)
{
_knotPart = _pokeWindow._torso0;
}
else if (rhydonMood0 <= 11)
{
_knotPart = _pokeWindow._torso1;
}
else {
_knotPart = _pokeWindow._arms0;
}
_knotIndex = rhydonMood0 % 6;
_secondaryKnotIndexes = [_knotIndex];
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_LARGE_GLASS_BEADS))
{
var _glassAnalBeadButton:FlxButton = newToyButton(glassAnalBeadButtonEvent, AssetPaths.xlbeads_glass_button__png, _dialogTree);
addToyButton(_glassAnalBeadButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_LARGE_GREY_BEADS))
{
var _greyAnalBeadButton:FlxButton = newToyButton(greyAnalBeadButtonEvent, AssetPaths.xlbeads_grey_button__png, _dialogTree);
addToyButton(_greyAnalBeadButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_VIBRATOR))
{
_vibeButton = newToyButton(vibeButtonEvent, AssetPaths.vibe_button__png, _dialogTree);
addToyButton(_vibeButton, 0.25);
}
_toyWindow.beadPushCallback = beadPushed;
_toyWindow.beadPullCallback = beadPulled;
_toyWindow.beadNudgeCallback = beadNudged;
if (_male)
{
_beadSpoogeEmitter = new FlxEmitter(0, 0, 410);
}
_beadShadowDick = new BouncySprite(0, 0, 0, 0, 0, 0);
}
public function vibeButtonEvent():Void
{
playButtonClickSound();
removeToyButton(_vibeButton);
var tree:Array<Array<Object>> = [];
RhydonDialog.snarkyVibe(tree);
showEarlyDialog(tree);
}
public function glassAnalBeadButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
_toyInterface.setInteractive(false, 0);
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time + 2.5, callback:eventEnableToyWindow});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function greyAnalBeadButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
_toyInterface.setInteractive(false, 0);
_toyWindow.setGreyBeads();
_toyWindow.totalBeadCount = 21;
_toyInterface.totalBeadCount = 21;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time + 2.5, callback:eventEnableToyWindow});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
override public function getToyWindow():PokeWindow
{
return _toyWindow;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
if (_male && _beadShadowDick.visible)
{
_beadShadowDick.synchronize(_toyWindow._dick);
_beadShadowDick.x = _toyWindow._dick.x + 3;
_beadShadowDick.y += 3;
_beadShadowDick.animation.frameIndex = _toyWindow._dick.animation.frameIndex;
}
if (_remainingOrgasms > 0)
{
// counteract rhydonBoredTimer, so that rhydon will eventually get bored
_rhydonBoredTimer = Math.min(6, _rhydonBoredTimer + elapsed * (1 - SexyState.TOY_TIME_DILATION));
}
if (_male)
{
// jizz splats on belly/head?
for (spoogeParticle in _beadSpoogeEmitter.members)
{
if (spoogeParticle.alive && spoogeParticle.exists
&& spoogeParticle.velocity.y > 0
&& spoogeParticle.acceleration.y > 500
&& spoogeParticle.age > 0.6
)
{
if (spoogeParticle.y + _toyWindow.cameraPosition.y > 220)
{
// splats on belly/head
spoogeParticle.acceleration.y = 0;
spoogeParticle.accelerationRange.start.set(0, 0);
spoogeParticle.accelerationRange.end.set(0, 0);
spoogeParticle.velocity.y *= 0.1;
spoogeParticle.velocity.x *= 2.0;
}
else
{
// past his head?
spoogeParticle.kill();
}
}
if (spoogeParticle.alive && spoogeParticle.exists
&& spoogeParticle.y + _toyWindow.cameraPosition.y > 420)
{
// oops, jizz is sliding down past his balls... this starts to look weird
spoogeParticle.kill();
}
}
}
_toyWindow._playerInteractingWithHandle = false;
_toyWindow._playerShovingInBead = false;
_toyWindow._playerRestingHandOnSphincter = false;
_toyWindow._playerHandNearBead = false;
_toyWindow._playerHandNearHandle = false;
if (_toyInterface.pushMode)
{
// update bead position...
if (_toyInterface._interacting)
{
_toyWindow.tryPushingBeads(_toyInterface._anchorBeadPosition, _toyInterface._desiredBeadPosition, elapsed);
}
else
{
_toyInterface._anchorBeadPosition = _toyWindow.getBeadPositionInt();
_toyWindow._beadPosition = _toyInterface._anchorBeadPosition;
}
// update hand status...
if (_toyInterface._interacting)
{
if (_toyWindow._beadPosition < _toyInterface._anchorBeadPosition + RhydonBeadWindow.BEAD_BP_CENTER)
{
_toyWindow._playerShovingInBead = true;
}
else
{
_toyWindow._playerRestingHandOnSphincter = true;
}
}
else if (_toyInterface.isMouseNearPushableBead() && _toyInterface.isInteractive())
{
_toyWindow._playerHandNearBead = true;
}
if (!_toyInterface._interacting && _toyInterface._actualBeadPosition >= _toyInterface.totalBeadCount)
{
if (eventStack.isEventScheduled(eventEndPushMode))
{
// don't schedule it again
}
else
{
// pushed final bead... rhydon's turn
eventStack.addEvent({time:eventStack._time + 0.4, callback:eventEndPushMode});
}
}
// play sfx...
if (_toyInterface._interacting && _toyWindow._ass.animation.frameIndex > 1)
{
_tugNoise.tugging = true;
}
// when pushing, everything's always at max slack
_toyWindow.slack = RhydonBeadWindow.MAX_SLACK;
_toyWindow.lineAngle = 0;
_toyInterface._actualBeadPosition = _toyWindow._beadPosition;
}
else {
if (_toyWindow.rhydonsTurn)
{
if (_toyWindow.rhydonDonePullingBeads())
{
_toyWindow.setRhydonUp(false);
_toyWindow.rhydonsTurn = false;
if (_toyWindow.getBeadPositionInt() <= 0)
{
// no beads left...
}
else
{
_toyInterface._anchorBeadPosition = _toyWindow.getBeadPositionInt();
_toyInterface._desiredBeadPosition = _toyInterface._anchorBeadPosition;
_toyInterface.setInteractive(true, 0.5);
}
}
if (_toyInterface.isInteractive())
{
// update bead position
if (_toyInterface._interacting)
{
// okay, you can screw around, but you can't pull any beads
_toyWindow.tryPullingBeads(_toyInterface._desiredBeadPosition, elapsed, true);
_toyWindow.lineAngle = _toyInterface.lineAngle;
if (_toyWindow.slack == 0)
{
// line is taut; limit the interface's pull distance
_toyInterface._actualBeadPosition = _toyWindow._beadPosition;
}
else
{
// line is slack; the interface can do whatever it wants
_toyInterface._actualBeadPosition = _toyInterface._desiredBeadPosition;
}
}
else
{
relaxPulledAnalBeads();
}
// update hand status...
if (_toyInterface._interacting)
{
_toyWindow._playerInteractingWithHandle = true;
}
else if (_toyInterface.isMouseNearPullRing() && _toyInterface.isInteractive())
{
_toyWindow._playerHandNearHandle = true;
}
}
// play sfx...
if (_toyInterface.isInteractive())
{
if (_toyInterface._interacting && _toyWindow.slack == 0 && _toyWindow._ass.animation.frameIndex > 1)
{
_tugNoise.tuggingMouse = true;
}
}
else
{
if (_toyWindow.slack == 0 && _toyWindow._ass.animation.frameIndex > 1)
{
_tugNoise.tugging = true;
}
}
}
else {
var transitionToRhydonsTurn:Bool = false;
if (!_toyInterface._interacting && _toyInterface._actualBeadPosition < _toyInterface._anchorBeadPosition - 1 + RhydonBeadWindow.BEAD_BP_CENTER)
{
transitionToRhydonsTurn = true;
// don't blink handle... they shouldn't really be tempted to grab it
_toyInterface.handleBlinkTimer = 5.0;
}
else if (_toyInterface._actualBeadPosition < _toyInterface._anchorBeadPosition - 3 + RhydonBeadWindow.BEAD_BP_CENTER)
{
// they've pulled out three beads...
if (_toyWindow.getBeadPositionInt() <= 0)
{
// no beads left...
}
else
{
if (_toyWindow._sphincter.animation.frameIndex <= 1)
{
// well, we're just holding it i guess
}
else
{
_futileBeadTugTime += elapsed;
if (_futileBeadTugTime > 3)
{
transitionToRhydonsTurn = true;
// that's really annoying
var penalty:Float = SexyState.roundUpToQuarter(_beadPullRewards[_toyWindow.getBeadPositionInt() - 1] * 0.9);
_heartEmitCount -= penalty;
_totalBeadPenalty += penalty;
}
}
}
}
if (transitionToRhydonsTurn)
{
// released cord, after pulling one or more beads... rhydon's turn
_futileBeadTugTime = 0;
if (_toyWindow.getBeadPositionInt() <= 0)
{
// no beads left...
if (_toyInterface.isInteractive())
{
_toyInterface.setInteractive(false, 2.0);
}
}
else
{
rhydonPullsBeads();
}
}
// update bead position
if (_toyInterface._interacting)
{
if (_toyInterface._actualBeadPosition < _toyInterface._anchorBeadPosition - 3 + RhydonBeadWindow.BEAD_BP_CENTER)
{
// player already pulled three beads... don't let them pull any more
_toyWindow.tryPullingBeads(_toyInterface._desiredBeadPosition, elapsed, true);
}
else
{
_toyWindow.tryPullingBeads(_toyInterface._desiredBeadPosition, elapsed);
}
_toyWindow.lineAngle = _toyInterface.lineAngle;
if (_toyWindow.slack == 0)
{
// line is taut; limit the interface's pull distance
_toyInterface._actualBeadPosition = _toyWindow._beadPosition;
}
else
{
// line is slack; the interface can do whatever it wants
_toyInterface._actualBeadPosition = _toyInterface._desiredBeadPosition;
}
}
else {
relaxPulledAnalBeads();
}
// update hand status...
if (_toyInterface._interacting)
{
_toyWindow._playerInteractingWithHandle = true;
}
else if (_toyInterface.isMouseNearPullRing() && _toyInterface.isInteractive())
{
_toyWindow._playerHandNearHandle = true;
}
// play sfx...
if (_toyInterface._interacting && _toyWindow._ass.animation.frameIndex > 1 && _toyWindow.slack == 0)
{
_tugNoise.tuggingMouse = true;
}
}
}
_tugNoise.update(elapsed);
_tugNoise.tugging = false;
_tugNoise.tuggingMouse = false;
}
public function beadPushed(index:Int, duration:Float, radius:Float):Void
{
_toyBank._dickHeartReservoir = Math.max(0, SexyState.roundDownToQuarter(_toyBank._dickHeartReservoir - _toyBank._dickHeartReservoirCapacity / 36));
_heartEmitCount += _beadPushRewards[index];
_heartBank._foreplayHeartReservoirCapacity += _beadPushRewards[index];
_beadPushRewards[index] = 0;
maybeEmitToyWordsAndStuff();
}
public function beadPulled(index:Int, duration:Float, radius:Float):Void
{
_toyBank._dickHeartReservoir = Math.max(0, SexyState.roundDownToQuarter(_toyBank._dickHeartReservoir - _toyBank._dickHeartReservoirCapacity / 36));
_heartEmitCount += _beadPullRewards[index];
_heartBank._foreplayHeartReservoirCapacity += _beadPullRewards[index];
if (index == 0)
{
if (_toyWindow.rhydonsTurn)
{
// player missed final bead...
_totalBeadPenalty += _finalBeadBonus;
}
else
{
maybeEmitWords(pleasureWords);
_heartEmitCount += _finalBeadBonus;
_heartBank._dickHeartReservoirCapacity += _finalBeadBonus;
_finalBeadBonus = 0;
}
}
_beadPullRewards[index] = 0;
beadNudged(index, duration, radius); // give nudge reward, if duration is large enough
if (_toyWindow.rhydonsTurn && _beadNudgeRewards[index] > 0)
{
// if rhydon misses a nudge... just give it to them
_heartEmitCount += _beadNudgeRewards[index];
_beadNudgeRewards[index] = 0;
}
if (!_toyWindow.rhydonsTurn)
{
if (_beadNudgeRewards[index] > 0)
{
// player missed a nudge...
_totalBeadPenalty += _beadNudgeRewards[index];
_beadNudgeStreak = 0;
_breathlessCount = 0;
}
else
{
_beadNudgeStreak++;
if (_beadNudgeStreak > 2)
{
_autoSweatRate += 0.02;
}
if (_beadNudgeStreak % 3 == 0)
{
maybeScheduleBreath();
if (_breathTimer > 0)
{
_breathTimer = 0.1;
}
}
}
}
else {
if (index == 0)
{
// last bead
emitBreath();
}
}
maybeEmitToyWordsAndStuff();
if (index <= 0)
{
if (finalOrgasmLooms())
{
}
else
{
toyButtonsEnabled = false;
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 2.8, callback:eventHideToyWindow});
eventStack.addEvent({time:time += 0.5, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
}
}
/**
* For the anal beads, Rhydon emits more hearts if you "nudge" the beads by
* pulling them out slowly.
*
* @param index bead index which is being nudged
* @param duration the duration of the nudge
* @param radius radius of the bead being nudged
*/
public function beadNudged(index:Int, duration:Float, radius:Float):Void
{
var targetDuration:Float = 0;
if (radius <= 20)
{
targetDuration = 0.32;
}
else if (radius <= 25)
{
targetDuration = 0.51;
}
else if (radius <= 30)
{
targetDuration = 0.82;
}
else if (radius <= 35)
{
targetDuration = 1.31;
}
else if (radius <= 40)
{
targetDuration = 2.09;
}
else {
targetDuration = 3.35;
}
if (_toyInterface.pushMode)
{
// push nudge...
if (_beadNudgePushCount[index] < 3 && duration > (_beadNudgePushCount[index] + 1) * targetDuration * 0.33)
{
var reward:Float = SexyState.roundUpToQuarter(_beadPushRewards[index] * [0.1, 0.22, 0.43][_beadNudgePushCount[index]]);
_heartEmitCount += reward;
_beadPushRewards[index] -= reward;
_beadNudgePushCount[index]++;
_heartBank._foreplayHeartReservoirCapacity += reward;
}
}
else {
// pull nudge...
if (_beadNudgePullCount[index] < 3 && duration > (_beadNudgePullCount[index] + 1) * targetDuration * 0.33)
{
var reward:Float = SexyState.roundUpToQuarter(_beadNudgeRewards[index] * [0.17, 0.40, 1.00][_beadNudgePullCount[index]]);
_heartEmitCount += reward;
_beadNudgeRewards[index] -= reward;
_beadNudgePullCount[index]++;
_heartBank._foreplayHeartReservoirCapacity += reward;
}
}
_idlePunishmentTimer = 0;
}
function setPushMode(pushMode:Bool)
{
if (_toyInterface.pushMode == pushMode)
{
return;
}
_toyInterface.pushMode = pushMode;
_toyInterface._anchorBeadPosition = _toyWindow.getBeadPositionInt();
_toyInterface._desiredBeadPosition = _toyInterface._anchorBeadPosition;
}
function rhydonPullsBeads():Void
{
eventStack.addEvent({time:eventStack._time + RhydonBeadWindow.INITIAL_PULL_PAUSE_DURATION, callback:eventYankBeadsAway});
if (_toyWindow.getBeadPositionInt() >= _toyWindow.totalBeadCount - 3)
{
_toyWindow.setRhydonUp(true);
}
var howMany:Int = _toyWindow.getBeadPositionInt() % 4;
if (_rhydonNimError-- == 0)
{
howMany = FlxG.random.getObject(
[[1, 2, 3], // should pull out a random number of beads? should never happen
[2, 3], // should pull out 1 bead; pull out 2 or 3 instead
[1, 3], // should pull out 2 beads; pull out 1 or 3 instead
[1, 2], //should pull out 3 beads; pull out 1 or 2 instead
][howMany]);
}
if (howMany == 0)
{
// can't win with perfect play; pull out a random amount
howMany = FlxG.random.int(1, 3);
}
_toyWindow.removeBeads(howMany);
}
function eventYankBeadsAway(params:Array<Dynamic>)
{
_toyInterface.setInteractive(false, 0.5);
}
function eventEndPushMode(params:Array<Dynamic>)
{
setPushMode(false);
rhydonPullsBeads();
}
function relaxPulledAnalBeads()
{
_toyInterface._anchorBeadPosition = _toyWindow.getBeadPositionInt();
_toyWindow._beadPosition = _toyInterface._anchorBeadPosition;
_toyInterface._desiredBeadPosition = _toyInterface._anchorBeadPosition;
_toyInterface._actualBeadPosition = _toyInterface._anchorBeadPosition;
_toyWindow.slack = RhydonBeadWindow.MAX_SLACK;
}
override public function shouldEmitToyInterruptWords()
{
return _toyInterface.pushMode || _toyWindow._beadPosition > 0;
}
override function foreplayFactor():Float
{
return 0.5;
}
private function emitSplat(x:Float, y:Float)
{
_splatEmitter.emitParticle();
_splatEmitter.x = x + FlxG.random.int(-48, 48);
_splatEmitter.y = y + FlxG.random.int(-48, 48);
}
override public function sexyStuff(elapsed:Float):Void
{
_forceMoodTimer += elapsed;
_rhydonBoredTimer -= elapsed;
super.sexyStuff(elapsed);
if (_shakeTimer > 0)
{
_shakeTimer -= elapsed;
_shakeFrameTimer += elapsed;
var intensity = _shakeIntensity * Math.pow(_shakeTimer / _shakeDuration, 2.5);
FlxG.camera.x = intensity / 2 * FlxG.width * Math.sin(_shakeTimer * Math.PI * (SHAKE_FPS + 0.0651444));
if (_shakeTimer <= 0)
{
FlxG.camera.setPosition(0, 0);
}
}
if (_male && _activePokeWindow == _pokeWindow)
{
// jizz splats on camera?
for (spoogeParticle in _fluidEmitter.members)
{
if (spoogeParticle.alive && spoogeParticle.exists && spoogeParticle.age > 0.85 && spoogeParticle.acceleration.y > 500)
{
_ignoreSplatCount++;
if (_ignoreSplatCount >= 4)
{
emitSplat(spoogeParticle.x, spoogeParticle.y);
_ignoreSplatCount = 0;
}
spoogeParticle.kill();
}
}
}
if (pastBonerThreshold() && _gameState == 200 && _male)
{
// switch to boner-oriented animations
if (fancyRubbing(_dick) && _rubBodyAnim.nearMinFrame())
{
if (_rubBodyAnim._flxSprite.animation.name == "rub-foreskin" || _rubBodyAnim._flxSprite.animation.name == "rub-foreskin1")
{
_rubBodyAnim.setAnimName("jack-foreskin");
_rubHandAnim.setAnimName("jack-foreskin");
}
else if (_rubBodyAnim._flxSprite.animation.name == "rub-dick")
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
}
override function emitWords(qord:Qord, ?left:Int = 0, ?right:Int = 0):Array<WordParticle>
{
var wordParticles:Array<WordParticle> = super.emitWords(qord, left, right);
if (qord == orgasmWords)
{
var orgasmSize:Float = _heartEmitCount + _heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir;
if (orgasmSize > 20)
{
// maximum shake amount
_shakeDuration = 4.5;
_shakeIntensity = 0.08;
// diminish shaking if we're below 330 orgasm power
var target:Float = 330;
while (orgasmSize < target)
{
target /= 1.35;
_shakeDuration *= 0.9;
_shakeIntensity *= 0.85;
}
_shakeTimer = _shakeDuration;
}
}
return wordParticles;
}
override public function moveParticlesWithCamera():Void
{
super.moveParticlesWithCamera();
for (particle in _splatEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _activePokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _activePokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
if (_beadSpoogeEmitter != null)
{
for (particle in _beadSpoogeEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _activePokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _activePokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
}
}
override public function killParticles():Void
{
super.killParticles();
for (particle in _splatEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _pokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _pokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
if (_beadSpoogeEmitter != null)
{
for (particle in _beadSpoogeEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.kill();
}
}
}
}
override public function playRubSound():Void
{
super.playRubSound();
if (_dick.animation.name == "jack-off" || _dick.animation.name == "jack-foreskin" || _dick.animation.name == "rub-dick" || _dick.animation.name == "rub-foreskin" || _dick.animation.name == "rub-foreskin1")
{
_dickRubSoundCount++;
}
}
override function boredStuff():Void
{
if (_rhydonBoredTimer > 0)
{
super.boredStuff();
}
_rhydonBoredTimer = 6;
_dickRubSoundCount = 0;
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
_dickRubSoundCount = 0;
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (_male)
{
// male interactions
if (FlxG.mouse.justPressed && touchedPart == _dick)
{
if (_gameState == 200 && pastBonerThreshold())
{
if (clickedPolygon(touchedPart, dickheadPolyArray))
{
interactOn(_dick, "jack-foreskin");
}
else
{
interactOn(_dick, "jack-off");
}
}
else
{
if (clickedPolygon(touchedPart, dickheadPolyArray))
{
interactOn(_dick, "rub-foreskin");
_rubBodyAnim.addAnimName("rub-foreskin1");
_rubHandAnim.addAnimName("rub-foreskin1");
}
else
{
interactOn(_dick, "rub-dick");
}
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
interactOn(_pokeWindow._balls, "rub-balls");
return true;
}
}
else {
// female interactions
if (FlxG.mouse.justPressed)
{
if ((touchedPart == _dick || touchedPart == _pokeWindow._torso0) && (clickedPolygon(touchedPart, dickheadPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-foreskin");
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
else
{
interactOn(_dick, "rub-foreskin");
}
return true;
}
if ((touchedPart == _dick || touchedPart == _pokeWindow._tail) && clickedPolygon(touchedPart, vagPolyArray))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
else
{
interactOn(_dick, "rub-dick");
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
return true;
}
}
}
return false;
}
override function initializeHitBoxes():Void
{
if (_activePokeWindow == _pokeWindow)
{
dickheadPolyArray = new Array<Array<FlxPoint>>();
if (PlayerData.rhydMale)
{
dickheadPolyArray[0] = [new FlxPoint(114, 595), new FlxPoint(130, 542), new FlxPoint(152, 520), new FlxPoint(181, 527), new FlxPoint(199, 554), new FlxPoint(194, 574), new FlxPoint(187, 625)];
dickheadPolyArray[1] = [new FlxPoint(105, 613), new FlxPoint(120, 526), new FlxPoint(134, 503), new FlxPoint(163, 493), new FlxPoint(190, 503), new FlxPoint(202, 535), new FlxPoint(192, 620)];
dickheadPolyArray[2] = [new FlxPoint(123, 330), new FlxPoint(132, 430), new FlxPoint(146, 451), new FlxPoint(175, 455), new FlxPoint(207, 442), new FlxPoint(213, 414), new FlxPoint(220, 324)];
}
else
{
dickheadPolyArray[0] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(211, 432), new FlxPoint(153, 434)];
dickheadPolyArray[1] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(211, 432), new FlxPoint(153, 434)];
dickheadPolyArray[2] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(211, 432), new FlxPoint(153, 434)];
}
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(213, 538), new FlxPoint(149, 536)];
vagPolyArray[1] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(213, 538), new FlxPoint(149, 536)];
vagPolyArray[2] = [new FlxPoint(151, 480), new FlxPoint(213, 481), new FlxPoint(213, 538), new FlxPoint(149, 536)];
if (_male)
{
dickAngleArray[0] = [new FlxPoint(155, 579), new FlxPoint(-19, 259), new FlxPoint(-215, 146)];
dickAngleArray[1] = [new FlxPoint(151, 547), new FlxPoint(194, 173), new FlxPoint(-219, 140)];
dickAngleArray[2] = [new FlxPoint(164, 421), new FlxPoint(153, -210), new FlxPoint(-207, -157)];
dickAngleArray[3] = [new FlxPoint(151, 559), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[4] = [new FlxPoint(150, 559), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[5] = [new FlxPoint(152, 561), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[6] = [new FlxPoint(152, 559), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[7] = [new FlxPoint(152, 561), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[8] = [new FlxPoint(152, 560), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[9] = [new FlxPoint(152, 560), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[10] = [new FlxPoint(152, 560), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[11] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[12] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[13] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[14] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[15] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[16] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint(-149, 213)];
dickAngleArray[17] = [new FlxPoint(151, 563), new FlxPoint(85, 246), new FlxPoint( -149, 213)];
dickAngleArray[18] = [new FlxPoint(164, 420), new FlxPoint(87, -245), new FlxPoint(-174, -193)];
dickAngleArray[19] = [new FlxPoint(164, 420), new FlxPoint(99, -240), new FlxPoint(-152, -211)];
dickAngleArray[20] = [new FlxPoint(164, 420), new FlxPoint(97, -241), new FlxPoint(-170, -197)];
dickAngleArray[21] = [new FlxPoint(163, 421), new FlxPoint(114, -234), new FlxPoint(-182, -186)];
dickAngleArray[22] = [new FlxPoint(163, 421), new FlxPoint(104, -238), new FlxPoint(-165, -201)];
dickAngleArray[23] = [new FlxPoint(165, 422), new FlxPoint(99, -240), new FlxPoint(-182, -186)];
dickAngleArray[24] = [new FlxPoint(166, 422), new FlxPoint(114, -233), new FlxPoint(-175, -193)];
dickAngleArray[25] = [new FlxPoint(166, 422), new FlxPoint(92, -243), new FlxPoint(-184, -184)];
dickAngleArray[26] = [new FlxPoint(166, 422), new FlxPoint(124, -228), new FlxPoint(-171, -196)];
dickAngleArray[27] = [new FlxPoint(165, 422), new FlxPoint(92, -243), new FlxPoint( -190, -177)];
}
else
{
dickAngleArray[0] = [new FlxPoint(176, 484), new FlxPoint(179, 189), new FlxPoint(-184, 184)];
dickAngleArray[1] = [new FlxPoint(177, 486), new FlxPoint(170, 197), new FlxPoint(-184, 184)];
dickAngleArray[2] = [new FlxPoint(177, 486), new FlxPoint(167, 199), new FlxPoint(-188, 180)];
dickAngleArray[3] = [new FlxPoint(180, 483), new FlxPoint(226, 128), new FlxPoint(-108, 237)];
dickAngleArray[4] = [new FlxPoint(180, 483), new FlxPoint(204, 161), new FlxPoint(-184, 184)];
dickAngleArray[5] = [new FlxPoint(177, 482), new FlxPoint(196, 171), new FlxPoint(-197, 169)];
dickAngleArray[6] = [new FlxPoint(177, 483), new FlxPoint(165, 201), new FlxPoint(-240, 99)];
dickAngleArray[7] = [new FlxPoint(176, 483), new FlxPoint(163, 202), new FlxPoint(-247, 80)];
dickAngleArray[8] = [new FlxPoint(180, 482), new FlxPoint(195, 172), new FlxPoint(-188, 180)];
dickAngleArray[9] = [new FlxPoint(180, 482), new FlxPoint(206, 159), new FlxPoint(-211, 152)];
dickAngleArray[10] = [new FlxPoint(179, 482), new FlxPoint(215, 146), new FlxPoint(-216, 144)];
dickAngleArray[11] = [new FlxPoint(179, 480), new FlxPoint(222, 135), new FlxPoint(-222, 135)];
dickAngleArray[12] = [new FlxPoint(177, 480), new FlxPoint(231, 120), new FlxPoint(-242, 96)];
dickAngleArray[13] = [new FlxPoint(183, 481), new FlxPoint(227, 127), new FlxPoint(-204, 161)];
dickAngleArray[14] = [new FlxPoint(181, 479), new FlxPoint(224, 131), new FlxPoint(-217, 143)];
dickAngleArray[15] = [new FlxPoint(180, 479), new FlxPoint(217, 143), new FlxPoint(-222, 136)];
dickAngleArray[16] = [new FlxPoint(180, 480), new FlxPoint(226, 128), new FlxPoint(-227, 127)];
dickAngleArray[17] = [new FlxPoint(182, 482), new FlxPoint(214, 148), new FlxPoint(-222, 135)];
dickAngleArray[18] = [new FlxPoint(181, 482), new FlxPoint(204, 161), new FlxPoint(-228, 125)];
dickAngleArray[19] = [new FlxPoint(179, 483), new FlxPoint(180, 188), new FlxPoint(-171, 196)];
dickAngleArray[20] = [new FlxPoint(179, 483), new FlxPoint(188, 180), new FlxPoint(-188, 180)];
dickAngleArray[21] = [new FlxPoint(179, 484), new FlxPoint(188, 180), new FlxPoint(-191, 176)];
dickAngleArray[22] = [new FlxPoint(178, 485), new FlxPoint(203, 162), new FlxPoint(-205, 160)];
dickAngleArray[23] = [new FlxPoint(179, 484), new FlxPoint(216, 145), new FlxPoint(-219, 140)];
dickAngleArray[24] = [new FlxPoint(178, 484), new FlxPoint(220, 138), new FlxPoint(-223, 134)];
dickAngleArray[25] = [new FlxPoint(180, 483), new FlxPoint(220, 138), new FlxPoint(-222, 135)];
dickAngleArray[26] = [new FlxPoint(179, 485), new FlxPoint(239, 102), new FlxPoint(-235, 110)];
dickAngleArray[27] = [new FlxPoint(179, 485), new FlxPoint(229, 123), new FlxPoint(-224, 131)];
}
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(122, 100), new FlxPoint(148, 76), new FlxPoint(208, 74), new FlxPoint(248, 108), new FlxPoint(209, 96), new FlxPoint(202, 117), new FlxPoint(150, 121), new FlxPoint(147, 100)];
headSweatArray[1] = [new FlxPoint(122, 100), new FlxPoint(148, 76), new FlxPoint(208, 74), new FlxPoint(248, 108), new FlxPoint(209, 96), new FlxPoint(202, 117), new FlxPoint(150, 121), new FlxPoint(147, 100)];
headSweatArray[2] = [new FlxPoint(122, 100), new FlxPoint(148, 76), new FlxPoint(208, 74), new FlxPoint(248, 108), new FlxPoint(209, 96), new FlxPoint(202, 117), new FlxPoint(150, 121), new FlxPoint(147, 100)];
headSweatArray[3] = [new FlxPoint(114, 120), new FlxPoint(135, 82), new FlxPoint(186, 78), new FlxPoint(223, 94), new FlxPoint(179, 97), new FlxPoint(174, 118), new FlxPoint(118, 133)];
headSweatArray[4] = [new FlxPoint(114, 120), new FlxPoint(135, 82), new FlxPoint(186, 78), new FlxPoint(223, 94), new FlxPoint(179, 97), new FlxPoint(174, 118), new FlxPoint(118, 133)];
headSweatArray[6] = [new FlxPoint(114, 120), new FlxPoint(135, 82), new FlxPoint(186, 78), new FlxPoint(223, 94), new FlxPoint(179, 97), new FlxPoint(174, 118), new FlxPoint(118, 133)];
headSweatArray[7] = [new FlxPoint(114, 120), new FlxPoint(135, 82), new FlxPoint(186, 78), new FlxPoint(223, 94), new FlxPoint(179, 97), new FlxPoint(174, 118), new FlxPoint(118, 133)];
headSweatArray[8] = [new FlxPoint(114, 120), new FlxPoint(135, 82), new FlxPoint(186, 78), new FlxPoint(223, 94), new FlxPoint(179, 97), new FlxPoint(174, 118), new FlxPoint(118, 133)];
headSweatArray[9] = [new FlxPoint(123, 94), new FlxPoint(157, 70), new FlxPoint(213, 76), new FlxPoint(247, 113), new FlxPoint(207, 98), new FlxPoint(202, 126), new FlxPoint(146, 116), new FlxPoint(150, 96)];
headSweatArray[10] = [new FlxPoint(123, 94), new FlxPoint(157, 70), new FlxPoint(213, 76), new FlxPoint(247, 113), new FlxPoint(207, 98), new FlxPoint(202, 126), new FlxPoint(146, 116), new FlxPoint(150, 96)];
headSweatArray[11] = [new FlxPoint(123, 94), new FlxPoint(157, 70), new FlxPoint(213, 76), new FlxPoint(247, 113), new FlxPoint(207, 98), new FlxPoint(202, 126), new FlxPoint(146, 116), new FlxPoint(150, 96)];
headSweatArray[12] = [new FlxPoint(156, 132), new FlxPoint(144, 105), new FlxPoint(122, 99), new FlxPoint(152, 76), new FlxPoint(214, 77), new FlxPoint(245, 107), new FlxPoint(211, 105), new FlxPoint(204, 132)];
headSweatArray[13] = [new FlxPoint(156, 132), new FlxPoint(144, 105), new FlxPoint(122, 99), new FlxPoint(152, 76), new FlxPoint(214, 77), new FlxPoint(245, 107), new FlxPoint(211, 105), new FlxPoint(204, 132)];
headSweatArray[14] = [new FlxPoint(156, 132), new FlxPoint(144, 105), new FlxPoint(122, 99), new FlxPoint(152, 76), new FlxPoint(214, 77), new FlxPoint(245, 107), new FlxPoint(211, 105), new FlxPoint(204, 132)];
headSweatArray[18] = [new FlxPoint(132, 90), new FlxPoint(170, 72), new FlxPoint(226, 85), new FlxPoint(250, 114), new FlxPoint(223, 106), new FlxPoint(220, 120), new FlxPoint(167, 113), new FlxPoint(164, 90)];
headSweatArray[19] = [new FlxPoint(132, 90), new FlxPoint(170, 72), new FlxPoint(226, 85), new FlxPoint(250, 114), new FlxPoint(223, 106), new FlxPoint(220, 120), new FlxPoint(167, 113), new FlxPoint(164, 90)];
headSweatArray[20] = [new FlxPoint(132, 90), new FlxPoint(170, 72), new FlxPoint(226, 85), new FlxPoint(250, 114), new FlxPoint(223, 106), new FlxPoint(220, 120), new FlxPoint(167, 113), new FlxPoint(164, 90)];
headSweatArray[21] = [new FlxPoint(124, 91), new FlxPoint(159, 70), new FlxPoint(198, 69), new FlxPoint(234, 93), new FlxPoint(202, 90), new FlxPoint(199, 103), new FlxPoint(150, 106), new FlxPoint(148, 89)];
headSweatArray[22] = [new FlxPoint(124, 91), new FlxPoint(159, 70), new FlxPoint(198, 69), new FlxPoint(234, 93), new FlxPoint(202, 90), new FlxPoint(199, 103), new FlxPoint(150, 106), new FlxPoint(148, 89)];
headSweatArray[23] = [new FlxPoint(124, 91), new FlxPoint(159, 70), new FlxPoint(198, 69), new FlxPoint(234, 93), new FlxPoint(202, 90), new FlxPoint(199, 103), new FlxPoint(150, 106), new FlxPoint(148, 89)];
headSweatArray[24] = [new FlxPoint(124, 101), new FlxPoint(146, 75), new FlxPoint(202, 68), new FlxPoint(238, 94), new FlxPoint(209, 93), new FlxPoint(211, 107), new FlxPoint(156, 114), new FlxPoint(150, 98)];
headSweatArray[25] = [new FlxPoint(124, 101), new FlxPoint(146, 75), new FlxPoint(202, 68), new FlxPoint(238, 94), new FlxPoint(209, 93), new FlxPoint(211, 107), new FlxPoint(156, 114), new FlxPoint(150, 98)];
headSweatArray[26] = [new FlxPoint(124, 101), new FlxPoint(146, 75), new FlxPoint(202, 68), new FlxPoint(238, 94), new FlxPoint(209, 93), new FlxPoint(211, 107), new FlxPoint(156, 114), new FlxPoint(150, 98)];
headSweatArray[27] = [new FlxPoint(113, 110), new FlxPoint(141, 77), new FlxPoint(193, 66), new FlxPoint(235, 98), new FlxPoint(187, 90), new FlxPoint(185, 112), new FlxPoint(134, 123), new FlxPoint(136, 101)];
headSweatArray[28] = [new FlxPoint(113, 110), new FlxPoint(141, 77), new FlxPoint(193, 66), new FlxPoint(235, 98), new FlxPoint(187, 90), new FlxPoint(185, 112), new FlxPoint(134, 123), new FlxPoint(136, 101)];
headSweatArray[29] = [new FlxPoint(113, 110), new FlxPoint(141, 77), new FlxPoint(193, 66), new FlxPoint(235, 98), new FlxPoint(187, 90), new FlxPoint(185, 112), new FlxPoint(134, 123), new FlxPoint(136, 101)];
headSweatArray[30] = [new FlxPoint(116, 110), new FlxPoint(146, 77), new FlxPoint(213, 77), new FlxPoint(247, 115), new FlxPoint(211, 105), new FlxPoint(206, 127), new FlxPoint(156, 126), new FlxPoint(152, 102)];
headSweatArray[31] = [new FlxPoint(116, 110), new FlxPoint(146, 77), new FlxPoint(213, 77), new FlxPoint(247, 115), new FlxPoint(211, 105), new FlxPoint(206, 127), new FlxPoint(156, 126), new FlxPoint(152, 102)];
headSweatArray[32] = [new FlxPoint(116, 110), new FlxPoint(146, 77), new FlxPoint(213, 77), new FlxPoint(247, 115), new FlxPoint(211, 105), new FlxPoint(206, 127), new FlxPoint(156, 126), new FlxPoint(152, 102)];
headSweatArray[33] = [new FlxPoint(117, 106), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(248, 109), new FlxPoint(216, 96), new FlxPoint(208, 110), new FlxPoint(156, 114), new FlxPoint(154, 98)];
headSweatArray[34] = [new FlxPoint(117, 106), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(248, 109), new FlxPoint(216, 96), new FlxPoint(208, 110), new FlxPoint(156, 114), new FlxPoint(154, 98)];
headSweatArray[35] = [new FlxPoint(117, 106), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(248, 109), new FlxPoint(216, 96), new FlxPoint(208, 110), new FlxPoint(156, 114), new FlxPoint(154, 98)];
headSweatArray[36] = [new FlxPoint(117, 106), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(248, 109), new FlxPoint(216, 96), new FlxPoint(208, 110), new FlxPoint(156, 114), new FlxPoint(154, 98)];
headSweatArray[37] = [new FlxPoint(117, 106), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(248, 109), new FlxPoint(216, 96), new FlxPoint(208, 110), new FlxPoint(156, 114), new FlxPoint(154, 98)];
headSweatArray[39] = [new FlxPoint(111, 114), new FlxPoint(134, 83), new FlxPoint(192, 73), new FlxPoint(244, 104), new FlxPoint(192, 91), new FlxPoint(192, 108), new FlxPoint(148, 119), new FlxPoint(139, 104)];
headSweatArray[40] = [new FlxPoint(111, 114), new FlxPoint(134, 83), new FlxPoint(192, 73), new FlxPoint(244, 104), new FlxPoint(192, 91), new FlxPoint(192, 108), new FlxPoint(148, 119), new FlxPoint(139, 104)];
headSweatArray[42] = [new FlxPoint(117, 109), new FlxPoint(166, 66), new FlxPoint(226, 77), new FlxPoint(253, 122), new FlxPoint(228, 105), new FlxPoint(223, 120), new FlxPoint(181, 112), new FlxPoint(174, 91)];
headSweatArray[43] = [new FlxPoint(117, 109), new FlxPoint(166, 66), new FlxPoint(226, 77), new FlxPoint(253, 122), new FlxPoint(228, 105), new FlxPoint(223, 120), new FlxPoint(181, 112), new FlxPoint(174, 91)];
headSweatArray[45] = [new FlxPoint(116, 106), new FlxPoint(154, 72), new FlxPoint(203, 68), new FlxPoint(248, 114), new FlxPoint(205, 105), new FlxPoint(205, 130), new FlxPoint(154, 132), new FlxPoint(150, 111)];
headSweatArray[46] = [new FlxPoint(116, 106), new FlxPoint(154, 72), new FlxPoint(203, 68), new FlxPoint(248, 114), new FlxPoint(205, 105), new FlxPoint(205, 130), new FlxPoint(154, 132), new FlxPoint(150, 111)];
headSweatArray[47] = [new FlxPoint(116, 106), new FlxPoint(154, 72), new FlxPoint(203, 68), new FlxPoint(248, 114), new FlxPoint(205, 105), new FlxPoint(205, 130), new FlxPoint(154, 132), new FlxPoint(150, 111)];
headSweatArray[48] = [new FlxPoint(125, 95), new FlxPoint(164, 71), new FlxPoint(224, 83), new FlxPoint(255, 123), new FlxPoint(226, 105), new FlxPoint(214, 124), new FlxPoint(167, 116), new FlxPoint(165, 97)];
headSweatArray[49] = [new FlxPoint(125, 95), new FlxPoint(164, 71), new FlxPoint(224, 83), new FlxPoint(255, 123), new FlxPoint(226, 105), new FlxPoint(214, 124), new FlxPoint(167, 116), new FlxPoint(165, 97)];
headSweatArray[50] = [new FlxPoint(125, 95), new FlxPoint(164, 71), new FlxPoint(224, 83), new FlxPoint(255, 123), new FlxPoint(226, 105), new FlxPoint(214, 124), new FlxPoint(167, 116), new FlxPoint(165, 97)];
headSweatArray[51] = [new FlxPoint(118, 107), new FlxPoint(150, 73), new FlxPoint(216, 79), new FlxPoint(248, 117), new FlxPoint(216, 97), new FlxPoint(203, 114), new FlxPoint(163, 115), new FlxPoint(158, 97)];
headSweatArray[52] = [new FlxPoint(118, 107), new FlxPoint(150, 73), new FlxPoint(216, 79), new FlxPoint(248, 117), new FlxPoint(216, 97), new FlxPoint(203, 114), new FlxPoint(163, 115), new FlxPoint(158, 97)];
headSweatArray[53] = [new FlxPoint(118, 107), new FlxPoint(150, 73), new FlxPoint(216, 79), new FlxPoint(248, 117), new FlxPoint(216, 97), new FlxPoint(203, 114), new FlxPoint(163, 115), new FlxPoint(158, 97)];
headSweatArray[54] = [new FlxPoint(120, 103), new FlxPoint(156, 74), new FlxPoint(208, 72), new FlxPoint(239, 101), new FlxPoint(204, 93), new FlxPoint(198, 106), new FlxPoint(155, 105), new FlxPoint(153, 95)];
headSweatArray[55] = [new FlxPoint(120, 103), new FlxPoint(156, 74), new FlxPoint(208, 72), new FlxPoint(239, 101), new FlxPoint(204, 93), new FlxPoint(198, 106), new FlxPoint(155, 105), new FlxPoint(153, 95)];
headSweatArray[57] = [new FlxPoint(122, 99), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(247, 108), new FlxPoint(208, 94), new FlxPoint(202, 112), new FlxPoint(155, 112), new FlxPoint(150, 99)];
headSweatArray[58] = [new FlxPoint(122, 99), new FlxPoint(155, 73), new FlxPoint(206, 74), new FlxPoint(247, 108), new FlxPoint(208, 94), new FlxPoint(202, 112), new FlxPoint(155, 112), new FlxPoint(150, 99)];
headSweatArray[60] = [new FlxPoint(115, 104), new FlxPoint(137, 73), new FlxPoint(193, 64), new FlxPoint(234, 96), new FlxPoint(184, 92), new FlxPoint(177, 110), new FlxPoint(137, 121), new FlxPoint(131, 104)];
headSweatArray[61] = [new FlxPoint(115, 104), new FlxPoint(137, 73), new FlxPoint(193, 64), new FlxPoint(234, 96), new FlxPoint(184, 92), new FlxPoint(177, 110), new FlxPoint(137, 121), new FlxPoint(131, 104)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(106, 456), new FlxPoint(79, 372), new FlxPoint(91, 278), new FlxPoint(125, 179), new FlxPoint(181, 163), new FlxPoint(243, 175), new FlxPoint(278, 277), new FlxPoint(290, 376), new FlxPoint(255, 464), new FlxPoint(202, 441), new FlxPoint(153, 436)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:4, sprite:_pokeWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:6, sprite:_pokeWindow._torso4, sweatArrayArray:torsoSweatArray});
breathAngleArray[0] = [new FlxPoint(172, 110), new FlxPoint(0, -80)];
breathAngleArray[1] = [new FlxPoint(172, 110), new FlxPoint(0, -80)];
breathAngleArray[2] = [new FlxPoint(172, 110), new FlxPoint(0, -80)];
breathAngleArray[3] = [new FlxPoint(127, 128), new FlxPoint(-62, -50)];
breathAngleArray[4] = [new FlxPoint(127, 128), new FlxPoint(-62, -50)];
breathAngleArray[6] = [new FlxPoint(127, 128), new FlxPoint(-62, -50)];
breathAngleArray[7] = [new FlxPoint(127, 128), new FlxPoint(-62, -50)];
breathAngleArray[8] = [new FlxPoint(127, 128), new FlxPoint(-62, -50)];
breathAngleArray[9] = [new FlxPoint(173, 112), new FlxPoint(17, -78)];
breathAngleArray[10] = [new FlxPoint(173, 112), new FlxPoint(17, -78)];
breathAngleArray[11] = [new FlxPoint(173, 112), new FlxPoint(17, -78)];
breathAngleArray[12] = [new FlxPoint(174, 129), new FlxPoint(2, -80)];
breathAngleArray[13] = [new FlxPoint(174, 129), new FlxPoint(2, -80)];
breathAngleArray[14] = [new FlxPoint(174, 129), new FlxPoint(2, -80)];
breathAngleArray[18] = [new FlxPoint(196, 109), new FlxPoint(33, -73)];
breathAngleArray[19] = [new FlxPoint(196, 109), new FlxPoint(33, -73)];
breathAngleArray[20] = [new FlxPoint(196, 109), new FlxPoint(33, -73)];
breathAngleArray[21] = [new FlxPoint(167, 98), new FlxPoint(-15, -79)];
breathAngleArray[22] = [new FlxPoint(167, 98), new FlxPoint(-15, -79)];
breathAngleArray[23] = [new FlxPoint(167, 98), new FlxPoint(-15, -79)];
breathAngleArray[24] = [new FlxPoint(182, 108), new FlxPoint(10, -79)];
breathAngleArray[25] = [new FlxPoint(182, 108), new FlxPoint(10, -79)];
breathAngleArray[26] = [new FlxPoint(182, 108), new FlxPoint(10, -79)];
breathAngleArray[27] = [new FlxPoint(140, 109), new FlxPoint(-45, -66)];
breathAngleArray[28] = [new FlxPoint(140, 109), new FlxPoint(-45, -66)];
breathAngleArray[29] = [new FlxPoint(140, 109), new FlxPoint(-45, -66)];
breathAngleArray[30] = [new FlxPoint(178, 130), new FlxPoint(7, -80)];
breathAngleArray[31] = [new FlxPoint(178, 130), new FlxPoint(7, -80)];
breathAngleArray[32] = [new FlxPoint(178, 130), new FlxPoint(7, -80)];
breathAngleArray[33] = [new FlxPoint(186, 110), new FlxPoint(25, -76)];
breathAngleArray[34] = [new FlxPoint(186, 110), new FlxPoint(25, -76)];
breathAngleArray[35] = [new FlxPoint(186, 110), new FlxPoint(25, -76)];
breathAngleArray[36] = [new FlxPoint(168, 107), new FlxPoint(-12, -79)];
breathAngleArray[37] = [new FlxPoint(168, 107), new FlxPoint(-12, -79)];
breathAngleArray[39] = [new FlxPoint(168, 107), new FlxPoint(-12, -79)];
breathAngleArray[40] = [new FlxPoint(168, 107), new FlxPoint(-12, -79)];
breathAngleArray[42] = [new FlxPoint(216, 114), new FlxPoint(48, -64)];
breathAngleArray[43] = [new FlxPoint(216, 114), new FlxPoint(48, -64)];
breathAngleArray[45] = [new FlxPoint(176, 136), new FlxPoint(-5, -80)];
breathAngleArray[46] = [new FlxPoint(176, 136), new FlxPoint(-5, -80)];
breathAngleArray[47] = [new FlxPoint(176, 136), new FlxPoint(-5, -80)];
breathAngleArray[48] = [new FlxPoint(198, 117), new FlxPoint(32, -73)];
breathAngleArray[49] = [new FlxPoint(198, 117), new FlxPoint(32, -73)];
breathAngleArray[50] = [new FlxPoint(198, 117), new FlxPoint(32, -73)];
breathAngleArray[51] = [new FlxPoint(188, 104), new FlxPoint(15, -79)];
breathAngleArray[52] = [new FlxPoint(188, 104), new FlxPoint(15, -79)];
breathAngleArray[53] = [new FlxPoint(188, 104), new FlxPoint(15, -79)];
breathAngleArray[54] = [new FlxPoint(173, 98), new FlxPoint(-6, -80)];
breathAngleArray[55] = [new FlxPoint(173, 98), new FlxPoint(-6, -80)];
breathAngleArray[57] = [new FlxPoint(173, 98), new FlxPoint(-6, -80)];
breathAngleArray[57] = [new FlxPoint(171, 111), new FlxPoint(-8, -80)];
breathAngleArray[58] = [new FlxPoint(171, 111), new FlxPoint(-8, -80)];
breathAngleArray[60] = [new FlxPoint(145, 111), new FlxPoint(-41, -69)];
breathAngleArray[61] = [new FlxPoint(145, 111), new FlxPoint( -41, -69)];
armKnotArray = new Array<Array<FlxPoint>>();
armKnotArray[0] = [new FlxPoint(91, 348), new FlxPoint(77, 265), new FlxPoint(102, 192), new FlxPoint(259, 188), new FlxPoint(295, 236), new FlxPoint(283, 300)];
armKnotArray[1] = [new FlxPoint(60, 112), new FlxPoint(61, 165), new FlxPoint(96, 207), new FlxPoint(274, 190), new FlxPoint(301, 146), new FlxPoint(300, 94)];
armKnotArray[2] = [new FlxPoint(91, 351), new FlxPoint(86, 272), new FlxPoint(106, 194), new FlxPoint(264, 197), new FlxPoint(293, 275), new FlxPoint(285, 356)];
armKnotArray[3] = [new FlxPoint(85, 313), new FlxPoint(73, 244), new FlxPoint(106, 192), new FlxPoint(267, 196), new FlxPoint(292, 274), new FlxPoint(275, 346)];
armKnotArray[4] = [new FlxPoint(91, 292), new FlxPoint(68, 228), new FlxPoint(105, 192), new FlxPoint(255, 189), new FlxPoint(295, 240), new FlxPoint(277, 304)];
legKnotArray = new Array<Array<FlxPoint>>();
legKnotArray[0] = [new FlxPoint(85, 535), new FlxPoint(77, 476), new FlxPoint(83, 424), new FlxPoint(290, 429), new FlxPoint(293, 491), new FlxPoint(284, 543)];
legKnotArray[1] = [new FlxPoint(86, 524), new FlxPoint(78, 474), new FlxPoint(83, 426), new FlxPoint(287, 427), new FlxPoint(290, 486), new FlxPoint(281, 533)];
legKnotArray[2] = [new FlxPoint(81, 531), new FlxPoint(75, 480), new FlxPoint(78, 429), new FlxPoint(287, 431), new FlxPoint(290, 483), new FlxPoint(285, 544)];
torsoKnotArray = new Array<Array<FlxPoint>>();
torsoKnotArray[0] = [new FlxPoint(145, 416), new FlxPoint(150, 299), new FlxPoint(149, 196), new FlxPoint(221, 205), new FlxPoint(226, 300), new FlxPoint(229, 413)];
}
else {
// anal bead window
if (_male)
{
dickAngleArray[0] = [new FlxPoint(160, 345), new FlxPoint(87, -245), new FlxPoint(-65, -252)];
dickAngleArray[1] = [new FlxPoint(155, 323), new FlxPoint(37, -257), new FlxPoint(-45, -256)];
dickAngleArray[2] = [new FlxPoint(160, 304), new FlxPoint(28, -259), new FlxPoint(5, -260)];
}
else {
dickAngleArray[0] = [new FlxPoint(153, 458), new FlxPoint(245, 87), new FlxPoint(-223, 134)];
}
breathAngleArray[0] = [new FlxPoint(176, 279), new FlxPoint(62, 50)];
breathAngleArray[1] = [new FlxPoint(176, 279), new FlxPoint(62, 50)];
breathAngleArray[2] = [new FlxPoint(176, 279), new FlxPoint(62, 50)];
breathAngleArray[3] = [new FlxPoint(181, 257), new FlxPoint(-13, -79)];
breathAngleArray[4] = [new FlxPoint(181, 257), new FlxPoint( -13, -79)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(117, 232), new FlxPoint(74, 225), new FlxPoint(72, 190), new FlxPoint(94, 155), new FlxPoint(152, 147), new FlxPoint(178, 170), new FlxPoint(182, 178), new FlxPoint(161, 216)];
headSweatArray[1] = [new FlxPoint(117, 232), new FlxPoint(74, 225), new FlxPoint(72, 190), new FlxPoint(94, 155), new FlxPoint(152, 147), new FlxPoint(178, 170), new FlxPoint(182, 178), new FlxPoint(161, 216)];
headSweatArray[2] = [new FlxPoint(117, 232), new FlxPoint(74, 225), new FlxPoint(72, 190), new FlxPoint(94, 155), new FlxPoint(152, 147), new FlxPoint(178, 170), new FlxPoint(182, 178), new FlxPoint(161, 216)];
var bodySweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
bodySweatArray[0] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(304, 358), new FlxPoint(303, 328), new FlxPoint(247, 284), new FlxPoint(182, 275), new FlxPoint(123, 299), new FlxPoint(81, 340)];
bodySweatArray[1] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(304, 358), new FlxPoint(303, 328), new FlxPoint(280, 300), new FlxPoint(212, 274), new FlxPoint(134, 288), new FlxPoint(94, 319), new FlxPoint(70, 361)];
bodySweatArray[2] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(304, 358), new FlxPoint(303, 328), new FlxPoint(284, 299), new FlxPoint(224, 273), new FlxPoint(149, 275), new FlxPoint(101, 309), new FlxPoint(73, 351)];
bodySweatArray[3] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(304, 358), new FlxPoint(303, 328), new FlxPoint(282, 297), new FlxPoint(229, 272), new FlxPoint(152, 273), new FlxPoint(101, 308), new FlxPoint(69, 352)];
bodySweatArray[4] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(266, 310), new FlxPoint(226, 253), new FlxPoint(189, 237), new FlxPoint(122, 242), new FlxPoint(85, 265), new FlxPoint(62, 324)];
bodySweatArray[5] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(266, 310), new FlxPoint(226, 253), new FlxPoint(179, 231), new FlxPoint(135, 233), new FlxPoint(84, 261), new FlxPoint(61, 312)];
bodySweatArray[6] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(266, 310), new FlxPoint(226, 253), new FlxPoint(193, 234), new FlxPoint(147, 233), new FlxPoint(88, 258), new FlxPoint(67, 298)];
bodySweatArray[7] = [new FlxPoint(54, 402), new FlxPoint(72, 445), new FlxPoint(156, 453), new FlxPoint(249, 432), new FlxPoint(282, 404), new FlxPoint(266, 310), new FlxPoint(228, 249), new FlxPoint(177, 226), new FlxPoint(112, 234), new FlxPoint(74, 274), new FlxPoint(65, 309)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:4, sprite:_toyWindow._headUp, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:6, sprite:_toyWindow._body, sweatArrayArray:bodySweatArray});
}
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.rhydon_words_small__png, frame:8 } ]);
boredWords = wordManager.newWords(8);
boredWords.words.push([{ graphic:AssetPaths.rhydon_words_small__png, frame:9 }]);
boredWords.words.push([{ graphic:AssetPaths.rhydon_words_small__png, frame:10 }]);
// roar? you there?
boredWords.words.push([
{ graphic:AssetPaths.rhydon_words_small__png, frame:11 },
{ graphic:AssetPaths.rhydon_words_small__png, frame:13, yOffset:24, delay:0.7 }
]);
pleasureWords = wordManager.newWords(10);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:0, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:1, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:2, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:3, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:4, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:5, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:6, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:7, width:256, height:48, chunkSize:8 } ]);
pleasureWords.words.push([{ graphic:AssetPaths.rhydon_words_medium0__png, frame:8, width:256, height:48, chunkSize:8 } ]);
almostWords = wordManager.newWords(40);
// ...wrraarrrr.... here it... c-comes...
almostWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:0, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:1, width:256, height:48, chunkSize:8, yOffset:36, delay:1.0 },
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:2, width:256, height:48, chunkSize:8, yOffset:68, delay:2.0 }
]);
// -nngghhhhhh!!! i'm gonna... go-gonna...!
almostWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:3, width:256, height:48, chunkSize:15 },
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:4, width:256, height:48, chunkSize:8, yOffset:30, delay:0.7 },
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:5, width:256, height:48, chunkSize:8, yOffset:58, delay:1.4 }
]);
// rrrrrrrrrrr.... ....alllmossst....
almostWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:6, width:256, height:48, chunkSize:5 },
{ graphic:AssetPaths.rhydon_words_medium1__png, frame:7, width:256, height:48, chunkSize:5, yOffset:32, delay:0.8 }
]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.rhydon_words_large__png, frame:0, width:400, height:300, yOffset:-60, chunkSize:10 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.rhydon_words_large__png, frame:1, width:400, height:300, yOffset:-60, chunkSize:10 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.rhydon_words_large__png, frame:2, width:400, height:300, yOffset:-60, chunkSize:10 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.rhydon_words_large__png, frame:3, width:400, height:300, yOffset:-60, chunkSize:10 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.rhydon_words_large__png, frame:4, width:400, height:300, yOffset: -60, chunkSize:10 } ]);
rubHeadWords = wordManager.newWords();
// wow, you really know how to.... roar~
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:0, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:2, chunkSize:8, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:4, chunkSize:8, yOffset:40, delay:1.6 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:6, chunkSize:8, yOffset:62, delay:2.4 },
]);
if (PlayerData.gender != PlayerData.Gender.Girl)
{
// that's... that's not bad for a little guy... wroar~
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:1, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:3, chunkSize:8, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:5, chunkSize:8, yOffset:44, delay:1.6 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:7, chunkSize:8, yOffset:66, delay:2.4 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:9, chunkSize:8, yOffset:88, delay:3.7 },
]);
}
// thanks, i... i really needed this ....groar~
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:8, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:10, chunkSize:8, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:12, chunkSize:8, yOffset:44, delay:1.6 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:14, chunkSize:8, yOffset:66, delay:2.9 },
]);
// awww, it's nice to be with someone gentle for once... gr-roar!
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:11, chunkSize:13 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:13, chunkSize:13, yOffset:22, delay:0.7 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:15, chunkSize:13, yOffset:44, delay:1.4 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:17, chunkSize:13, yOffset:66, delay:2.1 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:19, chunkSize:13, yOffset:88, delay:2.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:21, chunkSize:13, yOffset:110, delay:3.5 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:23, chunkSize:13, yOffset:132, delay:4.7 },
]);
// your hand, it's... it's just so soft on my skin... wroar~
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:16, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:18, chunkSize:8, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:20, chunkSize:8, yOffset:44, delay:1.6 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:22, chunkSize:8, yOffset:66, delay:2.4 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:24, chunkSize:8, yOffset:88, delay:3.7 },
]);
// awww hey buddy. you're doin' great. gr-roar~
rubHeadWords.words.push([
{ graphic:AssetPaths.rhydon_words_small1__png, frame:25, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:27, chunkSize:8, yOffset:24, delay:0.8 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:29, chunkSize:8, yOffset:48, delay:1.6 },
{ graphic:AssetPaths.rhydon_words_small1__png, frame:31, chunkSize:8, yOffset:72, delay:2.9 },
]);
tooFastWords = wordManager.newWords(30);
tooFastWords.words.push([{ graphic:AssetPaths.rhydon_words_medium2__png, frame:6, width:256, height:48, chunkSize:13 } ]);
tooFastWords.words.push([{ graphic:AssetPaths.rhydon_words_medium2__png, frame:7, width:256, height:48, chunkSize:13 } ]);
tooFastWords.words.push([{ graphic:AssetPaths.rhydon_words_medium2__png, frame:8, width:256, height:48, chunkSize:13 } ]);
niceSlowWords = wordManager.newWords(60);
// yeahhhh that's it. nice and slow...
niceSlowWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:0, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:1, width:256, height:48, chunkSize:8, yOffset:32, delay:1.4 },
]);
// just how i like it... ...rrrrrrrr...
niceSlowWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:2, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:3, width:256, height:48, chunkSize:8, yOffset:32, delay:1.4 },
]);
// that's perrrrfect. keep it slow~
niceSlowWords.words.push([
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:4, width:256, height:48, chunkSize:8 },
{ graphic:AssetPaths.rhydon_words_medium2__png, frame:5, width:256, height:48, chunkSize:8, yOffset:32, delay:1.4 },
]);
toyStartWords.words.push([ // whoa, take it easy with those! ...don't blow out my o-ring
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:0, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:2, chunkSize:13, yOffset:21, delay:0.8 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:4, chunkSize:13, yOffset:38, delay:1.6 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:6, chunkSize:13, yOffset:38, delay:2.4 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:8, chunkSize:13, yOffset:57, delay:3.2 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:10, chunkSize:13, yOffset:78, delay:4.0 }
]);
toyStartWords.words.push([ // bringing out the big guns, eh? ...i can handle it!! gr-roarr!
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:1, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:3, chunkSize:13, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:5, chunkSize:13, yOffset:37, delay:1.6 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:7, chunkSize:13, yOffset:37, delay:2.4 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:9, chunkSize:13, yOffset:57, delay:3.2 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:11, chunkSize:13, yOffset:79, delay:4.0 }
]);
toyStartWords.words.push([ // geez those things are fuckin' huge! where'd you get 'em? ...the huge things store?
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:12, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:14, chunkSize:13, yOffset:19, delay:0.8 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:16, chunkSize:13, yOffset:38, delay:1.6 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:18, chunkSize:13, yOffset:61, delay:2.9 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:20, chunkSize:13, yOffset:82, delay:3.7 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:22, chunkSize:13, yOffset:82, delay:4.2 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:24, chunkSize:13, yOffset:101, delay:5.0 },
{ graphic:AssetPaths.rhydbeads_words_small0__png, frame:26, chunkSize:13, yOffset:120, delay:5.8 }
]);
toyInterruptWords.words.push([ // maybe you can exchange those for some smaller ones.... gr... roarrr....
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:0, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:2, chunkSize:13, yOffset:21, delay:0.8 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:4, chunkSize:13, yOffset:43, delay:1.6 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:6, chunkSize:13, yOffset:63, delay:2.4 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:8, chunkSize:13, yOffset:83, delay:3.2 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:10, chunkSize:13, yOffset:107, delay:4.5 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:12, chunkSize:13, yOffset:107, delay:5.0 }
]);
toyInterruptWords.words.push([ // ...hey-- you can't quit in the middle of a set!! wroar!!
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:1, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:3, chunkSize:13, yOffset:0, delay:0.5 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:5, chunkSize:13, yOffset:20, delay:1.3 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:7, chunkSize:13, yOffset:42, delay:2.1 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:9, chunkSize:13, yOffset:60, delay:2.9 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:11, chunkSize:13, yOffset:80, delay:3.7 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:13, chunkSize:13, yOffset:102, delay:5.0 }
]);
toyInterruptWords.words.push([ // roar? ...you change your mind or somethin'?
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:14, chunkSize:13},
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:16, chunkSize:13, yOffset:0, delay:1.0 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:18, chunkSize:13, yOffset:24, delay:1.8 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:20, chunkSize:13, yOffset:46, delay:2.6 },
{ graphic:AssetPaths.rhydbeads_words_small1__png, frame:22, chunkSize:13, yOffset:68, delay:3.4 }
]);
}
override function penetrating():Bool
{
/*
* For female rhydon, all of these interactions involve her vagina so
* she's patient if you want to take your time. (The names are
* misleading)
*/
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "jack-foreskin")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
override public function determineArousal():Int
{
if (_forceMoodTimer < 0 && _forceMood >= 0)
{
return _forceMood;
}
if (_heartBank.getDickPercent() < 0.77)
{
return 4;
}
else if (_heartBank.getDickPercent() < 0.9)
{
return 3;
}
else if (pastBonerThreshold())
{
return 2;
}
else if (_heartBank.getForeplayPercent() < 0.77)
{
return 3;
}
else if (_heartBank.getForeplayPercent() < 0.9)
{
return 2;
}
else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
return 1;
}
else {
return 0;
}
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-foreskin" || _rubHandAnim._flxSprite.animation.name == "rub-foreskin1")
{
specialRub = "rub-foreskin";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-foreskin")
{
specialRub = "jack-foreskin";
}
}
else
{
if (touchedPart == _head)
{
specialRub = "head";
}
}
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (niceThings[0] == true)
{
complaints.push(FlxG.random.int(0, 2));
}
if (_orgasmPenalty <= 0.85)
{
complaints.push(3);
}
if (meanThings[0] == false)
{
complaints.push(4);
complaints.push(4);
}
if (meanThings[1] == false)
{
if (_dickheadCount >= _dickshaftCount)
{
complaints.push(5);
}
else
{
complaints.push(6);
}
}
}
override function generateCumshots():Void
{
if (_neededKnotRubCount <= 0)
{
_heartBank._dickHeartReservoir += _knotBank;
_knotBank = 0;
}
if (meanThings[1])
{
_dickheadCount = specialRubs.filter(function(s) { return s == "rub-foreskin" || s == "jack-foreskin"; } ).length;
_dickshaftCount = specialRubs.filter(function(s) { return s == "rub-dick" || s == "jack-off"; } ).length;
if (_dickheadCount >= _dickshaftCount * 4 || _dickshaftCount >= _dickheadCount * 4)
{
doMeanThing();
meanThings[1] = false;
}
}
if (!came)
{
// calculate orgasm penalties
var medianTiming:Int = 3;
var dickTimingTmp:Array<Int> = dickTiming.copy();
dickTimingTmp.sort(function(a, b) return a < b ? -1 : 1);
if (dickTimingTmp.length > 1)
{
medianTiming = dickTimingTmp[Std.int(dickTiming.length / 2)];
}
medianTiming -= rhydonMood2;
_orgasmPenalty = 1.0;
for (i in 3...medianTiming)
{
_orgasmPenalty *= 0.93;
}
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(_orgasmPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(_orgasmPenalty * _heartBank._foreplayHeartReservoir);
}
super.generateCumshots();
}
override function computePrecumAmount():Int
{
var precumAmount:Int = 0;
if (FlxG.random.float(1, 10) < _heartEmitCount)
{
precumAmount++;
}
var bonus:Float = 0;
if (dickTiming.length > 0)
{
if (dickTiming[dickTiming.length - 1] <= 3)
{
bonus = 1.0;
}
else if (dickTiming[dickTiming.length - 1] <= 4)
{
bonus = 0.5;
}
else if (dickTiming[dickTiming.length - 1] <= 5)
{
bonus = 0.25;
}
else if (dickTiming[dickTiming.length - 1] <= 6)
{
bonus = 0.125;
}
}
if (FlxG.random.float(1, 60) < _heartEmitCount + bonus * 30)
{
precumAmount++;
}
if (FlxG.random.float(1, 100) < _heartEmitCount + ((specialRub == "rub-foreskin" || specialRub == "rub-foreskin1" || specialRub == "jack-foreskin") ? 40 : 0))
{
precumAmount++;
}
if (FlxG.random.float(0, 1.0) >= _heartBank.getDickPercent() - bonus * 0.3)
{
precumAmount++;
}
return precumAmount;
}
override function maybeEndSexyRubbing():Void
{
if (!_male)
{
// don't mess with vaginal animations for female; it's too jarring
}
else {
super.maybeEndSexyRubbing();
if (fancyRubbing(_dick) && _rubHandAnim._flxSprite.animation.name == "jack-foreskin")
{
_rubBodyAnim.setAnimName("rub-foreskin");
_rubHandAnim.setAnimName("rub-foreskin");
_rubBodyAnim.addAnimName("rub-foreskin1");
_rubHandAnim.addAnimName("rub-foreskin1");
}
}
}
override function handleRubReward():Void
{
var spriteToKnotArrayMap:Map<FlxSprite, Array<Array<FlxPoint>>> = [_pokeWindow._arms0 => armKnotArray, _pokeWindow._torso0 => legKnotArray, _pokeWindow._torso1 => torsoKnotArray];
if (!_male && (specialRub == "jack-off" || specialRub == "jack-foreskin"))
{
if (specialRub == "jack-off" || specialRub == "jack-foreskin" && _vagTightness > 3.4)
{
_vagTightness *= FlxG.random.float(0.72, 0.82);
}
var tightness0 = 3;
var tightness1 = 4;
if (_vagTightness > 3.9)
{
tightness0 = 3;
tightness1 = 4;
}
else if (_vagTightness > 3.4)
{
tightness0 = 4;
tightness1 = 5;
}
else if (_vagTightness > 2.4)
{
tightness0 = 5;
tightness1 = 5;
}
else if (_vagTightness > 1.6)
{
tightness0 = 6;
tightness1 = 5;
}
else if (_vagTightness > 1.0)
{
tightness0 = 7;
tightness1 = 5;
}
else
{
tightness0 = 8;
tightness1 = 5;
}
_dick.animation.add("jack-off", [19, 20, 21, 22, 23, 24, 25, 26, 27].slice(0, tightness0));
_pokeWindow._interact.animation.add("jack-off", [16, 17, 18, 19, 20, 21, 22, 23, 24].slice(0, tightness0));
_dick.animation.add("jack-foreskin", [8, 9, 10, 11, 12].slice(0, tightness1));
_pokeWindow._interact.animation.add("jack-foreskin", [5, 6, 7, 8, 9].slice(0, tightness1));
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
if (specialRub == "jack-off" || specialRub == "jack-foreskin" || specialRub == "rub-dick" || specialRub == "rub-foreskin")
{
dickTiming.push(_dickRubSoundCount);
if (dickTiming.length > 2)
{
if (dickTiming[dickTiming.length - 1] + dickTiming[dickTiming.length - 2] <= 8)
{
maybeEmitWords(niceSlowWords);
}
}
if (_dickRubSoundCount >= rhydonMood1)
{
// too fast; emit some hearts prematurely, and push extra instances to skew the median
dickTiming.push(_dickRubSoundCount);
var lucky:Float = 0.05;
for (i in (rhydonMood1 - 1)...Std.int(Math.min(17, _dickRubSoundCount)))
{
lucky *= 1.07;
}
for (i in 17...Std.int(Math.min(50, _dickRubSoundCount)))
{
lucky *= 1.03;
}
for (i in 50..._dickRubSoundCount)
{
lucky *= 1.01;
}
var amount:Float = 0;
if (pastBonerThreshold())
{
amount += SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
}
else
{
amount += SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
}
_heartEmitCount += SexyState.roundDownToQuarter(0.6 * amount);
}
else
{
if (_autoSweatRate < 0.5)
{
_autoSweatRate += 0.02;
}
if (_dickRubSoundCount <= 5 && _autoSweatRate < 1.0)
{
_autoSweatRate += 0.02;
}
if (_dickRubSoundCount <= 3 && _autoSweatRate < 1.0)
{
_autoSweatRate += 0.04;
}
}
if (_dickRubSoundCount >= 13)
{
// WAY too fast; push another extra instance to skew the median, and don't warn about impending orgasms
dickTiming.push(_dickRubSoundCount);
if (almostWords.timer <= 0)
{
maybeEmitWords(tooFastWords);
if (meanThings[0])
{
doMeanThing();
meanThings[0] = false;
}
}
if (pastBonerThreshold())
{
almostWords.timer = almostWords.frequency;
}
}
dickTiming.splice(0, dickTiming.length - 50);
}
if (specialRub == "jack-off" || specialRub == "jack-foreskin")
{
var lucky:Float = lucky(0.85, 1.18, 0.13);
var amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
if (_neededKnotRubCount > 0)
{
var deductionAmount = SexyState.roundDownToQuarter(amount * 0.6);
amount -= deductionAmount;
_heartBank._dickHeartReservoir -= deductionAmount;
_knotBank += deductionAmount;
}
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
if (_remainingOrgasms > 0 && almostWords.timer <= 0 && _heartBank.getDickPercent() < 0.55 && !isEjaculating())
{
emitWords(almostWords);
}
}
else {
var luckyScalar = 0.06;
if (specialRub == "rub-dick")
{
luckyScalar = 0.08;
}
else if (specialRub == "rub-foreskin")
{
luckyScalar = 0.10;
}
else {
if (niceThings[0])
{
// player hasn't found the knot yet...
if (!_fancyRub)
{
var clickPosition:FlxPoint = FlxG.mouse.getScreenPosition();
clickPosition.x -= _knotPart.x;
clickPosition.y -= _knotPart.y;
clickPosition.x += _knotPart.offset.x;
clickPosition.y += _knotPart.offset.y;
var knotArray:Array<FlxPoint> = spriteToKnotArrayMap[_knotPart][_knotPart.animation.frameIndex];
var dist:Float = clickPosition.distanceTo(spriteToKnotArrayMap[_knotPart][_knotPart.animation.frameIndex][_knotIndex]);
var newRecord:Bool = true;
for (recentDist in _recentDists)
{
if (recentDist < dist)
{
newRecord = false;
}
}
_breathlessCount = -3;
if (newRecord)
{
scheduleBreath();
}
_recentDists.push(dist);
_recentDists.splice(0, _recentDists.length - 3);
if (dist < 80)
{
_pokeWindow.forceTorsoSoon(0, FlxG.random.float(0, _rubRewardFrequency / 2));
}
else if (dist < 120)
{
_pokeWindow.forceTorsoSoon(1, FlxG.random.float(0, _rubRewardFrequency / 2));
}
else
{
_pokeWindow.forceTorsoSoon(2, FlxG.random.float(0, _rubRewardFrequency / 2));
}
if (dist < 40)
{
luckyScalar = 0.160;
_neededKnotRubCount--;
}
else if (dist < 70)
{
luckyScalar = 0.096;
_neededKnotRubCount = 2;
}
else if (dist < 120)
{
luckyScalar = 0.058;
_neededKnotRubCount = 2;
}
else if (dist < 200)
{
luckyScalar = 0.035;
_neededKnotRubCount = 2;
}
else
{
luckyScalar = 0.001;
_neededKnotRubCount = 2;
}
if (_neededKnotRubCount <= 0)
{
maybeEmitWords(pleasureWords);
doNiceThing(0.66667);
niceThings[0] = false;
}
}
}
else {
luckyScalar = 0.04;
// player found the knot; now they're looking for extra credit
var closestDist:Float = 1000000;
var closestKnotPart:FlxSprite = _pokeWindow._arms0;
var closestKnotIndex:Int = 0;
for (tempKnotPart in [_pokeWindow._arms0, _pokeWindow._torso0, _pokeWindow._torso1])
{
var clickPosition:FlxPoint = FlxG.mouse.getScreenPosition();
clickPosition.x -= tempKnotPart.x;
clickPosition.y -= tempKnotPart.y;
clickPosition.x += tempKnotPart.offset.x;
clickPosition.y += tempKnotPart.offset.y;
var knotArray:Array<FlxPoint> = spriteToKnotArrayMap[tempKnotPart][tempKnotPart.animation.frameIndex];
for (knotIndex in 0...knotArray.length)
{
var dist:Float = clickPosition.distanceTo(knotArray[knotIndex]);
if (dist < closestDist)
{
closestDist = dist;
closestKnotPart = tempKnotPart;
closestKnotIndex = knotIndex;
}
}
}
if (closestKnotPart == _knotPart)
{
if (_secondaryKnotIndexes.indexOf(closestKnotIndex) == -1)
{
maybeEmitWords(pleasureWords);
_secondaryKnotIndexes.push(closestKnotIndex);
if (_secondaryKnotIndexes.length <= 3)
{
// secondaryKnotIndexes is prepopulated with the knot location - #2 and #3 give us a bonus
doNiceThing(0.33333);
_autoSweatRate += 0.05;
}
else
{
// #4, #5 and #6 have minor perks
luckyScalar += 0.06;
_autoSweatRate += 0.05;
}
}
luckyScalar += 0.01 * _secondaryKnotIndexes.length;
}
}
}
if (niceThings[1])
{
if (specialRub == "head" && (specialRubs.indexOf("jack-foreskin") != -1 || specialRubs.indexOf("jack-off") != -1))
{
_forceMoodTimer = -6;
_forceMood = 2;
_newHeadTimer = Math.min(FlxG.random.float(1), _newHeadTimer);
emitWords(rubHeadWords);
doNiceThing(0.66667);
niceThings[1] = false;
}
}
var lucky:Float = lucky(0.85, 1.18, luckyScalar);
var amount:Float = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
if (_neededKnotRubCount > 0 && (specialRub == "rub-dick" || specialRub == "rub-foreskin"))
{
var deductionAmount = SexyState.roundDownToQuarter(amount * 0.6);
amount -= deductionAmount;
_heartBank._foreplayHeartReservoir -= deductionAmount;
_knotBank += deductionAmount;
}
else if (!_fancyRub && _neededKnotRubCount > 0)
{
amount += SexyState.roundUpToQuarter(lucky * _knotBank);
}
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
_dickRubSoundCount = 0;
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.frameIndex != 2)
{
_dick.animation.add("default", [2]);
_dick.animation.play("default");
}
}
else if (_heartBank.getForeplayPercent() < 0.8)
{
if (_dick.animation.frameIndex != 1)
{
_dick.animation.add("default", [1]);
_dick.animation.play("default");
}
}
else
{
if (_dick.animation.frameIndex != 0)
{
_dick.animation.add("default", [0]);
_dick.animation.play("default");
}
}
}
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
/*
* Stop original fluid emitter, to avoid an edge case. The edge case is
* that if Rhydon is ejaculating when we switch to the anal beads, jizz
* will keep appearing out of nowhere until they switch back
*/
_fluidEmitter.emitting = false;
_toyWindow.syncCamera();
// add extra graphical stuff...
if (_male && _blobbyGroup.members.indexOf(_beadSpoogeEmitter) == -1)
{
for (i in _beadSpoogeEmitter.members.length..._beadSpoogeEmitter.maxSize)
{
var particle:SubframeParticle = new SubframeParticle();
if (FlxG.random.bool())
{
particle.makeGraphic(5, 4, 0xEEFFFFFF);
}
else
{
particle.makeGraphic(4, 5, 0xEEFFFFFF);
}
particle.exists = false;
_beadSpoogeEmitter.add(particle);
}
_beadSpoogeEmitter.angularVelocity.start.set(0);
_beadSpoogeEmitter.acceleration.start.set(new FlxPoint(0, 600 * 2));
_beadSpoogeEmitter.start(false, 1.0, 0x0FFFFFFF);
_beadSpoogeEmitter.emitting = false;
_blobbyGroup.insert(0, _beadSpoogeEmitter);
_beadShadowDick.loadGraphicFromSprite(_toyWindow._dick);
_beadShadowDick.alpha = 1.00;
_beadDickMask = new BlackGroup();
_beadDickMask.add(_beadShadowDick);
_blobbyGroup.insert(1, _beadDickMask);
}
// populate reward banks...
_beadPushRewards.splice(0, _beadPullRewards.length);
_beadPullRewards.splice(0, _beadPullRewards.length);
_beadNudgeRewards.splice(0, _beadPullRewards.length);
for (i in 0..._toyWindow.totalBeadCount)
{
_beadPushRewards.push(0);
_beadPullRewards.push(0);
_beadNudgeRewards.push(0);
_beadNudgePushCount.push(0);
_beadNudgePullCount.push(0);
}
var beadPushBank:Float;
var beadNudgeBank:Float;
var beadPullBank:Float;
if (_toyWindow.greyBeads)
{
beadPushBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.10);
beadNudgeBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.25);
beadPullBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.15);
}
else
{
beadPushBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.20);
beadNudgeBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.30);
beadPullBank = SexyState.roundUpToQuarter(_toyBank._totalReservoirCapacity * 0.20);
}
_finalBeadBonus = _toyBank._totalReservoirCapacity - beadPushBank - beadNudgeBank - beadPullBank;
if (_toyWindow.greyBeads)
{
// pushing/pulling the first bead yields a lot of hearts, no matter what
var hugeBeadPullBonus:Float = SexyState.roundDownToQuarter(_finalBeadBonus * 0.3);
var hugeBeadPushBonus:Float = SexyState.roundDownToQuarter(_finalBeadBonus * 0.1);
_beadPullRewards[0] += hugeBeadPullBonus;
_finalBeadBonus -= hugeBeadPullBonus;
_beadPushRewards[0] += hugeBeadPushBonus;
_finalBeadBonus -= hugeBeadPushBonus;
}
// populate push bank
while (beadPushBank > 0)
{
var bigIndex:Int = FlxG.random.int(0, _beadPushRewards.length - 1);
var littleIndex:Int = FlxG.random.int(0, _beadPushRewards.length - 1);
if (_toyWindow.getBeadSize(littleIndex) >= _toyWindow.getBeadSize(bigIndex))
{
var tmp:Int = littleIndex;
littleIndex = bigIndex;
bigIndex = tmp;
}
_beadPushRewards[bigIndex] += Math.min(0.5, beadPushBank);
beadPushBank -= Math.min(0.5, beadPushBank);
if (FlxG.random.bool())
{
_beadPushRewards[littleIndex] += Math.min(0.25, beadPushBank);
beadPushBank -= Math.min(0.25, beadPushBank);
}
}
// populate nudge bank
var heartsPerNudge:Float = SexyState.roundDownToQuarter(beadNudgeBank * 0.5 / _beadNudgeRewards.length);
for (i in 0..._beadNudgeRewards.length)
{
_beadNudgeRewards[i] += heartsPerNudge;
beadNudgeBank -= heartsPerNudge;
}
while (beadNudgeBank > 0)
{
var bigIndex:Int = FlxG.random.int(0, _beadNudgeRewards.length - 1);
var littleIndex:Int = FlxG.random.int(0, _beadNudgeRewards.length - 1);
if (_toyWindow.getBeadSize(littleIndex) >= _toyWindow.getBeadSize(bigIndex))
{
var tmp:Int = littleIndex;
littleIndex = bigIndex;
bigIndex = tmp;
}
_beadNudgeRewards[bigIndex] += 0.25;
beadNudgeBank -= 0.25;
}
// populate pull bank
var heartsPerPull:Float = SexyState.roundDownToQuarter(beadPullBank * 0.5 / _beadPullRewards.length);
for (i in 0..._beadPullRewards.length)
{
_beadPullRewards[i] += heartsPerPull;
beadPullBank -= heartsPerPull;
}
while (beadPullBank > 0)
{
var bigIndex:Int = FlxG.random.int(0, _beadPullRewards.length - 1);
var littleIndex:Int = FlxG.random.int(0, _beadPullRewards.length - 1);
if (_toyWindow.getBeadSize(littleIndex) >= _toyWindow.getBeadSize(bigIndex))
{
var tmp:Int = littleIndex;
littleIndex = bigIndex;
bigIndex = tmp;
}
_beadPullRewards[bigIndex] += 0.25;
beadPullBank -= 0.25;
}
}
public function eventEnableToyWindow(args:Array<Dynamic>)
{
_toyInterface.setInteractive(true, 0);
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
// remove extra graphical stuff...
_pokeWindow.syncCamera();
_blobbyGroup.remove(_beadDickMask);
_beadDickMask = FlxDestroyUtil.destroy(_beadDickMask);
_blobbyGroup.remove(_beadSpoogeEmitter);
_beadSpoogeEmitter = FlxDestroyUtil.destroy(_beadSpoogeEmitter);
}
override function getSpoogeEmitter():FlxEmitter
{
return _activePokeWindow == _toyWindow && _male ? _beadSpoogeEmitter : super.getSpoogeEmitter();
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
if (!_male)
{
_dick.animation.add("jack-off", [19, 20, 21]);
_pokeWindow._interact.animation.add("jack-off", [16, 17, 18]);
_dick.animation.add("jack-foreskin", [8, 9, 10, 11]);
_pokeWindow._interact.animation.add("jack-foreskin", [5, 6, 7, 8]);
}
}
override function cursorSmellPenaltyAmount():Int
{
return 10;
}
override public function destroy():Void
{
super.destroy();
torsoKnotArray = null;
legKnotArray = null;
armKnotArray = null;
rubHeadWords = null;
niceSlowWords = null;
tooFastWords = null;
_knotPart = FlxDestroyUtil.destroy(_knotPart);
_secondaryKnotIndexes = null;
dickTiming = null;
_recentDists = null;
niceThings = null;
meanThings = null;
dickheadPolyArray = null;
vagPolyArray = null;
_splatEmitter = FlxDestroyUtil.destroy(_splatEmitter);
_beadPushRewards = null;
_beadPullRewards = null;
_beadNudgeRewards = null;
_beadNudgePushCount = null;
_beadNudgePullCount = null;
_toyWindow = FlxDestroyUtil.destroy(_toyWindow);
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
_tugNoise = FlxDestroyUtil.destroy(_tugNoise);
_beadSpoogeEmitter = FlxDestroyUtil.destroy(_beadSpoogeEmitter);
_beadShadowDick = FlxDestroyUtil.destroy(_beadShadowDick);
_beadDickMask = FlxDestroyUtil.destroy(_beadDickMask);
_vibeButton = FlxDestroyUtil.destroy(_vibeButton);
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonSexyState.hx
|
hx
|
unknown
| 97,967 |
package poke.rhyd;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSpriteUtil;
import openfl.display.BlendMode;
import poke.sand.SandslashDialog;
/**
* Sprites and animations for Rhydon
*/
class RhydonWindow extends PokeWindow
{
private static var TORSO_OFFSET_MAP:Map<String, Int> = ["default" => 0, "cheer" => 13, "height0" => 13, "height1" => 7, "height2" => 0];
private static var BOUNCE_DURATION:Float = 9;
private static var MIN_Y = -35;
private static var CORNER_SIZE = 46;
public var _tail:BouncySprite;
public var _torso0:BouncySprite;
public var _torso1:BouncySprite;
public var _torso2:BouncySprite;
public var _torso3:BouncySprite;
public var _torso4:BouncySprite;
public var _balls:BouncySprite;
public var _pants:BouncySprite;
public var _arms0:BouncySprite;
public var _arms1:BouncySprite;
public var _neck:BouncySprite;
public var _shirt0:BouncySprite;
public var _shirt:BouncySprite;
public var _cheer:BouncySprite;
private var _cameraTween:FlxTween;
private var _cheerTimer:Float = -1;
private var _torsoTimer:Float = 0;
private var _torsoHeight:Int = -1;
private var cameraQueueCount:Int = 0;
/**
* We move the camera vertically with an FlxTween, but if this FlxTween is
* active while the window is resized it results in some incorrect
* scrolling behavior. So, we delay resizing the window until FlxTweens are
* completed
*/
private var resizeQueue:Array<Int> = null;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "rhyd";
_name = "Rhydon";
_victorySound = AssetPaths.rhyd__mp3;
_dialogClass = RhydonDialog;
_cameraButtons.push({x:234, y:3, image:AssetPaths.camera_button__png, callback:toggleCamera});
add(new FlxSprite( -54, MIN_Y, AssetPaths.rhydon_bg__png));
_tail = new BouncySprite( -54, MIN_Y, 0, BOUNCE_DURATION, 0.08, _age);
loadTallGraphic(_tail, AssetPaths.rhydon_tail__png);
addPart(_tail);
_torso0 = new BouncySprite( -54, MIN_Y, 0, BOUNCE_DURATION, 0, _age);
loadTallGraphic(_torso0, RhydonResource.torso0);
_torso0.animation.add("default", [0]);
_torso0.animation.add("height0", [1]);
_torso0.animation.add("height1", [2]);
_torso0.animation.add("height2", [0]);
_torso0.animation.add("cheer", [1]);
addPart(_torso0);
_torso1 = new BouncySprite( -54, MIN_Y - 2, 2, BOUNCE_DURATION, 0.07, _age);
loadTallGraphic(_torso1, AssetPaths.rhydon_torso1__png);
addPart(_torso1);
_torso2 = new BouncySprite( -54, MIN_Y - 4, 4, BOUNCE_DURATION, 0.13, _age);
loadTallGraphic(_torso2, AssetPaths.rhydon_torso2__png);
addPart(_torso2);
_arms0 = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.15, _age);
loadTallGraphic(_arms0, AssetPaths.rhydon_arms0__png);
_arms0.animation.add("default", [0]);
_arms0.animation.add("cheer", [1]);
addPart(_arms0);
_torso3 = new BouncySprite( -54, MIN_Y - 4, 4, BOUNCE_DURATION, 0.13, _age);
loadTallGraphic(_torso3, AssetPaths.rhydon_torso3__png);
addPart(_torso3);
_balls = new BouncySprite( -54, MIN_Y - 2, 2, BOUNCE_DURATION, 0.05, _age);
loadTallGraphic(_balls, AssetPaths.rhydon_balls__png);
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [1, 2, 3, 4]);
_dick = new BouncySprite( -54, MIN_Y - 3, 3, BOUNCE_DURATION, 0.10, _age);
loadTallGraphic(_dick, RhydonResource.dick);
if (PlayerData.rhydMale)
{
addPart(_balls);
_dick.animation.add("default", [0]);
_dick.animation.add("rub-foreskin", [8, 9, 10, 11, 12, 13]);
_dick.animation.add("rub-foreskin1", [8, 7, 6, 5, 4, 3]);
_dick.animation.add("rub-dick", [14, 15, 16, 17]);
_dick.animation.add("jack-foreskin", [18, 19, 20, 21, 22]);
_dick.animation.add("jack-off", [23, 24, 25, 26, 27]);
addPart(_dick);
}
else
{
_dick.animation.add("default", [0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0], 3);
_dick.animation.add("rub-foreskin", [3, 4, 5, 6, 7]);
_dick.animation.add("rub-dick", [13, 14, 15, 16, 17, 18]);
_dick.animation.add("jack-foreskin", [8, 9, 10, 11, 12]);
_dick.animation.add("jack-off", [19, 20, 21, 22, 23, 24, 25, 26, 27]);
_dick.animation.play("default");
addPart(_dick);
_dick.synchronize(_torso0);
}
_neck = new BouncySprite( -54, MIN_Y - 8, 8, BOUNCE_DURATION, 0.25, _age);
loadTallGraphic(_neck, AssetPaths.rhydon_neck__png);
addPart(_neck);
_torso4 = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.20, _age);
loadTallGraphic(_torso4, AssetPaths.rhydon_torso4__png);
addPart(_torso4);
_pants = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.20, _age);
loadTallGraphic(_pants, RhydonResource.pants);
addPart(_pants);
if (!PlayerData.rhydMale)
{
_pants.synchronize(_torso1);
}
_shirt0 = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.15, _age);
loadTallGraphic(_shirt0, AssetPaths.rhydon_shirt0_f__png);
_shirt0.animation.add("default", [0]);
_shirt0.animation.add("cheer", [1]);
if (!PlayerData.rhydMale)
{
addPart(_shirt0);
}
_arms1 = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.15, _age);
loadTallGraphic(_arms1, AssetPaths.rhydon_arms1__png);
_arms1.animation.add("default", [0]);
_arms1.animation.add("cheer", [1]);
_arms1.animation.add("0", [0]);
_arms1.animation.add("1", [2]);
_arms1.animation.add("2", [3]);
_arms1.animation.add("3", [4]);
addPart(_arms1);
_head = new BouncySprite( -54, MIN_Y - 8, 8, BOUNCE_DURATION, 0.25, _age);
_head.loadGraphic(RhydonResource.head, true, 356, 330);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-0", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-1", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("0-2", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("cheer0", blinkyAnimation([3, 4]), 3);
_head.animation.add("cheer1", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("1-0", blinkyAnimation([18, 19], [20]), 3);
_head.animation.add("1-1", blinkyAnimation([21, 22], [23]), 3);
_head.animation.add("1-2", blinkyAnimation([24, 25], [26]), 3);
_head.animation.add("2-0", blinkyAnimation([27, 28], [29]), 3);
_head.animation.add("2-1", blinkyAnimation([30, 31], [32]), 3);
_head.animation.add("2-2", blinkyAnimation([33, 34], [35]), 3);
_head.animation.add("3-0", blinkyAnimation([36, 37]), 3);
_head.animation.add("3-1", blinkyAnimation([39, 40]), 3);
_head.animation.add("3-2", blinkyAnimation([42, 43]), 3);
_head.animation.add("4-0", blinkyAnimation([45, 46], [47]), 3);
_head.animation.add("4-1", blinkyAnimation([48, 49], [50]), 3);
_head.animation.add("4-2", blinkyAnimation([51, 52], [53]), 3);
_head.animation.add("5-0", blinkyAnimation([54, 55]), 3);
_head.animation.add("5-1", blinkyAnimation([57, 58]), 3);
_head.animation.add("5-2", blinkyAnimation([60, 61]), 3);
_head.animation.play("0-0");
addPart(_head);
_shirt = new BouncySprite( -54, MIN_Y - 6, 6, BOUNCE_DURATION, 0.15, _age);
loadTallGraphic(_shirt, RhydonResource.shirt);
_shirt.animation.add("default", [0]);
_shirt.animation.add("cheer", [1]);
addPart(_shirt);
if (!PlayerData.rhydMale)
{
reposition(_shirt, members.indexOf(_head));
}
_cheer = new BouncySprite( -54, MIN_Y, 0, BOUNCE_DURATION, 0, _age);
loadTallGraphic(_cheer, AssetPaths.rhydon_cheer__png);
_cheer.animation.add("default", [0]);
_cheer.animation.add("cheer", [1, 2, 1, 2, 0], 3, false);
addPart(_cheer);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
setNudity(PlayerData.level);
syncCamera();
}
public function syncCamera():Void
{
if (cameraPosition.y <= 0 != PlayerData.rhydonCameraUp)
{
toggleCamera(0);
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
_torsoTimer += elapsed;
if (_torsoTimer >= 0 && _torsoHeight >= 0)
{
adjustTorso0("height" + _torsoHeight);
_torsoTimer = -6;
_torsoHeight = -1;
}
if (cameraQueueCount > 0 && (_cameraTween == null || !_cameraTween.active))
{
cameraQueueCount--;
toggleCamera();
}
if (resizeQueue != null && (_cameraTween == null || !_cameraTween.active))
{
resize(resizeQueue[0], resizeQueue[1]);
resizeQueue = null;
}
if (_cheerTimer > 0)
{
_cheerTimer -= elapsed;
if (_cheerTimer <= 0.8 && _head.animation.name != "cheer1")
{
_head.animation.play("cheer1");
}
if (_cheerTimer <= 0)
{
_arms0.animation.play("default");
_arms1.animation.play("default");
_shirt.animation.play("default");
_shirt0.animation.play("default");
}
}
}
override public function cheerful():Void
{
super.cheerful();
_shirt.animation.play("cheer");
_shirt0.animation.play("cheer");
_head.animation.play("cheer0");
_cheer.animation.play("cheer");
_arms0.animation.play("cheer");
_arms1.animation.play("cheer");
adjustTorso0("cheer");
_torso0.animation.play("cheer");
_cheerTimer = 3;
}
override public function arrangeArmsAndLegs()
{
playNewAnim(_arms1, ["0", "1", "2", "3"]);
_arms0.animation.play("default");
if (_torsoTimer >= 0)
{
adjustTorso0(FlxG.random.getObject(["height0", "height1", "height2"]));
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-0", "0-1", "0-2"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-0", "1-1", "1-2"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-0", "2-1", "2-2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-0", "3-1", "3-2"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-0", "4-1", "4-2"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-0", "5-1", "5-2"]);
}
}
/**
* Rhydon sometimes stands up straight or squats slightly. This method
* adjusts his stance
*
* @param height 0, 1, or 2 based on Rhydon's desired stance
* @param delay number of seconds until Rhydon repositions
*/
public function forceTorsoSoon(height:Int, delay:Float):Void
{
_torsoTimer = -delay;
_torsoHeight = height;
}
private function adjustTorso0(newAnim:String)
{
var oldAnim:String = _torso0.animation.name;
_torso0.animation.play(newAnim);
var oldOffset = TORSO_OFFSET_MAP[oldAnim] == null ? 0 : TORSO_OFFSET_MAP[oldAnim];
var newOffset = TORSO_OFFSET_MAP[newAnim] == null ? 0 : TORSO_OFFSET_MAP[newAnim];
for (part in _parts)
{
part.y += newOffset - oldOffset;
}
_interact.y += newOffset - oldOffset;
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (_cameraTween != null && _cameraTween.active)
{
cameraQueueCount++;
}
else
{
if (str == "camera-instant")
{
toggleCamera(0);
}
if (str == "camera-fast")
{
toggleCamera(0.3);
}
if (str == "camera-med")
{
toggleCamera(0.8);
}
if (str == "camera-slow")
{
toggleCamera(2.0);
}
}
}
function loadTallGraphic(Sprite:BouncySprite, SimpleGraphic:FlxGraphicAsset)
{
Sprite.loadGraphic(SimpleGraphic, true, 356, 660);
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
_dick.visible = false;
_balls.visible = false;
_pants.visible = true;
_shirt.visible = true;
_shirt0.visible = true;
}
else if (NudityLevel == 1)
{
_dick.visible = false;
_balls.visible = false;
_pants.visible = true;
_shirt.visible = false;
_shirt0.visible = false;
}
else if (NudityLevel >= 2)
{
_dick.visible = true;
_balls.visible = true;
_pants.visible = false;
_shirt.visible = false;
_shirt0.visible = false;
}
}
override public function resize(Width:Int = 248, Height:Int = 350)
{
if (_cameraTween != null && _cameraTween.active)
{
// can't resize while moving camera; resize later
resizeQueue = [Width, Height];
}
else
{
var oldHeight = _canvas.height;
super.resize(Width, Height);
if (cameraPosition.y > 0)
{
for (member in members)
{
member.y += Height - oldHeight;
}
cameraPosition.y -= Height - oldHeight;
}
}
}
public function toggleCamera(tweenDuration:Float = 0.3):Void
{
if (_cameraTween == null || !_cameraTween.active)
{
var scrollAmount:Float = _canvas.height - 590;
if (cameraPosition.y > 0)
{
// move camera up
scrollAmount *= -1;
PlayerData.rhydonCameraUp = true;
}
else
{
// move camera down
PlayerData.rhydonCameraUp = false;
}
if (tweenDuration > 0)
{
for (member in members)
{
FlxTween.tween(member, {y: member.y + scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
_cameraTween = FlxTween.tween(cameraPosition, {y: cameraPosition.y - scrollAmount}, tweenDuration, {ease:FlxEase.circOut});
}
else
{
for (member in members)
{
member.y += scrollAmount;
}
cameraPosition.y -= scrollAmount;
}
}
}
override public function draw():Void
{
FlxSpriteUtil.fill(_canvas, FlxColor.WHITE);
for (member in members)
{
if (member != null && member.visible)
{
_canvas.stamp(member, Std.int(member.x - member.offset.x - x), Std.int(member.y - member.offset.y - y));
}
}
{
// erase corner
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
poly.push(FlxPoint.get(_canvas.width, CORNER_SIZE));
poly.push(FlxPoint.get(_canvas.width, 0));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE, 0));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.WHITE, null, {blendMode:BlendMode.ERASE});
FlxDestroyUtil.putArray(poly);
}
{
// draw pentagon around character frame
var poly:Array<FlxPoint> = [];
poly.push(FlxPoint.get(1, 1));
poly.push(FlxPoint.get(_canvas.width - CORNER_SIZE + 1, 1));
poly.push(FlxPoint.get(_canvas.width - 1, CORNER_SIZE - 1));
poly.push(FlxPoint.get(_canvas.width - 1, _canvas.height - 1));
poly.push(FlxPoint.get(1, _canvas.height - 1));
poly.push(FlxPoint.get(1, 1));
FlxSpriteUtil.drawPolygon(_canvas, poly, FlxColor.TRANSPARENT, { thickness: 2 });
FlxDestroyUtil.putArray(poly);
// corner looks skimpy when drawing "pixel style" so fatten it up
FlxSpriteUtil.drawLine(_canvas, _canvas.width - CORNER_SIZE, 0, _canvas.width, CORNER_SIZE, {thickness:3, color:FlxColor.BLACK});
}
_canvas.pixels.setPixel32(0, 0, 0x00000000);
_canvas.pixels.setPixel32(0, Std.int(_canvas.height-1), 0x00000000);
_canvas.pixels.setPixel32(Std.int(_canvas.width-1), Std.int(_canvas.height-1), 0x00000000);
_canvas.draw();
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeTallHandBouncySprite(_interact, RhydonResource.interact);
if (PlayerData.rhydMale)
{
_interact.animation.add("rub-foreskin", [5, 6, 7, 8, 9, 10]);
_interact.animation.add("rub-foreskin1", [5, 4, 3, 2, 1, 0]);
_interact.animation.add("rub-dick", [11, 12, 13, 14]);
_interact.animation.add("jack-foreskin", [15, 16, 17, 18, 19]);
_interact.animation.add("jack-off", [20, 21, 22, 23, 24]);
_interact.animation.add("rub-balls", [25, 26, 27, 28]);
}
else
{
_interact.animation.add("rub-foreskin", [0, 1, 2, 3, 4]);
_interact.animation.add("rub-dick", [10, 11, 12, 13, 14, 15]);
_interact.animation.add("jack-foreskin", [5, 6, 7, 8, 9]);
_interact.animation.add("jack-off", [16, 17, 18, 19, 20, 21, 22, 23, 24]);
}
_interact.visible = false;
}
override public function destroy():Void
{
super.destroy();
_tail = FlxDestroyUtil.destroy(_tail);
_torso0 = FlxDestroyUtil.destroy(_torso0);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_torso2 = FlxDestroyUtil.destroy(_torso2);
_torso3 = FlxDestroyUtil.destroy(_torso3);
_torso4 = FlxDestroyUtil.destroy(_torso4);
_balls = FlxDestroyUtil.destroy(_balls);
_pants = FlxDestroyUtil.destroy(_pants);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_neck = FlxDestroyUtil.destroy(_neck);
_shirt0 = FlxDestroyUtil.destroy(_shirt0);
_shirt = FlxDestroyUtil.destroy(_shirt);
_cheer = FlxDestroyUtil.destroy(_cheer);
_cameraTween = FlxTweenUtil.destroy(_cameraTween);
}
}
|
argonvile/monster
|
source/poke/rhyd/RhydonWindow.hx
|
hx
|
unknown
| 17,373 |
package poke.sand;
import MmStringTools.*;
import PlayerData.hasMet;
import critter.Critter;
import flixel.FlxG;
import minigame.tug.TugGameState;
import poke.magn.MagnDialog;
import openfl.utils.Object;
import minigame.GameDialog;
import minigame.MinigameState;
import minigame.scale.ScaleGameState;
import poke.smea.SmeargleSexyState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Sandslash is canonically male. He made his debut in the Rhydon/Quilava
* comic. He is a pervert with a heart of gold who always looks out for his
* friends even when he is not having sex with them. (But he is usually having
* sex with them.)
*
* Sandslash moved in with Abra and her friends after college. Grovyle, Abra
* and Buizel already knew each other from college. Abra was looking for
* someone to fill an empty room, and Sandslash was looking for a cheap place
* to live. Sandslash and Abra are basically acquaintances who tolerate each
* other, not close friends.
*
* Most of the time Sandslash is not at Abra's house, he is at the nearby "gym"
* which is really just a place Pokemon go to hook up.
*
* Sandslash is basically bisexual, although he'd describe himself as
* "omnisexual." If it moves, he wants to have sex with it.
*
* Sandslash 100% respects rules of fidelity and consent, and wants to ensure
* sex is a positive force in people's lives. He has occasionally disrupted
* relationships when other Pokemon were not honest with him -- such as an
* incident involving his friends Scrafty and Krokorok.
*
* Sandslash will occasionally show up wearing a ball gag. There is a muffled
* dialog sequence where he explains that Abra's mortgage payments have
* ballooned drastically since purchasing the house, and Sandslash is unsure
* whether it is because of a predatory loan or whether that sort of thing is
* normal.
*
* Sandslash actually enjoys Grimer's smell, it makes him hornier. You will get
* more money for Sandslash's videos if you play with Grimer before him.
*
* As far as minigames go, Sandslash is abysmal at all of them, they do not
* interest him. He is highly adaptable at the tug-of-war game and will react
* quickly if you try to move your guys to counter him. But, he does not count
* very quickly and sucks at math, so he will usually react in a dumb way.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Sandslash's
* inner voice was Craig Robinson
*
* Vocal tics: Heh! Heh. Uhh...
*
* So-so at puzzles (rank 22)
*/
class SandslashDialog
{
public static var prefix:String = "sand";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2, sexyAfter3, sexyAfter4];
public static var sexyBeforeBad:Array<Dynamic> = [sexyBadSlowStart, sexyBadSpread, sexyBadClosed, sexyBadTaste, sexyBadNonsense, sexyPhone];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [needMoreClothes, stealMoney, abraAbsent, onAgain];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, randomPhone04],
[random10, random11, random12, random13],
[random20, random21, random22, random23]];
public static function getUnlockedChats():Map<String, Bool> {
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["sand.fixedChats.3"] = hasMet("smea");
unlockedChats["sand.randomChats.1.3"] = hasMet("smea");
unlockedChats["sand.randomChats.0.3"] = hasMet("magn");
unlockedChats["sand.sexyAfterChats.4"] = PlayerData.magnButtPlug > 4;
if (PlayerData.sandPhone == 5) {
// player just called sandslash on the phone; enable randomChats.0.4 (the phone greeting dialog)
unlockedChats["sand.randomChats.0.0"] = false;
unlockedChats["sand.randomChats.0.1"] = false;
unlockedChats["sand.randomChats.0.2"] = false;
unlockedChats["sand.randomChats.0.3"] = false;
unlockedChats["sand.randomChats.0.4"] = true;
} else {
// disable randomChats.0.4 (the phone greeting dialog)
unlockedChats["sand.randomChats.0.4"] = false;
}
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState) {
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
var pokeWindow:SandslashWindow = cast puzzleState._pokeWindow;
if (pokeWindow.isGagged()) {
clueDialog.setGreetings(["#sand16#Whrrmp? Phtrph ffkrrm' rrmb wrph thrp prrzzrl rrmb prr phrm mprmphmmm pr mrr."]);
clueDialog.pushExplanation("#sand17#C'mrrm yrr knrr whrmp y'rr drrmb, strrp frrprmm rr-rrmb.");
clueDialog.pushExplanation("#sand16#Rr'm hrrmr rrphr hrrr! Whr rph phrph, rr grrmb pr yrr?");
clueDialog.pushExplanation("#sand17#Wrll, rrmrr rrgrph trrk-mrkrry... Brr c'mrr!");
} else {
clueDialog.setGreetings(["#sand10#Agh! That <first clue>'s wrong! Fix it! Fix it!",
"#sand10#Ah you're killin' me! Look at the <first clue> " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "man") +"!",
"#sand10#Fix it! Fix it! It doesn't fit the <first clue>, " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "man") + "! Hurry!",
]);
if (clueDialog.actualCount > clueDialog.expectedCount) {
clueDialog.pushExplanation("#sand06#So alright, if I'm understanding these puzzles right-- <e hearts> means that clue's got <e bugs in the correct position>, right?");
clueDialog.fixExplanation("clue's got zero", "clue doesn't have any");
clueDialog.pushExplanation("#sand07#But look at your answer, you've got <a bugs in the correct position>... That's a little more than the <e> you're supposed to have.");
clueDialog.pushExplanation("#sand02#Like if it were MY puzzle I'd let it slide, but I gotta feeling Abra's gonna be on my ass if it's not exactly <e>.");
clueDialog.pushExplanation("#sand03#Try to fix your answer, and whack that question mark button in the corner if you need more help, alright? Your little Sandslash buddy's only a click away!");
} else {
clueDialog.pushExplanation("#sand06#So alright, if I'm understanding these puzzles right-- <e hearts> means that clue's got <e bugs in the correct position>, right?");
clueDialog.pushExplanation("#sand07#But look at your answer, you've only got <a bugs in the correct position>... That's a little less than the <e> you're supposed to have.");
clueDialog.fixExplanation("you've only got zero", "you like... don't have ANY");
clueDialog.pushExplanation("#sand02#Like if it were MY puzzle I'd let it slide, but I gotta feeling Abra's gonna be on my ass if it's not exactly <e>.");
clueDialog.pushExplanation("#sand03#Try to fix your answer, and whack that question mark button in the corner if you need more help, alright? Your little Sandslash buddy's only a click away!");
}
}
}
public static function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false):HelpDialog {
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#sand04#Oh hey what's up, you need me?",
"#sand04#Oh what's up, did you need my help or somethin'?",
"#sand04#Hey were ya lookin' for me? You need anything?"];
helpDialog.goodbyes = [
"#sand01#Tsk come back and finish the job next time!",
"#sand01#Hey where are ya goin'? You fuckin' tease~",
PlayerData.sandMale ? "#sand12#Aw c'mon, way to leave a guy hangin'!" : "#sand12#Aw c'mon, way to leave a girl hangin'!"
];
helpDialog.neverminds = [
"#sand15#C'mon, let's knock out this puzzle or Abra will throw a fit.",
"#sand15#Hey quit screwin' around! You're getting close, I can feel it.",
"#sand15#C'mon quit gettin' distracted! I know it's half my fault but still...",
];
helpDialog.hints = [
"#sand15#Hey good thinking! Maybe if we act like we're stuck Abra will finish the puzzle for us. HEY ABRA!",
"#sand15#Yeah I'll go get Abra! It's his fault these puzzles are so impossible in the first place. ABRA! HEY ABRA!",
"#sand15#Yeah this puzzle's like WAY way too hard! I'll go look for Abra so he can solve it for us. HEY! ABRA!!"
];
if (!PlayerData.abraMale) {
helpDialog.hints[1] = StringTools.replace(helpDialog.hints[1], "his fault", "her fault");
helpDialog.hints[2] = StringTools.replace(helpDialog.hints[2], "so he", "so she");
}
if (minigame) {
helpDialog.neverminds = [
"#sand15#C'mon, let's hurry up and get this minigame over with.",
"#sand15#Hey quit screwin' around! We're just one minigame away from the good part.",
"#sand15#C'mon quit gettin' distracted! I know it's half my fault but still...",
];
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var helpDialog = newHelpDialog(tree, puzzleState);
var pokeWindow:SandslashWindow = cast puzzleState._pokeWindow;
if (pokeWindow._partAlpha == 1 && pokeWindow.isGagged()) {
helpDialog.greetings = [
"#sand17#Rr hrr whrr's rrmph, yrr mrrd mrph?"
];
helpDialog.goodbyes = [
"#sand16#Tsk krrm brlk mm frmrph thr jrrb nrrm phrm!",
];
helpDialog.neverminds = [
"#sand16#C'mmb, lrr'ph nrrm mmpphth prrzzrrm rr Rrrbrm rlll thrrr r frmph."
];
helpDialog.hints = [
"#sand16#Hrr grmm thrmfrmm! Mrrbr rrf wrrct lrk wr'rr sprrk Mmbrr wll fmbrsh th prrzzrr frr mph. HYY MMBRR!",
];
}
helpDialog.help();
if (!puzzleState._abraAvailable) {
var index:Int = DialogTree.getIndex(tree, "%mark-29mjm3kq%") + 1; // don't overwrite the mark
if (pokeWindow._partAlpha == 0) {
// sandslash isn't around
tree[index++] = ["%noop%"];
tree[index++] = ["#self00#(...Nope, I guess nobody's around...)"];
} else {
tree[index++] = ["%fun-alpha1%"];
if (pokeWindow.isGagged()) {
tree[index++] = ["#sand16#...Rr hrph mrr rrdrr whr Rr frrmp thrrmp wrrb wrrph."];
} else {
tree[index++] = ["#sand07#...I have no idea why I thought that would work."];
}
}
tree[index++] = null;
}
return tree;
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState) {
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>) {
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
if (PlayerData.playerIsInDen) g.addSkipMinigame(["#sand03#Yeah, fuck this minigame! Let's just go screw around.", "#sand02#I mean like... I don't think we gotta worry about Abra's stupid puzzle rules back here or whatever. Let's just go."]);
if (!PlayerData.playerIsInDen) g.addSkipMinigame(["#sand03#Yeah, fuck this minigame! Let's just go screw around.", "#sand02#I mean, what was Abra's rule again? It feels like we did enough puzzles. Let's just go."]);
g.addSkipMinigame(["#sand02#Yeah y'know, I've been working on a better minigame anyway.", "#sand01#The rules are still a little loose but, you know, lemme go show you. Think you'll like this one."]);
g.addRemoteExplanationHandoff("#sand06#I don't remember this one too well, lemme see if <leader>'s around.");
g.addLocalExplanationHandoff("#sand06#Hey can you get <name> up to speed, <leader>?");
g.addPostTutorialGameStart("#sand07#What the fuck " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "man") + ", who designs these things!? ...I'll pick it up as we go, let's just start.");
g.addIllSitOut("#sand06#Ay <name> how many times have you played this? ...I can dip out, don't wanna make this un-fun or nothin'.");
g.addIllSitOut("#sand06#Actually <name> I've kinda played this a lot. ...Why don't you all play without me.");
g.addFineIllPlay("#sand01#Heh had a feelin' you'd say that, <name>. What, don't got enough Sandslash in your life? I can fix that~");
g.addFineIllPlay("#sand15#Yeah yeah, right I just didn't wanna kick your ass too hard. Let's go, fool~");
g.addGameAnnouncement("#sand04#Uhh yeah okay, it's <minigame>?");
g.addGameAnnouncement("#sand04#Aww yeah yeah, it's <minigame>, okay.");
g.addGameAnnouncement("#sand04#Is this <minigame>? Alright I see.");
g.addGameStartQuery("#sand05#Think we can just start, right? You ready?");
g.addGameStartQuery("#sand05#Ayy let's get this shit over with.");
if (PlayerData.denGameCount == 0) {
g.addGameStartQuery("#sand05#Whatever, the sooner we start the sooner it's over.");
} else {
g.addGameStartQuery("#sand12#Ecccch, I can't believe you're makin' me go through this shit again. Can we start already?");
}
g.addRoundStart("#sand12#Is it over yet? ...No? What's takin' you guys so long?", ["Sheesh, let\nme enjoy this", "You don't\nhave to play...", "Heh,\nc'mon..."]);
g.addRoundStart("#sand12#Hurry it up " + (PlayerData.gender == PlayerData.Gender.Girl?"girl":"man") + ", I was supposed to be gettin' my " + (PlayerData.sandMale?"dick wet":"pussy stuffed") + " <round> rounds ago.", ["Doesn't your libido\nhave an \"off\" switch", "Okay\nokay", "...Was I going to\nbe a part of that?"]);
g.addRoundStart("#sand04#Alright, let's go, round <round>. Who are we waiting on? Everybody ready?", ["Hey don't\nrush me", "Yeah I'm\nready", "Eesh..."]);
g.addRoundStart("#sand06#Huh... I could probably play this game with one hand couldn't I...", ["I'm one step\nahead of you", "Ew c'mon keep\nit together", "Can't you just\nwait three minutes?"]);
g.addRoundStart("#sand09#I kinda gotta take a leak... What is this? Round <round>? Ehhh, I can hold it...", ["Just go, we'll\nwait for you", "It'll be\nover quick", "The hell is\nwrong with you"]);
g.addRoundWin("#sand02#Ayyy check that out! Finally found somethin' I'm kinda good at. Heh! Heh.", ["Yeah, but\nI'm better", "Wow, nice\nwork", "...Dang..."]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#sand04#" + (PlayerData.gender == PlayerData.Gender.Girl ? "Girl" : "Man") + " who the heck made these puzzles? Was that one supposed to be some kinda joke?", ["Yeah, way\ntoo easy", "Geez just\nshut up", "I had trouble\nwith it"]);
g.addRoundWin("#sand03#That's how it's done " + (PlayerData.gender == PlayerData.Gender.Girl?"girls":"boys") + "! Get on my fuckin' level. Heh! Heh.", ["Wow! You're\ntoo good", "Tsk... More like,\nyour dumbness level", "Whatever"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#sand05#Some of these things are like, WAY too easy. I don't even get how you guys were stuck on that so long.", ["Sometimes I just\ndon't see it...", "They're not\nTHAT easy...", "Ughh..."]);
if (gameStateClass == TugGameState) g.addRoundWin("#sand05#This game seems like, WAY too easy. Am I missin' something?", ["How do you\nkeep track of\nall this...", "It's not\nTHAT easy...", "Ughh..."]);
g.addRoundLose("#sand04#Yeah yeah, <leader>'s great, <leader>'s awesome. Can we move on?", ["All glory\nto <leader>", "Don't be a\nsore loser", "Heh heh\nwhatever"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#sand12#Yeah nice, you finished that one sooo damn fast, <leader>. Bet the ladies love you.", ["<leader>\nlikes men!|But I like\nmen!", "Oooh sick\nburn", "Heh\nc'mon"]);
if (gameStateClass == TugGameState) g.addRoundLose("#sand12#Yeah nice, you got some fast fuckin' fingers don't you <leader>. Bet the ladies love you.", ["<leader>\nlikes men!|But I like\nmen!", "Heh well\nmaybe they do~", "Heh\nc'mon"]);
g.addRoundLose("#sand05#Geez. Way too fast. WAY too fast. Dunno why I even try.", ["No shame\nin second", "<leader>'s\noutta control!|I'm a\nforce", "Hey, you're\ndoing well"]);
g.addRoundLose("#sand06#I mean like, I don't even get what I can do better. How do you figure this shit out so friggin' fast?", ["Just gotta\nconcentrate", "Yeah,\nseriously|It's my\nsecret", "I mean,\nwhatever"]);
if (gameStateClass == ScaleGameState || gameStateClass == TugGameState) g.addWinning("#sand03#Awwwww yeah! Check out that scoreboard. Damn I forget, what do I get if I win this?", ["You don't get anything!\nSo let me win!", "Ha, as if\nyou'd win...", "..."]);
if (gameStateClass == ScaleGameState) g.addWinning("#sand02#C'mon guys, really? I'm not even really trying. How are you all so bad?", ["...", "Just you\nwait...", "Yeah yeah,\nscrew you"]);
if (gameStateClass != ScaleGameState) g.addWinning("#sand02#C'mon, really? I'm not even really trying. How are you so bad?", ["...", "Just you\nwait...", "Yeah yeah,\nscrew you"]);
g.addWinning("#sand02#Daaaaaaamn I'm like a fuckin' genius or somethin'. Maybe this game should be called like, Sandslash Monster Mind. ...Nahhh, too many syllables.", ["I'd play Sandslash\nMonster Mind", "I bet your game would\nhave fewer puzzles", "Yeah,\nwhatever"]);
g.addWinning("#sand03#Ayy this game's actually kinda fun once you get used to it. I mean not as fun as like... Well how much longer we got anyway?", ["Bleah...", "Not as fun as what? Finish\nyour damn sentences", "We just\nstarted"]);
g.addWinning("#sand01#Ay <name>, if I win this one you gotta go down on me. No more of this hand stuff, I want fuckin' oral this time.", ["I'll get Abra to\nmake me a mouth...", "Sharpie a mouth on the\nside of my hand, I guess?", "Yeah good luck\nwith that"]);
g.addLosing("#sand12#Whatever, this game sucks. Doesn't anybody got like, a Playstation or somethin'?", ["Hey I like\nthis game", "More like...\nGaystation", "But there's no " + (PlayerData.sandMale ? "dick" : "pussy") + "\non Playstation"]);
g.addLosing("#sand12#Ecccch, this fuckin' game really mulches my grundle. Why the hell are we playing this again?", ["I think\nit's fun", "I'd like to mulch\nyour grundle", "Wait, what the\nheck's a grundle?"]);
if (gameStateClass == ScaleGameState) g.addLosing("#sand04#Can you hurry up and win, <leader>? I think we all see where this is goin'.", ["Yeah, put us\nout of our misery|I'm going as\nfast as I can", "We can\ncatch up|You can\ncatch up", "Well aren't\nyou a joy"]);
if (gameStateClass != ScaleGameState) g.addLosing("#sand04#Can you hurry up and win, <leader>? I think we both see where this is goin'.", ["Yeah, put us\nout of our misery|I'm going as\nfast as I can", "We can\ncatch up|You can\ncatch up", "Well aren't\nyou a joy"]);
g.addLosing("#sand12#" + (PlayerData.gender == PlayerData.Gender.Girl ? "Girl" : "Man") + " I'm so far behind, can I just like... quit or somethin'? I didn't even really wanna play...", ["Don't ruin the\ngame, Sandslash", "It's almost\nover", "You're not that\nfar behind..."]);
if (gameStateClass == ScaleGameState) g.addLosing("#sand10#I mean, maybe I can still get like 2nd place... Probably not... Damn, you guys are tough.", ["It's still\nanyone's game", "You're pretty\nfar behind", "<leader>'s got\nthis locked up|I'm almost\nthere..."]);
if (gameStateClass != ScaleGameState) g.addLosing("#sand10#Maybe I can still catch up if I focus 'n shit... But I mean, probably not... Damn, you're really good.", ["It's still\nanyone's game", "You're pretty\nfar behind", "I'm almost\nthere..."]);
g.addBeatPlayer(["#sand03#Sandslaaaaaaash! Fuck yeaaaaaaaahhhhh! Unhh. Sandslash!! Gonna! Fuck. Your. Shit. Up! Unh!!", "#sand04#I mean you put up a good fight <name>. Just gotta bring your A-game next time. Sandslash don't fuck around when it comes to competition."]);
if (PlayerData.PROF_PREFIXES[PlayerData.profIndex] == "sand") {
g.addPlayerBeatMe(["#sand05#Heh there, you earned <money> and you wasted 5 minutes of precious Sandslash time.", "#sand06#You happy with that little exchange? I mean my usual goin' rate is... uhhh...", "#sand10#Y'know what, nevermind. Let's just get outta here."]);
g.addPlayerBeatMe(["#sand04#Heh yeah, 'bout figures you'd beat me at this kinda thing.", "#sand01#I mean, while you're spendin' all day thinkin' about puzzles, I'm spendin' all day thinkin' about sex.", "#sand00#Maybe if there was like, a sex puzzle or somethin' we could both do together...", "#sand06#...", "#sand01#Actually, I got kind of an idea. Hey, follow me."]);
g.addBeatPlayer(["#sand03#Awwwwww yeah! Yeah!! Fuck yeah. Nngh! How's it feel. How's it taste! Yeah you like that don't you.", "#sand01#Nngh. Yeah. You like bein' Sandslash's little puzzle bitch. Taste it. Taste that defeat. Nngh. Swallow it all.", "#sand00#C'mere <name>. I earned you, so I'm gonna put you to work~"]);
} else {
g.addPlayerBeatMe(["#sand05#Heh there, you earned <money> and you wasted 5 minutes of precious Sandslash time.", "#sand06#You happy with that little exchange? I mean my usual goin' rate is... uhhh...", "#sand10#Y'know what, nevermind."]);
g.addPlayerBeatMe(["#sand04#Heh yeah, 'bout figures you'd beat me at this kinda thing.", "#sand01#I mean, while you're spendin' all day thinkin' about puzzles, I'm spendin' all day thinkin' about sex.", "#sand00#Maybe if there was like, a sex puzzle or somethin' we could both do together...", "#sand06#...", "#sand01#Actually, I got kind of an idea. Come pay me a visit once you're done with " + PlayerData.PROF_NAMES[PlayerData.profIndex] + " here."]);
g.addBeatPlayer(["#sand03#Awwwwww yeah! Yeah!! Fuck yeah. Nngh! How's it feel. How's it taste! Yeah you like that don't you.", "#sand01#Nngh. Yeah. You like bein' Sandslash's little puzzle bitch. Taste it. Taste that defeat. Nngh. Swallow it all.", "#sand00#Come pay me a visit once you're done with " + PlayerData.PROF_NAMES[PlayerData.profIndex] + ". I earned you, so I'm gonna put you to work~"]);
}
g.addShortWeWereBeaten("#sand04#Damn <leader>, you take this puzzle shit seriously don't you? Ah whatever. Get you next time.");
g.addShortWeWereBeaten("#sand05#Ehh don't let it get to you <name>, <money>'s still pretty good isn't it? Seems like you came out a winner.");
g.addShortWeWereBeaten("#sand05#<nomoney>Geez <leader>, couldn't even let <name> get $10? The hell's wrong with you. Eh, whatever.");
g.addShortPlayerBeatMe("#sand02#Ayy that was pretty good! This puzzle stuff's like in your blood or something.");
g.addShortPlayerBeatMe("#sand05#Heh congrats " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "man") + ", some day we'll find you some real opponents or something.");
g.addShortPlayerBeatMe("#sand04#Ayy nice work, I'll get you next time.");
g.addStairOddsEvens("#sand06#Alright how 'bout we do odds and evens to see who starts? Odds, you start, evens, I start... You ready?", ["Sounds\ngood", "Ready!", "So I want it\nto be odd..."]);
g.addStairOddsEvens("#sand06#Let's throw out odds and evens for start player, alright? I'll be evens, you be odds... Sound good?", ["Let's go", "I'm ready", "Okay, so I'll\nbe odds..."]);
g.addStairPlayerStarts("#sand14#Yeah okay, so you go first. Whatever. You ready to lose? On three, okay?", ["On three...", "Lose?\nWho, me?", "I'm ready\nto lose!"]);
g.addStairPlayerStarts("#sand14#So you're goin' first. You got your first move decided? I already know what you're doin'...", ["Heh! You THINK\nyou know.", "Okay,\nready!", "I'm that\npredictable?"]);
g.addStairComputerStarts("#sand02#Heh, so I get to go first. You ready for your first roll? I mean we already know I'm putting out two, everybody does that.", ["But, you\nwouldn't tell\nme unless...", "Yep,\nlet's go", "Okay! Ready"]);
g.addStairComputerStarts("#sand03#So you're lettin' me go first? I mean, that was nice of you. Lemme know when you're ready for your first roll.", ["Bring it!", "Going first\nis actually\nkind of bad...", "I'm ready\nto roll"]);
g.addStairCheat("#sand13#What sorta shady shit was that? You tryin' to cheat or something? ...'Cause I can cheat too.", ["It was an\naccident,\nchill out", "Sorry,\nmy bad", "I was still\nthinking"]);
g.addStairCheat("#sand12#C'mon, what the fuck was that? How dumb do you think I am? Quit tryin' to cheat.", ["Relax, I was\nbarely late", "Okay,\nokay", "Don't go\nso fast!"]);
g.addStairReady("#sand04#Alright, you ready?", ["Alright", "Let's go", "Yeah,\nsure"]);
g.addStairReady("#sand05#You ready?", ["On three?", "Hmm,\nyeah", "Okay"]);
g.addStairReady("#sand04#Ready?", ["Ready!", "Yep", "Let's\ndo it"]);
g.addStairReady("#sand05#On three?", ["Alright", "Yeah,\non three", "Let's go!"]);
g.addStairReady("#sand14#C'mon, let's go.", ["Yeah, sure", "Okay,\nready?", "On three!"]);
g.addCloseGame("#sand06#Aww damn, these next couple rolls seem really important. I wonder what you're gonna do...", ["Like I'd\ntell you!", "Are you ready\nto find out?", "You've already\nlost..."]);
g.addCloseGame("#sand12#Damn, what would Abra do in this position? I feel like he'd have all the probabilities mathed out already...", ["Yeah, but\nthat's boring", "I'd still\nwin", "I've beaten Abra\na few times"]);
g.addCloseGame("#sand06#Hmm let's see, so I could throw a one... But you don't throw too many zeroes... Damn, this is kind of tough to figure out.", ["It all feels\nkind of random", "Still trying to\nfigure me out!", "Heh, let's\njust go"]);
g.addCloseGame("#sand04#We should have a rematch some time, this shit's kinda fun.", ["Yeah! I like\nthis game", "Ehh, it's\njust okay", "But we're\nstill gonna\nscrew around,\nright?"]);
g.addStairCapturedHuman("#sand03#Ayyy, mothafuckaaaaaas! Heh heh! Read you like a book! Like a fuckin' book.", ["...You have\nbooks that\ncan fuck?", "Whatever,\nyou got lucky", "Pride goes\nbefore a\nfall..."]);
g.addStairCapturedHuman("#sand15#Awwww daaaaaamn, did I forget to tell you? ... ...I'm sorta amazing at reading people. Nngh!", ["How'd you\nknow!?", "What,\nwere you\nhustling me?", "Oh\nman..."]);
g.addStairCapturedHuman("#sand03#Nngh! Yeah! ...Get that weak shit outta here! These are Sandslash stairs. Rest of you fools gotta go.", ["Can I please\nclimb the\nSandslash\nstairs?", "You're too\ngood...", "Yeah yeah,\nshut up"]);
g.addStairCapturedComputer("#sand11#Wait, what? ...What happened to my little " + comColor + " dude? ...Little duuuude!!", ["Did I\ndo that?", "Yeah how's\nthat feel!", "I'll make it up\nto you later~"]);
g.addStairCapturedComputer("#sand13#Ohhhhhh so that's how it's gonna be, huh? You want things to get nasty, do you? 'Cause I can show you nasty.", ["...That\nwas nasty?", "Nngh, yeah,\nshow me nasty~", "Sandslash, you're\nalready nasty"]);
g.addStairCapturedComputer("#sand12#Yeah yeahhhh, alright. I probably shoulda seen that one comin'. ...Whatever, this shit's over.", ["Hey c'mon, don't\nquit on me", "Heh yeah,\nit's over...", "You can still\ncome back!"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState) {
tree[0] = ["#sand06#What was that thing? That looks like REAL money! That's not supposed to be in there."];
tree[1] = ["#sand15#Here, I'll take that off your hands. Yoink!"];
tree[2] = ["#sand05#..."];
tree[3] = ["#sand12#Hey wait, this is one of them bonus game coins. Ohhh oh oh oh right. Okay. Now I remember! One sec, I got this."];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState) {
var count:Int = PlayerData.recentChatCount("sand.randomChats.1.3");
if (count % 2 == 0) {
tree[0] = ["%entersmea%"];
tree[1] = ["#smea05#Hey Sandslash! Abra told me you were a professional artist?"];
tree[2] = ["#sand03#Heh! Heheheheh. Yeah that's right, I guess you could say I'm an artist."];
tree[3] = ["#smea02#Oh that's awesome! We should TOTALLY have an art jam sometime. We can like, trade sketchbooks, and I'll-"];
tree[4] = ["#sand06#Ah I don't got a sketchbook or anythin' like that. I'm not THAT kind of artist."];
tree[5] = ["#smea04#Oh you don't usually use pencils? What do you work with then, pastels? Acrylics? Oils?"];
tree[6] = ["#sand03#Heh! Oh that's good. Yeah I guess you could say I work in oils... Heh! Heheheh~"];
tree[7] = ["#sand04#...But seriously like I don't think an art jam's gonna work out."];
tree[8] = ["%exitsmea%"];
tree[9] = ["#smea08#Hmph well okay."];
tree[10] = ["#sand02#Anyway let's see what we can do about gettin' this bowtie off, mm?"];
} else if (count % 2 == 1) {
tree[0] = ["%entersmea%"];
tree[1] = ["%fun-nude0%"];
tree[2] = ["#smea04#So you're a professional artist... Doesn't that mean you sell art? I want to see something you painted!"];
tree[3] = ["#sand06#Mmm like, I don't usually sell individual pieces per se. Lessee, I guess you could say I mostly do commissions. Heh heh. And sometimes I teach classes."];
tree[4] = ["%fun-nude1%"];
tree[5] = ["#smea05#Oh wow, you teach!? That's SO cool! Do you mostly do individual or group lessons? I've always wanted to get good enough to where--"];
tree[6] = ["#smea10#ACK! Pants!!"];
tree[7] = ["#sand12#Uhh? Aww c'mon, if this kind of nudity bothers you I really don't see how this is gonna work out."];
tree[8] = ["#smea06#Ohh.... so it's a nudity thing... with oils? Like... nude oil paintings? That's okay. Sometimes I draw stuff like that too..."];
tree[9] = ["#sand03#Heh! Heheheh. Getting a little warmer. Look, I'll catch up with you later. I got some puzzle stuff to take care of. Ain't that right <name>?"];
tree[10] = ["%exitsmea%"];
tree[11] = ["#smea04#Hmph okay, I'll leave you to your puzzling."];
tree[12] = ["#sand02#Let's move this along, this bowtie's really chafin' my neck."];
tree[10000] = ["%fun-nude1%"];
}
}
public static function onAgain(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
// S is Sandslash's gender, and K is your gender.
if (PlayerData.level == 0) {
tree[0] = ["#sand08#Ugh sorry. I kinda feel like shit today."];
tree[1] = ["#sand12#People get so, fuckin'-- like it's somehow MY fault I fuck your on-again-off-again boyfriend on one of the weeks that you're on-again?"];
tree[2] = ["#sand13#Like I'm supposed to be some fuckin' mind-reader?"];
tree[3] = ["#sand08#I mean, -sigh- alright get this. There's this guy I sometimes fool around with at the gym, who's in this unstable relationship with this OTHER guy."];
tree[4] = ["#sand06#And the OTHER guy, doesn't really-- uhh. Hang on, maybe this is easier if we give them names. Let's call them uhh, S and K."];
tree[5] = [10, 20, 30, 50, 60];
tree[10] = ["Seismitoad\nand\nKangaskhan?"];
tree[11] = [99];
tree[20] = ["Shelmet\nand\nKarrablast?"];
tree[21] = [99];
tree[30] = ["Smeargle\nand\nKecleon?"];
tree[31] = ["#sand10#C'mon, I'm tryin' to keep it a secret. I'm not gonna tell you if you're right or not."];
tree[32] = ["#sand02#But anyway I said on-again-off-again, how are you reading Smeargle and Kecleon as on-again-off-again?"];
tree[33] = ["#sand03#Those two are fuckin'... joined at the dick. Heh! Heh."];
tree[34] = ["#sand05#So for the purposes of the story, I mean, I think it helps to know that S is sorta more sexually reserved. More of the romantic, kisses-and-cuddles type, you know?"];
tree[35] = ["#sand04#But K, he's more of the any-hole's-a-goal type. Always lookin' to score. So, small wonder things haven't worked out between these two right? Heh! Heh. Anyway,"];
tree[36] = [40, 43];
tree[40] = ["..."];
tree[41] = [102];
tree[43] = ["Sounds\na lot like\nSmeargle and\nKecleon"];
tree[44] = ["#sand08#It's not Smeargle and Kecleon. C'mon man, I would never. So anyway,"];
tree[45] = [102];
tree[50] = ["Scrafty\nand\nKrokorok?"];
tree[51] = [99];
tree[60] = ["Alright, S\nand K"];
tree[61] = [100];
tree[99] = ["#sand10#C'mon, I'm tryin' to keep it a secret. I'm not gonna tell you if you're right or not."];
tree[100] = ["#sand05#So for the purposes of the story, I mean, I think it helps to know that S is sorta more sexually reserved. More of the romantic, kisses-and-cuddles type, you know?"];
tree[101] = ["#sand04#But K, he's more of the any-hole's-a-goal type. Always lookin' to score. So, small wonder things haven't worked out between these two right? Heh! Heh. Anyway,"];
tree[102] = ["#sand05#So yeah, S and K go way back, but you never know what's goin on with these two. One week you can't get 'em in the same room, but next week they're totally inseparable."];
tree[103] = ["#sand02#Week after that they're seein' other people- and then they're back together and won't acknowledge they ever broke up. You get the idea."];
tree[104] = ["#sand06#So S texts me and tells me I-- no wait, that comes later."];
tree[105] = ["#sand05#You know what, gimme a sec to get my thoughts together."];
if (!PlayerData.sandMale) {
// S is a girl...
DialogTree.replace(tree, 3, "OTHER guy", "OTHER girl");
DialogTree.replace(tree, 4, "OTHER guy", "OTHER girl");
}
if (!PlayerData.keclMale && !PlayerData.smeaMale) {
DialogTree.replace(tree, 33, "at the dick", "at the vagina");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
// K is a girl...
DialogTree.replace(tree, 1, "boyfriend", "girlfriend");
DialogTree.replace(tree, 3, "There's this guy", "There's this girl");
DialogTree.replace(tree, 35, "he's more", "she's more");
DialogTree.replace(tree, 44, "C'mon man", "C'mon girl");
DialogTree.replace(tree, 100, "he's more", "she's more");
if (PlayerData.sandMale) {
// K is a heterosexual girl...
DialogTree.replace(tree, 35, "any-hole", "any-pole");
DialogTree.replace(tree, 100, "any-hole", "any-pole");
}
}
if (PlayerData.sandMale && PlayerData.gender == PlayerData.Gender.Girl ||
!PlayerData.sandMale && PlayerData.gender != PlayerData.Gender.Girl) {
// with a heterosexual couple there's no gender ambiguity; remove "OTHER"
DialogTree.replace(tree, 3, "OTHER ", "");
DialogTree.replace(tree, 4, "OTHER ", "");
}
} else if (PlayerData.level == 1) {
tree[0] = ["#sand04#So anyway yeah, K comes over to the gym lookin' to score. I didn't initiate anything, and everybody knows what goes down at that gym. So, no mystery."];
tree[1] = ["#sand08#Now yeah, I know S and K have kind of an on-again-off-again thing, but why the hell am I gonna bring that up with K?"];
tree[2] = ["#sand06#For all I know they just broke up for like the fifteenth time, and the last thing he wants is me killin' his boner by talking about his ex."];
tree[3] = ["#sand05#So yeah the two of us mess around. Then the next day S is outta control, blowin' up my phone,"];
tree[4] = ["#sand12#He's textin' me callin' me a... 'ducking slur', callin' me every four-letter word in his phone's autocorrect."];
tree[5] = ["#sand06#Says I shoulda known better, says I should have asked him first. I dunno. What do you think, man?"];
tree[6] = [10, 20, 30, 40, 50];
tree[10] = ["Yes, you\nshould\nhave\nasked K"];
tree[11] = ["#sand08#Damn, you think so? I dunno. Maybe. I mean if I'd known, I never woulda-"];
tree[12] = ["#sand09#I wasn't avoiding the question just to keep my conscience clear. It wasn't like that."];
tree[13] = ["#sand08#I was more worried about killing the mood if they just broke up, y'know? Maybe he's trying to get his mind off of things. I dunno, live and learn I guess."];
tree[14] = [100];
tree[20] = ["Yes, you\nshould\nhave\ncalled S"];
tree[21] = ["#sand08#Damn, you think so? I mean what if they'd just broken up, you think that'd be cool? \"Hey, your ex is DTF, you cool if I fuck your ex?\" Man, seems kinda ice cold to me."];
tree[22] = ["#sand09#Hindsight is 20/20 and all, knowin' what I know now it woulda gone a lot better if I'd called. I dunno, live and learn I guess."];
tree[23] = [100];
tree[30] = ["No, it's\nK's fault\nfor not\ntelling\nyou"];
tree[31] = ["#sand05#See that's what I'm sayin', his relationship is his business. It'd be fuckin' rude for me to go around askin' him every 10 seconds, you know,"];
tree[32] = ["#sand00#\"Oh hey I'm gonna lower my balls into your mouth, is your ex cool with it if I lower my balls into your mouth?\""];
tree[33] = ["#sand01#\"Oh hey I'm gonna lick this jizz off your snout, is your ex cool with it if I lick this jizz off your snout?\""];
tree[34] = ["#sand04#I mean I don't see how that shit's on me, I'm not Krokorok's fuckin' babysitter. I dunno, live and learn I guess."];
tree[35] = [100];
tree[40] = ["No, S\nshould\nexpect\nthis from\nK by now"];
tree[41] = ["#sand12#I mean that's the truth right? They've been goin' through this shit for years now..."];
tree[42] = ["#sand13#How is it possible you reunite with someone for like, the fifteenth fuckin' time and you don't expect somethin' like this to happen?"];
tree[43] = ["#sand12#I mean they gotta be outta their mind if they expect somethin' like this is gonna go smoothly given their history. I dunno, live and learn I guess."];
tree[44] = [100];
tree[50] = ["It's not\nreally\nyour\nbusiness"];
tree[51] = [31];
tree[100] = ["#sand02#Thanks man, talking about this makes me feel better. You're a good friend."];
tree[101] = ["#sand05#Let's knock out another puzzle."];
if (!PlayerData.sandMale) {
// S is a girl..
DialogTree.replace(tree, 4, "He's textin'", "She's textin'");
DialogTree.replace(tree, 4, "his phone", "her phone");
DialogTree.replace(tree, 5, "asked him", "asked her");
if (PlayerData.gender != PlayerData.Gender.Girl) {
// K is a boy...
DialogTree.replace(tree, 32, "lower my balls into your mouth", "wrap my mouth around your cock");
} else {
// K is a girl...
DialogTree.replace(tree, 32, "lower my balls into your mouth", "wrap my mouth around your cunt");
}
DialogTree.replace(tree, 33, "lick this jizz off your snout", "squirt all over your face");
DialogTree.replace(tree, 33, "gonna", "about to");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
// K is a girl...
DialogTree.replace(tree, 2, "he wants", "she wants");
DialogTree.replace(tree, 2, "killin' his boner", "killin' the moment");
DialogTree.replace(tree, 2, "his ex", "her ex");
DialogTree.replace(tree, 5, "man?", "girl?");
DialogTree.replace(tree, 13, "he's trying to get his", "she's trying to get her");
DialogTree.replace(tree, 21, "Man,", "Tsk,");
DialogTree.replace(tree, 31, "his relationship is his", "her relationship is her");
DialogTree.replace(tree, 31, "askin' him", "askin' her");
DialogTree.replace(tree, 100, "Thanks man", "Thanks girl");
}
} else if (PlayerData.level == 2) {
tree[0] = ["#sand05#So yeah, I mean I was probably gonna call K and apologize. Just as a gesture, you know. But I still don't get it, I don't think they're both bein' completely honest with me."];
tree[1] = ["#sand06#I think somethin' else is goin' on, what do you think?"];
tree[2] = [10, 20, 30, 40, 50];
tree[10] = ["S's\nlooking for\nany excuse\nto break\nup with K"];
tree[11] = ["#sand04#Damn, you think so? So like, S's tired of K and just wants to break it off... but rather than just break up directly, S thinks, \"Eh, he fucked someone else,\""];
tree[12] = ["#sand05#\"...so I'll just make a big deal out of it this time, that way I can break up with him and look like the good guy,\" somethin' like that?"];
tree[13] = ["#sand06#..."];
tree[14] = ["#sand08#I mean seems like an easy out. But I just wonder like, why the fuck would they get back together in the first place?"];
tree[15] = ["#sand06#If S was so sick of K, it seems like an easy problem to solve, just don't get back together. But I mean, it would explain why S was so pissed at me."];
tree[16] = ["#sand05#He wasn't really pissed, he was just puttin' on a show. Adds up I guess."];
tree[17] = [100];
tree[20] = ["K's using\nyou to\nmanipulate\nS into\nhaving\nmore sex"];
tree[21] = ["#sand04#Damn, you think so? So like, lemme get this straight, S isn't giving him what he wants... So K thinks, \"I'll just go fuck someone else...\""];
tree[22] = ["#sand05#\"...that way next time I'm feeling horny, Scrafty will know I'm not kidding around and he'll give me what I ask for,\" somethin' like that?"];
tree[23] = ["#sand06#..."];
tree[24] = ["#sand05#I dunno man, seems fuckin' immature if you ask me. You really think K'd be that passive aggressive about that shit? Damn."];
tree[25] = ["#sand06#Why not just talk about it, right? \"Hey, I'm feelin' sexually starved in this relationship, so how can we make this work,\" I dunno, seems easy."];
tree[26] = ["#sand05#Sounds like the two of them gotta learn to communicate."];
tree[27] = [100];
tree[30] = ["K's\ntrying to\nsabotage\nthe\nrelationship"];
tree[31] = ["#sand04#Damn, you think so? So like, K's tired of S and just wants to break it off... but rather than bein' direct, K thinks \"Oh, I'll just cheat on him...\""];
tree[32] = ["#sand05#\"...that way he'll have to break up with me, and we can both move on,\" somethin' like that?"];
tree[33] = ["#sand06#..."];
tree[34] = ["#sand05#I mean why wouldn't he just break up with him directly? I guess maybe he's tried breaking up and it never stuck. Maybe he thought it'd stick this way."];
tree[35] = ["#sand12#I dunno, ugh. How can you treat another person like that? How can you treat two other people like that. Shit, I hope you're wrong. I kinda like K."];
tree[36] = [100];
tree[40] = ["S's\nseeking\nattention\nany way\nhe can\nget it"];
tree[41] = ["#sand04#Damn, you think so? So like S just wants attention, so when K cheats on him he thinks, \"Well I'm not surprised that K's cheating on me,\""];
tree[42] = ["#sand05#\"...but if I make a big deal out of it, people will think I'm a better person and they'll want to come talk to me,\" somethin' like that?"];
tree[43] = ["#sand06#..."];
tree[44] = ["#sand10#I mean I'm not that close with S, but I like to think he'd be better than that. Fuck, I like to think ANYBODY would be better than that."];
tree[45] = ["#sand09#Does anybody actually live their life that way? Damn, you're gonna give me nightmares! I really hope you're wrong, S seems like a nice guy."];
tree[46] = [100];
tree[50] = ["I think\nyou should\nstay out\nof it"];
tree[51] = ["#sand10#..."];
tree[52] = ["#sand06#Sure man whatever, point taken. Sorry for roping you into this."];
tree[53] = [100];
tree[100] = ["#sand02#...Alright anyway, one last puzzle right? Let's do it."];
if (!PlayerData.sandMale) {
// S is a girl...
DialogTree.replace(tree, 12, "good guy", "better person");
DialogTree.replace(tree, 16, "He wasn't", "She wasn't");
DialogTree.replace(tree, 22, "and he'll", "and she'll");
DialogTree.replace(tree, 31, "cheat on him", "cheat on her");
DialogTree.replace(tree, 32, "way he'll", "way she'll");
DialogTree.replace(tree, 34, "with him directly", "with her directly");
DialogTree.replace(tree, 40, "he can", "she can");
DialogTree.replace(tree, 41, "cheats on him", "cheats on her");
DialogTree.replace(tree, 41, "he thinks", "she thinks");
DialogTree.replace(tree, 44, "think he'd", "think she'd");
DialogTree.replace(tree, 45, "nice guy", "nice girl");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
// K is a girl...
DialogTree.replace(tree, 11, "he fucked", "she fucked");
DialogTree.replace(tree, 12, "with him", "with her");
DialogTree.replace(tree, 21, "giving him what he", "giving her what she");
DialogTree.replace(tree, 24, "I dunno man", "I dunno girl");
DialogTree.replace(tree, 34, "wouldn't he", "wouldn't she");
DialogTree.replace(tree, 34, "maybe he's", "maybe she's");
DialogTree.replace(tree, 34, "Maybe he", "Maybe she");
DialogTree.replace(tree, 52, "Sure man", "Sure girl");
}
}
}
public static function stealMoney(tree:Array<Array<Object>>, puzzleState:PuzzleState){
var amountStr:String = moneyString(puzzleState._lockedPuzzle != null ? puzzleState._lockedPuzzle._reward : puzzleState._puzzle._reward);
if (PlayerData.level == 0) {
tree[0] = ["#sand05#Alright time for more puzzles! Then we can... Huh?"];
tree[1] = ["#sand06#I never noticed these little chests over here. Is this where they..."];
tree[2] = ["#sand11#...Holy shit there's like " + amountStr + " in this one! You think I can keep this?"];
tree[3] = [10, 40, 30, 20];
tree[10] = ["I think\nthat's mine"];
tree[11] = ["#sand03#Nah it's cool, I just need like 5$, you can have the rest."];
tree[12] = [50];
tree[20] = ["No don't\ntouch it"];
tree[21] = [11];
tree[30] = ["Yeah sure\nit's yours"];
tree[31] = ["#sand03#Cool thanks! I just need like 5$, you can have the rest."];
tree[32] = [50];
tree[40] = ["Maybe, ask\nAbra"];
tree[41] = [11];
tree[50] = ["%fun-longbreak%"];
tree[51] = ["#sand02#I'ma go see if Heracross is selling anything for 5$. I'll be back, hold tight a bit."];
tree[52] = ["%siphon-puzzle-reward-0-5%"];
tree[10000] = ["%siphon-puzzle-reward-0-5%"];
tree[10001] = ["%fun-longbreak%"];
} else if (PlayerData.level == 1) {
tree[0] = ["#sand12#Damnit man, Heracross has this awesome reptile dildo but it's like WAY too expensive. Maybe there's more in these chests..."];
tree[1] = ["#sand02#Awww damn you got like " + amountStr + " more in here! ...Mind if I borrow this?"];
tree[2] = [20, 40, 10, 30];
tree[10] = ["No,\nplease"];
tree[11] = ["#sand15#Nah don't worry, I'll give it back later! It's cool, I got this."];
tree[12] = [50];
tree[20] = ["Stop stealing\nmy money!!"];
tree[21] = [11];
tree[30] = ["Yeah okay,\ntake what\nyou want"];
tree[31] = ["%setvar-1-1%"];
tree[32] = ["#sand03#Thanks man, you're the best! \"Five finger\" discount amirite? Heh! Heh."];
tree[33] = [50];
tree[40] = ["Sure, if\nyou buy me\nthat dildo"];
tree[41] = ["#sand14#Ay what!? C'mon I saw it first. Why you gotta be so greedy!"];
tree[42] = ["#sand15#Anyway I'll be right back. You're gonna love this thing when you see it~"];
tree[43] = [50];
tree[50] = ["%siphon-entire-puzzle-reward-0%"];
tree[51] = ["%fun-alpha0%"];
tree[10000] = ["%siphon-entire-puzzle-reward-0%"];
tree[10001] = ["%fun-alpha0%"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "Damnit man", "Damnit girl");
DialogTree.replace(tree, 32, "Thanks man", "Thanks girl");
}
} else if (PlayerData.level == 2) {
tree[0] = ["%enterabra%"];
tree[1] = ["#abra12#Sandslash has something he wants to say."];
tree[2] = ["#sand12#...Tsk, I'm sorrrryyyyy."];
tree[3] = ["#abra06#You're sorry \"what\"?"];
tree[4] = ["#sand12#Sorry I like, tsk... Like, borrowed your money to buy a dildo or somethin'."];
tree[5] = ["#abra13#You're sorry you STOLE his money. STOLE."];
if (PuzzleState.DIALOG_VARS[1] == 1) {
tree[6] = ["#sand01#Hey <name> said I could take it! It was like... payment for services rendered. C'mon man, after all I do? Heh! Heh. Heh."];
} else {
tree[6] = ["#sand01#Hey that wasn't, well like... Wasn't STEALING, was more like payment for services rendered! C'mon man, after all I do? Heh! Heh. Heh."];
}
tree[7] = ["%reimburse-0%"];
tree[8] = ["#sand12#...Okay okay I'll give it back! Tsk, whatever."];
tree[9] = ["%exitabra%"];
tree[10] = ["#sand02#I don't need any sorta, expensive dildo anyway. You're the only dildo I need, <name>~"];
tree[11] = [30, 20, 50, 40];
tree[20] = ["Ummm...\nthanks?"];
tree[21] = ["#sand01#C'mon one more puzzle. Then I'm gonna take a lot more than your money. Heh! Heh."];
tree[30] = ["That's...\ngross"];
tree[31] = [21];
tree[40] = ["Damn right\nI am"];
tree[41] = [21];
tree[50] = ["So now\nyou're gonna\nwant anal\nafter this"];
tree[51] = ["#sand03#Heh! Heh. Now who's the fuckin' telepath? Abra's got nothin' on you man, nothin'."];
tree[52] = ["#sand01#Alright alright, one more puzzle. Then I'm gonna take a lot more than your money, if you know what I'm sayin~"];
tree[10000] = ["%reimburse-0%"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 5, "his money", "her money");
DialogTree.replace(tree, 51, "you man", "you girl");
} else if (PlayerData.gender == PlayerData.Gender.Complicated) {
DialogTree.replace(tree, 5, "his money", "their money");
}
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 1, "something he", "something she");
}
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 6, "C'mon man", "C'mon girl");
}
}
}
public static function abraAbsent(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0) {
tree[0] = ["%abra-gone%"];
tree[1] = ["#sand02#Hey one sec."];
tree[2] = ["#sand14#ABRA!"];
tree[3] = ["#sand15#HEY ABRA ARE YOU AROUND HERE?? ABRA!!!"];
tree[4] = ["#sand03#Heh! Heh. Okay <name>, solve this one without me. I'll be back in a minute."];
tree[5] = ["%fun-gag%"];
tree[6] = ["%fun-shortbreak%"];
tree[10000] = ["%fun-gag%"];
tree[10001] = ["%fun-shortbreak%"];
} else if (PlayerData.level == 1) {
tree[0] = ["%abra-gone%"];
tree[1] = ["%fun-gag%"];
tree[2] = ["#sand16#Mm cmwmph m lmph mph mmnm Mbrm'ph bmph stmphpmp dh mthm dmph. Mm nmm mmm, mm pmmbmph phmbm'p mph-"];
tree[3] = ["#sand17#Bmm hm'ph lphm tmm yrsh mmpm m thrmphy yrr lm mthpm plsh, mmby'ph brmly pmm dmp mmdr prmphmpll..."];
tree[4] = ["#sand16#Hph mrmphy prm's pry lm tmm, ydmnmm, drr thmph smm nrmphl pm mm?"];
tree[5] = [10, 20, 30, 40];
tree[10] = ["I don't\nunderstand"];
tree[11] = ["#sand17#...rrrmph?"];
tree[12] = ["#sand16#Wrr, rrgrsh drmrr rchrch-kkh."];
tree[13] = [100];
tree[20] = ["That's no\nbig deal"];
tree[21] = ["#sand17#Ymm, ymdmm, ymchmm dmm'ph wmmhmm prr gr trmphm drphrmpch rph."];
tree[22] = ["#sand16#Chmph 'crph hss sphrmphpllgmph drmph mm bmp wmph pkh drphrmpch mph fmpmchrmph srchrmph."];
tree[23] = [100];
tree[30] = ["He should\nlook into\nthat"];
tree[31] = ["#sand17#...rrrmph,"];
tree[32] = ["#sand16#Rssrwrr rrthrmph kmph. Mm hrmphkl rskrphbll rmph."];
tree[33] = [100];
tree[40] = ["It depends\non the\namortization\nschedule"];
tree[41] = ["#sand17#...Mmm? Mm mphmll dmph nmpn mm 'rmphrmphchd' mph. Rmphl kll drphrmph krr mm lmmn?"];
tree[42] = ["#sand16#Mm grmph mm shmph trkthmph mmphl wmph Mbrm phrmph."];
tree[43] = [100];
tree[100] = ["#sand17#Mmrmph, lrm'ph trm rmb-br prbbl."];
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 3, "hm'ph", "shhm'ph");
DialogTree.replace(tree, 3, "mmby'ph", "mmbshy'ph");
DialogTree.replace(tree, 21, "wmmhmm", "wmmrr");
DialogTree.replace(tree, 30, "He should", "She should");
}
} else if (PlayerData.level == 2) {
tree[0] = ["%abra-gone%"];
tree[1] = ["%fun-nude1%"];
tree[2] = ["%fun-gag-out%"];
tree[3] = ["#sand01#*sptooey* Yeah sorry, if I knew Abra was gonna be gone this long I woulda seen about gettin' that butt plug set up again. Heh! Heh."];
tree[4] = [10, 20, 30];
tree[10] = ["No thank\nyou"];
tree[11] = ["#sand05#Aww c'mon! You got something against butt plugs? I mean it's not like they're-"];
tree[12] = [50];
tree[20] = ["Maybe next\ntime"];
tree[21] = ["#sand05#Alright I mean-- we'll see, if it happens it happens. And it's not like it's gonna-"];
tree[22] = [50];
tree[30] = ["Go and\nget it"];
tree[31] = ["#sand05#I mean it's a little late for a butt plug don't you think? I mean we're already-"];
tree[32] = [50];
tree[50] = ["#sand02#Well wait a minute, outta curiosity... Whaddya think a butt plug does exactly?"];
tree[51] = [60, 70, 80, 90];
tree[60] = ["Keeps the\npoop in"];
tree[61] = ["#sand10#...The fuck is...? What? It's not like I'm-- I'm not saving it. What the heck?"];
tree[62] = ["#sand09#Keeps poop in? Who would buy that...! Nah man, nahhhh..."];
tree[63] = [100];
tree[70] = ["Keeps the\nbutt loose"];
tree[71] = ["#sand03#Yeah! So you're ready for anything."];
tree[72] = [101];
tree[80] = ["Keeps the\npenises out"];
tree[81] = ["#sand05#...Wait, did you think I was tryin' to keep penises out? Nah man, I welcome penises."];
tree[82] = ["#sand10#Have I been sending you the wrong signals or something? For sure if you know any penises, you send 'em my way."];
tree[83] = [100];
tree[90] = ["Works like\nan air\nfreshener"];
tree[91] = ["#sand03#Ha ha, wait, you're thinking like-- one of those plug-in air fresheners? Butt-plug-in air fresheners? Heh! Heh."];
tree[92] = ["#sand02#Nah man, different kind of plug. Heh! Heh, heh. What the heck man."];
tree[93] = [100];
tree[100] = ["#sand04#Butt plugs keep your butt loose and ready, you know, so you don't gotta take time preparing for anal. I mean, you always gotta be ready. Just in case, y'know?"];
tree[101] = ["#sand05#It's like you know, you're chillin' at home, hear a knock on the door. \"Knock knock!\" Who's there? \"Sex.\" Sex who?"];
tree[102] = ["#sand10#\"Butt sex.\" Aw damn! Wait one second, I gotta clean myself up, I gotta get some lube, I gotta prep myself a little, I gotta, I gotta-"];
tree[103] = ["#sand09#-SLAM!- Too slow. See ya later, butt sex. No butt sex for me today."];
tree[104] = ["#sand14#Nah! Not on my watch. Gotta, gotta... always be prepared! It's like the butt plug motto or some shit."];
tree[105] = ["#sand15#Alright alright, last puzzle, let's do it."];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 62, " man,", " girl,");
DialogTree.replace(tree, 80, "penises", "dildos");
DialogTree.replace(tree, 81, " man,", " girl,");
DialogTree.replace(tree, 81, "penises", "dildos");
DialogTree.replace(tree, 82, "penises", "dildos");
DialogTree.replace(tree, 92, " man,", " girl,");
}
}
}
public static function needMoreClothes(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0) {
tree[0] = ["%fun-gag%"];
tree[1] = ["%fun-plug%"];
tree[2] = ["#sand16#Mrrl-rrph!"];
tree[3] = ["#sand17#Lrrph gmph sprmffl mrph lph frphh prpphllt-"];
tree[4] = ["%enterabra%"];
tree[5] = ["#abra13#No no no no no! What are you doing! I told you TWO articles of clothing! TWO!!!"];
tree[6] = ["%fun-gag-out%"];
tree[7] = ["#sand12#*sptooey* Aww are you bein' serious right now? C'mon, who's this hurting? Why can't you just let me-"];
tree[8] = ["#abra13#A ball gag is NOT an article of clothing! A... a butt plug is NOT an article of clothing!"];
tree[9] = ["#sand04#Tsk-- right man, just chill out. I'll be back in a minute."];
tree[10] = ["%fun-normal%"];
tree[11] = ["%fun-alpha0%"];
tree[12] = ["#abra05#Sorry to rain on your, hmmm... naked sandslash parade."];
tree[13] = ["#abra04#But if everyone just strolled out here without any clothes, sporting bondage gear and... sexual paraphernalia then... we wouldn't really get any puzzle solving done!"];
tree[14] = ["#abra06#And what would this game be like if you removed all of the puzzles?"];
tree[15] = [20, 30, 40, 50, 60];
tree[20] = ["It would be\nway better"];
tree[21] = [100];
tree[30] = ["That would\nbe awesome"];
tree[31] = [100];
tree[40] = ["Fuck these\npuzzles"];
tree[41] = [100];
tree[50] = ["Are you\nserious"];
tree[51] = [100];
tree[60] = ["I would\nenjoy that"];
tree[61] = [100];
tree[100] = ["#abra12#That was a rhetorical question you nitwit!!"];
tree[101] = ["#abra08#...You see, in order for-"];
tree[102] = ["%fun-alpha1%"];
tree[103] = ["#sand05#Alright, this any better?"];
tree[104] = ["#abra12#What!! Is that the... are you doing this on purpose!? Don't you own any jeans? Boxer shorts? Footie pajamas? Anything?"];
tree[105] = ["#sand06#I dunno man, I think I got like-- this same thong in a transparent mesh..."];
tree[106] = ["#abra09#..."];
tree[107] = ["#abra08#Just... just start the stupid puzzle..."];
tree[10000] = ["%fun-normal%"];
tree[10001] = ["%fun-alpha1%"];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 104, "jeans? Boxer shorts? Footie pajamas?", "pants? A skirt or a swimsuit...");
}
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 9, "right man", "right girl");
DialogTree.replace(tree, 105, "I dunno man", "I dunno girl");
}
} else if (PlayerData.level == 1) {
tree[0] = ["#sand02#Dang you're like, crazy good at these puzzles! Are you-"];
tree[1] = ["%enterabra%"];
tree[2] = ["#abra13#What...? What are you doing!! Put your underwear back on!"];
tree[3] = ["#abra12#I would think YOU of all people would have experience with these types of hentai games!! Underwear comes off last! What's WRONG with you?"];
tree[4] = ["#sand03#Wrong with me? ...What's wrong with you! I look outstanding in a bowtie."];
tree[5] = ["#sand05#...Besides that, it feels good letting my dick breathe a little."];
tree[6] = ["#abra08#*sigh* We're trying to motivate the player here. What's going to motivate the player to solve a second puzzle if you're already naked?"];
tree[7] = ["#sand06#Well I dunno man! ...Maybe he's complicated. ...Maybe he's like, y'know, really into necks or something."];
tree[8] = ["#abra09#...You're so, so very naive. I can read the player's thoughts, he's already trying to figure out how to quit the game."];
tree[9] = ["#sand06#C'mon, what? D'you really think he'd quit?"];
tree[10] = ["#abra12#\"Really into necks!\" Tsk. Just you wait, he's going to quit any second now."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 5, "my dick", "my pussy");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 7, "he's", "she's");
DialogTree.replace(tree, 8, "he's", "she's");
DialogTree.replace(tree, 9, "he'd", "she'd");
DialogTree.replace(tree, 10, "he's", "she's");
} else if (PlayerData.gender == PlayerData.Gender.Complicated) {
DialogTree.replace(tree, 7, "he's", "they're");
DialogTree.replace(tree, 8, "he's", "they're");
DialogTree.replace(tree, 9, "he'd", "they'd");
DialogTree.replace(tree, 10, "he's", "they're");
}
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 7, "I dunno man", "I dunno girl");
}
} else if (PlayerData.level == 2) {
tree[0] = ["%enterabra%"];
tree[1] = ["#sand03#See, what'd I tell you, Abra! You were all worried about nothing."];
tree[2] = ["#sand06#Outta curiosity though <name>, what-- so what kept you motivated to solve that last puzzle?"];
tree[3] = [10, 20, 30, 40, 50];
tree[10] = ["I'm really\ninto necks"];
tree[11] = ["#abra06#Necks? Really? Hmph you got lucky, Sandslash."];
tree[12] = ["#abra05#3.2 billion people with internet and we connect with the one guy who's really into necks."];
tree[13] = [100];
tree[20] = ["I couldn't\nfigure out\nhow to\nquit"];
tree[21] = ["#abra06#...Are you actually THAT stupid? Did you even try clicking the button in the co-"];
tree[22] = ["#abra08#I mean... errm..."];
tree[23] = ["#abra02#Good job! You're still learning, aren't you? There's so many big buttons for you to press."];
tree[24] = ["#abra04#I'm glad you stayed with us and solved another puzzle! That puzzle was hard, wasn't it? You're so clever at puzzles."];
tree[25] = [100];
tree[30] = ["I want\nto fool\naround with\nSandslash\nlater"];
tree[31] = ["#abra08#Hmph well, I suppose the nudity is redundant since the player's still motivated by the sexual contact at the end..."];
tree[32] = ["#abra12#...But still! No more breaking my rules okay? Three puzzles! Two articles of clothing!"];
tree[33] = [200];
tree[40] = ["I wanted\nto prove\nAbra wrong"];
tree[41] = ["#abra04#Wrong!?! ...I wasn't wrong! I... I said those things to manipulate you."];
tree[42] = ["#abra02#I knew you couldn't bear to quit if doing so would give me the satisfaction of being right. Ee-heh-heh."];
tree[43] = [200];
tree[50] = ["I\njust like\npuzzles"];
tree[51] = ["#abra04#Really? You're not motivated by the nudity, the sexual contact? You just like the puzzles?"];
tree[52] = ["#abra05#..."];
tree[53] = ["#abra00#...Well, I like puzzles too."];
tree[54] = [100];
tree[100] = ["#sand12#See man, you don't gotta babysit me... Your dress code, your... weird dick rules, none of this shit matters. He's not leavin' or anything. So -"];
tree[101] = ["#sand13#So wouldja give us some privacy already? I'm trying' to establish some freakin' ambiance."];
tree[102] = ["%exitabra%"];
tree[103] = ["#abra13#...Hmph! Rude!"];
tree[104] = ["#sand04#So, anyway... ahem-"];
tree[105] = ["#sand02#You KNOW you gotta solve this third puzzle or I'll never hear the end of it. Heh! Heh."];
tree[200] = ["#sand12#Whatever man, you don't gotta babysit me... Your dress code, your... weird dick rules, none of this shit matters. He's not leavin' or anything. So -"];
tree[201] = [101];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 12, "one guy", "one girl");
DialogTree.replace(tree, 100, "He's not", "She's not");
DialogTree.replace(tree, 200, "He's not", "She's not");
} else if (PlayerData.gender == PlayerData.Gender.Complicated) {
DialogTree.replace(tree, 12, "one guy", "one person");
DialogTree.replace(tree, 100, "He's not", "They're not");
DialogTree.replace(tree, 200, "He's not", "They're not");
}
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 100, "weird dick", "weird pussy");
DialogTree.replace(tree, 200, "weird dick", "weird pussy");
}
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 100, "See man", "See Abra");
DialogTree.replace(tree, 200, "Whatever man", "Whatever Abra");
}
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#sand02#Hey one sec."];
tree[1] = ["#sand14#ABRA!"];
tree[2] = ["%enterabra%"];
tree[3] = ["#abra04#...Eh? Did you call for me?"];
tree[4] = ["#sand06#Oh! Uhh, yeah."];
var which:Int = LevelIntroDialog.getChatChecksum(puzzleState) % 3;
if (which == 0) {
tree[5] = ["#sand05#I'm uhh, taking out the trash. You got anything to take out?"];
tree[6] = ["#abra02#Oh well yes-- yes I'll go empty my trash."];
tree[7] = ["%exitabra%"];
tree[8] = ["#sand06#..."];
tree[9] = ["#sand04#Alright, so first puzzle. Let's-"];
tree[10] = ["%enterabra%"];
tree[11] = ["#abra05#Here you go, here's my trash. Thanks, by the way."];
tree[12] = ["#sand10#..."];
tree[13] = ["#sand06#Uhh, nevermind, I don't wanna do that."];
tree[14] = ["#abra12#..."];
tree[15] = ["%exitabra%"];
tree[16] = [100];
} else if (which == 1) {
tree[5] = ["#sand05#I'm uhh, placing an order to Effen Pizza. Did you want anything?"];
tree[6] = ["#abra06#...Pizza?"];
tree[7] = ["#abra04#...There's leftover pizza in the fridge from yesterday. Why do you want to order more pizza?"];
tree[8] = ["#sand03#Oh uhhh that's right. Nevermind."];
tree[9] = ["#abra05#I'm actually about to heat some up for myself, did you want a slice?"];
tree[10] = ["#sand10#..."];
tree[11] = ["#sand06#Nnn-I'm uhhh... Nah I'm not hungry."];
tree[12] = ["%exitabra%"];
tree[13] = ["#abra12#..."];
tree[14] = [100];
} else if (which == 2) {
tree[5] = ["#sand05#...Just checking."];
tree[6] = ["#abra12#..."];
tree[7] = ["#abra13#I know what you're doing. The underwear stays on for the first puzzle."];
tree[8] = ["%exitabra%"];
tree[9] = ["#abra12#Even when I'm NOT here."];
tree[10] = ["#sand02#Heh! Heh, c'mon what makes you think I was-"];
tree[11] = ["#abra13#I'm telepathic, you idiot."];
tree[12] = ["#sand10#..."];
tree[13] = ["#sand12#Tsk, what a killjoy."];
tree[14] = [100];
}
tree[100] = ["#sand04#Alright, so first puzzle. Let's do this."];
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState){
tree[0] = ["#sand02#Oh hey! Ready for some more puzzles? I know I'm-"];
tree[1] = ["%enterabra%"];
tree[2] = ["#abra04#Just a minute, before you get started- rent's up tomorrow. Don't forget."];
tree[3] = ["#sand05#Yeah man! I'm good for it."];
tree[4] = ["%exitabra%"];
tree[5] = ["#sand02#Abra and I-- We don't got steady jobs like some of the others, but we both got our own ways of makin' a quick buck."];
tree[6] = ["#sand03#Heh! Heh. Heh. Tomorrow's gonna be a good day. Alright, first puzzle. Let's do it."];
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 3, "Yeah man", "Yeah girl");
}
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState){
if (PlayerData.difficulty == PlayerData.Difficulty.Easy || PlayerData.difficulty == PlayerData.Difficulty._3Peg) {
tree[0] = ["#sand03#Awwwww yeah, let's knock this shit out! Three easy puzzles."];
tree[1] = ["#sand01#Three easy puzzles between you and you-know-what."];
tree[2] = ["#sand15#Should be no time at all right? Let's get on with it!"];
} else {
tree[0] = ["#sand06#Awwwww man, you don't like to make this easy for yourself do ya?"];
tree[1] = ["#sand05#Three tough puzzles before you and I can-- you know."];
tree[2] = ["#sand14#Why'd you hafta pick this difficulty anyway? You tryin' to impress me?"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "man,", "girl,");
}
}
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState){
var count:Int = PlayerData.recentChatCount("sand.randomChats.0.3");
if (count % 3 == 1) {
tree[0] = ["#sand03#Ayyy it's <name>! 'bout time you showed up man, gets boring as fuck out here with-"];
tree[1] = ["%entermagn%"];
tree[2] = ["#magn04#-MAGNEZONE LOG- Subject is dressed provocatively. Subject is wearing a bowtie and a pair of thong underwear."];
tree[3] = ["#sand12#Man! Why's everyone always bustin' in here and killing my vibe."];
tree[4] = ["#magn14#..."+MagnDialog.MAGN+" is not <killing your vibe>. " + MagnDialog.MAGN + " is accompanying your vibe with a " + MagnDialog.MAGN + " vibe."];
tree[5] = ["#magn04#-MAGNEZONE LOG- Subject's genitals are clearly discernible. [[file saved: 00515425.jpg]]"];
tree[6] = ["#sand13#Ayy wait, wait wait wait wait, hold up a second, c'mon! ...C'mon! No cameras!! Cameras cost extra."];
tree[7] = ["#magn10#...But... -fzzt- But " + MagnDialog.MAGN + " IS a camera."];
tree[8] = ["#sand12#Yeah yeah that's right, I know what I said. Now pay up or get out."];
tree[9] = ["#magn15#... ..."];
tree[10] = ["#magn05#" + MagnDialog.MAGN + " will <pay up>. ... ...Is this payment sufficient? (Y/N)"];
tree[11] = ["#sand11#...Holy shit that's a ^5,000 note!!"];
tree[12] = ["#sand06#Okay okay man, you can stay. Damn. Alright. Just like, uhh. Sit in the corner. And like, be quiet or somethin'."];
tree[13] = ["%exitmagn%"];
tree[14] = ["#magn06#-ACTIVATING SILENT MODE-"];
tree[15] = ["#sand01#Uhh damn. Yeah. Okay <name>, let's do it I guess. Let's put on a little show~"];
} else {
tree[0] = ["#sand03#Ayyy it's <name>! 'bout time you showed up man, gets boring as fuck out here with nobody to play with."];
tree[1] = ["#sand02#...How you been? You been lookin' out for yourself? Honing those... puzzling chops? Or whatever it is you do here?"];
tree[2] = ["#sand15#Right, right, I bet you have. Alright why don't you show me what you got~"];
}
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("sand.randomChats.1.0");
if (count % 4 == 1) {
tree[0] = ["#sand04#So hey you got any hobbies? You do anything to get out of the house?"];
for (i in [10, 30, 50, 70]) {
tree[i + 1] = ["#sand02#Ah yeah man I hear you! Personally I spend a couple hours a day at the gym."];
tree[i + 2] = ["#sand05#Exercise gym! Not like, Pokemon gym. Well - alright, Pokemon exercise gym. I think you get me."];
tree[i + 3] = ["#sand04#Really it's just a cover-- I mean, everyone's just there for casual sex. All the gym equipment just gathers dust."];
tree[i + 4] = ["#sand03#No lie, I've been to the gym six times this week and feel my bicep? 'slike a... wet sack of spinach. Heh!"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, i + 1, "yeah man", "yeah girl");
}
}
tree[1] = [10, 30, 50, 70];
tree[10] = ["I like\nsports"];
tree[15] = ["#sand02#Screwing around is a fine way to spend an evening though! And I mean it's uhh, kinda like a sport?"];
tree[16] = ["#sand04#You know, a whole bunch of guys, usually teams of 3 or 4 each trying to score..."];
tree[17] = ["#sand00#Usually last about 60-90 minutes, couple timeouts, buncha substitutions, uhh..."];
tree[18] = ["#sand01#And maybe sometimes I get thrown out with a red card? Heh! Heh. C'mon, fuckers need to lighten up."];
tree[19] = [100];
tree[30] = ["I like\nexercise"];
tree[35] = ["#sand02#Screwing around is a fine way to spend an evening though! 'spretty good exercise, but y'know...."];
tree[36] = ["#sand01#An exercise with a whole lot of reps but just... one really, really long set. Heh! Heh."];
tree[37] = ["#sand00#Well okay, I can usually go for a second set. On a really good day, maybe a third set after a little break."];
tree[38] = ["#sand10#Four sets? ...c'mon, can't a guy get a glass of water first?"];
tree[39] = ["#sand12#I'm not a machine! ... ...Four sets. Hmph."];
tree[40] = [100];
tree[50] = ["I like\nhanging out\nwith friends"];
tree[55] = ["#sand02#Screwing around is a fine way to spend an evening though! Kinda beats just hangin' out, you know."];
tree[56] = ["#sand04#I mean, you need the right kind of friends. But you tell me what's better--"];
tree[57] = ["#sand00#Hanging out in the food court with three people? ...Or hanging out in the food court with three people you can bang in the men's room."];
tree[58] = ["#sand01#Catching a movie with two buds? Or sucking their dicks in a dark movie theater while you're knee-deep in half-eaten popcorn. Heh! Heh."];
tree[59] = ["#sand03#I mean it's like adding bacon to stuff! Just makes everything unconditionally better. Just too easy."];
tree[60] = [100];
tree[70] = ["I mostly\nstay inside"];
tree[75] = ["#sand02#Screwing around is a fine way to spend an evening though! Don't feel like goin out? Ehh just stay home and fuck."];
tree[76] = ["#sand04#Gotta meet someone first though-- gotta find that someone. Guess that's where the gym comes in handy."];
tree[77] = ["#sand06#Well alright, maybe not the gym. I mean let's be real, the kinda guys frequenting a place like that aren't lookin' for anything long term."];
tree[78] = ["#sand05#And I mean, makes sense to me. Who'd wanna be stuck eatin' like, one flavor of ice cream for the rest of your life?"];
tree[79] = ["#sand06#Maybe people who don't like ice cream that much, I guess."];
tree[80] = [100];
tree[100] = ["#sand04#... ...Sorry, went on a tangent there. Let's try another puzzle."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 16, "guys", "girls");
DialogTree.replace(tree, 38, "can't a guy", "can't a girl");
DialogTree.replace(tree, 57, "men's room", "ladies room");
DialogTree.replace(tree, 58, "sucking their dicks", "eating out their pussies");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 77, "kinda guys", "kinda girls");
} else if (PlayerData.gender == PlayerData.Gender.Complicated) {
DialogTree.replace(tree, 77, "kinda guys", "kinda people");
}
} else {
tree[0] = ["#sand14#Tsk, heck yeah! That first puzzle always feels like such a fuckin' chore, lemme tell you..."];
tree[1] = ["#sand13#I mean... makin' me wear underwear? This is my fuckin' free time, who's that Abra think he is, anyway..."];
tree[2] = ["#sand02#Ahh whatever, we're half way there, right? Let's do this~"];
if (!PlayerData.abraMale) {
DialogTree.replace(tree, 1, "think he", "think she");
}
}
}
public static function randomPhone04(tree:Array<Array<Object>>, puzzleState:PuzzleState){
var count:Int = PlayerData.recentChatCount("sand.randomChats.0.4");
if (count == 0) {
tree[0] = ["#sand02#Ayyy what's up, <name>!"];
tree[1] = ["#sand03#I came as soon as I got your phone call. ...And then I answered the phone! Heh! Heh. heh."];
tree[2] = ["#sand04#...Nahhh I'm just playin'. But seriously it was cool of you to call me."];
tree[3] = ["#sand06#I know you usually use that phone in there to call like, all your special buddies over and whatever-"];
tree[4] = ["#sand09#-and I know you and me, we can hang like, any time. But it meant a lot to me that like... Well you know."];
tree[5] = ["#sand08#... ..."];
tree[6] = ["#sand02#Heh! Yeah I know, I know, it's not like I'm trying to kill the mood here or some shit, it was just uhh. Nice to hear from you."];
tree[7] = ["#sand06#..."];
tree[8] = ["#sand10#... ...Aww, damn! Suddenly this puzzle seems like uhh REALLY interesting! Like... whoa, we got puzzles and shit! Let's pay attention to this for uhh, for awhile."];
} else if (count % 3 == 0) {
tree[0] = ["#sand03#Oh hey sweet, you came! I got your call and wasn't sure if you meant like... \"Right now\" right now."];
tree[1] = ["#sand02#Anyway, what are we doin' today? The usual? ...The unusual? Little of both?"];
tree[2] = ["#sand01#Yeahhhhh how 'bout a little of both~"];
} else if (count % 3 == 1) {
tree[0] = ["#sand02#Ayy pretty cool right? You called and I came!"];
tree[1] = ["#sand04#It's like... an actual date or somethin'. Heh! Heh. Look at us bein' all mature about it."];
tree[2] = ["#sand03#Next thing you're gonna have me like... doin' taxes and recycling cans and shit."];
} else if (count % 3 == 2) {
tree[0] = ["#sand02#Heh heyyyyyy man! Another day, another $10,000 phone call from Heracross, am I right?"];
tree[1] = ["#sand15#Hope I'm worth it and shit! ...Guess I better bring my \"A\" game today. Let's do this~"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "heyyyyyy man", "heyyyyyy girl");
}
}
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState){
if (PlayerData.difficulty == PlayerData.Difficulty.Easy || PlayerData.difficulty == PlayerData.Difficulty._3Peg) {
tree[0] = ["#sand03#Damn! These puzzles usually take me a minute or so, you know, on a good day."];
tree[1] = ["#sand02#You're doin' a pretty good job keepin' pace. Still though, the faster the better!"];
} else {
tree[0] = ["#sand04#Man, why you gotta make this shit so hard on yourself?"];
tree[1] = ["#sand02#If this was easy difficulty you could be knuckle deep in my ass right now."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 1, "in my ass", "in my pussy");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "Man,", "Girl,");
}
}
tree[2] = ["#sand09#I mean I'm doin' my best to stay patient but... c'mon! I'm dyin' over here."];
tree[3] = ["#sand01#Don't make me wait too much longer, alright?"];
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState){
tree[0] = ["#sand14#Two more puzzles to go, unless, fuck it..."];
tree[1] = ["%fun-nude2%"];
tree[2] = ["#sand01#Let's make it one! You're okay with that right? You won't rat on me will ya?"];
tree[3] = [10, 20];
var which:Int = LevelIntroDialog.getChatChecksum(puzzleState) % 2;
which = 1;
if (which == 0) {
tree[3] = [10, 30];
}
tree[10] = ["No, that's\ncheating"];
tree[11] = ["#sand10#What!"];
tree[12] = ["%fun-nude1%"];
tree[13] = ["#sand04#Ehhhhh fine, 'sprobably good of you to keep me honest anyway."];
tree[14] = ["#sand02#Don't wanna get in more trouble with Abra I guess."];
tree[15] = ["#sand14#Alright, let's do this the hard way then."];
tree[20] = ["Yes, let's\nskip one"];
tree[23] = ["%skip%"];
tree[21] = ["#sand14#Heh! Heh. Alright, now we're talkin'! Someone's got their priorities straight."];
tree[22] = ["#sand15#Let's knock this one out quick before someone catches on."];
tree[30] = ["Yes, let's\nskip one"];
tree[31] = ["#sand14#Heh! Heh. Alright, now we're talkin'! Someone's got their priorities straight."];
tree[32] = ["#sand15#Let's knock this one out quick before-"];
tree[33] = ["%entergrov%"];
tree[34] = ["#grov10#Ahhhh, pardon me! I do believe you've only solved one puzzle yes?"];
tree[35] = ["#sand12#Aww grovyle! How'd you even know? You got like- telepathic powers too?"];
tree[36] = ["#grov04#Well I'm not telepathic but I'm not deaf either...! And you've been narrating your intentions quite vividly."];
tree[37] = ["%exitgrov%"];
tree[38] = ["#grov02#Come now, if Abra discovers that I allowed you to cheat then you'll get us both in trouble."];
tree[39] = ["%fun-nude1%"];
tree[40] = ["#sand12#Alright alright whatever, let's just do this the hard way then."];
tree[10000] = ["%fun-nude1%"];
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#sand00#So I was at the gym again last night-- you know, doin' my usual Sandslash stuff... Heh! Heh."];
tree[1] = ["#sand05#This Floatzel guy though-- he's kind of a regular. Never really does anything. Just kinda watches. Guess that's his thing."];
tree[2] = ["#sand06#So yeah he was watchin' me all last night.... I dunno, you ever heard anything like that? Just watching?"];
if (PlayerData.recentChatTime("sand.randomChats.2.0") <= 100) {
tree[1] = ["#sand05#Ran into Floatzel again! I think I've told you about him before. And again he's just watchin all night,"];
tree[2] = ["#sand05#Touching himself as I'm fuckin' a couple different guys... I dunno, you ever heard anything like that? Just watching?"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 1, "about him", "about her");
DialogTree.replace(tree, 1, "he's just", "she's just");
DialogTree.replace(tree, 2, "himself", "herself");
DialogTree.replace(tree, 2, "guys", "girls");
}
}
tree[3] = [10, 20, 30];
tree[10] = ["Yes, I wouldn't\nmind watching"];
tree[11] = ["#sand03#Guess that makes sense-- I mean you're kinda watching me right now, right?"];
tree[12] = ["#sand02#You wouldn't be here if you didn't like to just watch sometimes. But not me, man--"];
tree[13] = [40];
tree[20] = ["Yes, but I'd\nwant to do more\nthan watch"];
tree[21] = ["#sand02#Yeah exactly! That's all I'm saying. Guy musta fuckin' lost it to be content, just sitting there watching all night."];
tree[22] = ["#sand15#I wanna get in there! It would drive me crazy to just watch."];
tree[23] = [40];
tree[30] = ["No, I haven't\nheard of just\nwatching"];
tree[31] = [21];
tree[40] = ["#sand14#I don't wanna sit on the sidelines, I wanna get my claws dirty. Like... really dirty. Heh! Heh."];
tree[41] = ["#sand02#Anyway 'nuff about me and my dirty dirty claws. Let's see what you can do with this next puzzle."];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 1, "Floatzel guy", "Floatzel girl");
DialogTree.replace(tree, 1, "he's kind", "she's kind");
DialogTree.replace(tree, 1, "his thing", "her thing");
DialogTree.replace(tree, 2, "he was", "she was");
DialogTree.replace(tree, 12, "me, man", "me, girl");
DialogTree.replace(tree, 21, "Guy musta", "Girl musta");
}
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#sand02#It's too bad for you man, bein' on the other side of a computer monitor-- you're missin out on all these great sandslash smells."];
tree[1] = ["#sand05#I was at the gym last night... and this nuzleaf guy, he's uhh, he's a regular there,"];
tree[2] = ["#sand14#He was ALL up in my smells, man. My neck, my pits..."];
tree[3] = ["#sand00#I guess it was kind of his thing."];
tree[4] = ["#sand01#I dunno, maybe if me and you were face to face it would be your thing too. Tsk, I guess we'll never know."];
if (PlayerData.recentChatTime("sand.randomChats.2.1") <= 100) {
tree[2] = ["#sand03#...Well shit, I've talked about Nuzleaf before. You remember Nuzleaf!"];
tree[3] = ["#sand00#But yeah that guy's always lickin' and sniffin' at my Sandslash bits... My feet, my nuts, sniffin everything... Guess it's kind of his thing."];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 3, "that guy's", "that girl's");
DialogTree.replace(tree, 3, "his thing", "her thing");
}
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 3, "My feet, my nuts", "My pussy, my crack");
}
}
tree[5] = [10, 20, 30];
tree[10] = ["Smells aren't\nreally my\nthing"];
tree[11] = ["#sand12#Not your thing??"];
tree[12] = ["#sand14#C'mooonnnnnnn."];
tree[13] = ["#sand02#...Fine, I'd throw on some Sandslash cologne for you or whatever, cover up my smells but-- trust me you'd be missing out."];
tree[14] = [40];
tree[20] = ["Well it\ndepends on\nyour smell"];
tree[21] = ["#sand03#Heh! Trust me, it'd be love at first smell."];
tree[22] = [40];
tree[30] = ["I'd be all\nup in your\nsmells"];
tree[31] = ["#sand03#Heh! Heh. Yeah that's what I like to hear, a guy who can appreciate some nice smells."];
tree[32] = ["#sand04#Wish I could like, describe my musk to you. Hm."];
tree[33] = [40];
tree[40] = ["#sand06#It's a kinda woodsy scent, like uhh sandalwood on a hot summer day. I dunno. Sorta hard to describe a smell!!"];
tree[41] = ["#sand05#Hmm... Anyways, see if you can smell your way-- past-- uhhh... sniff out the... solution to..."];
tree[42] = ["#sand12#Man, fuck segues! Here's a puzzle."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 13, "cologne", "perfume");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "you man", "you girl");
DialogTree.replace(tree, 1, "nuzleaf guy, he's uhh, he's", "nuzleaf girl, she's uhh, she's");
DialogTree.replace(tree, 2, "He was", "She was");
DialogTree.replace(tree, 2, ", man.", ", girl.");
DialogTree.replace(tree, 3, "his thing", "her thing");
DialogTree.replace(tree, 31, "a guy", "a girl");
DialogTree.replace(tree, 42, "Man,", "Tsk,");
}
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState){
tree[0] = ["#sand01#Awwwww yeah! One last puzzle, just ONE. I can almost... Taste victory. *lick lick*"];
tree[1] = ["#sand06#Unless... *lick* wait that's... That's not victory. That's... *lick*"];
tree[2] = ["#sand07#Damn I gotta brush my teeth, be right back."];
tree[3] = ["%fun-longbreak%"];
tree[10000] = ["%fun-longbreak%"];
}
public static function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState){
var rank:Int = RankTracker.computeAggregateRank();
var maxRank:Int = RankTracker.computeMaxRank(puzzleState._puzzle._difficulty);
tree[0] = ["#sand05#So how competitive are you about this puzzle stuff? I'm rank 22, you're let's see..."];
if (rank == 0) {
tree[1] = ["#sand03#Rank zero!? Is zero even a rank? Damn you gotta work on that shit, rank zero! Heh! Heh. heh."];
tree[2] = ["#sand02#C'mon I'm sorry, I'm just givin' you a hard time. This rank stuff isn't for everybody."];
tree[3] = ["#sand04#I get it, you're just here to chill out and grope Sandslashes. Screw this competitive shit, you're a lover not a fighter, right?"];
tree[4] = ["#sand01#Yeahhh, I get that. Let's knock this last dumb puzzle out of the way~"];
} else if (rank >= maxRank && rank != 65) {
tree[1] = ["#sand06#Rank " + englishNumber(rank) + "? So I hope you're not tryin' to increase your rank with these easy puzzles..."];
tree[2] = ["#sand04#...'Cause you can't really get past rank " + englishNumber(maxRank) + " with puzzles like this one, you gotta move onto some harder shit."];
tree[3] = ["#sand02#'Course harder puzzles take longer, so you know! It's up to you."];
tree[4] = ["#sand03#Anyway you're a rank 19 at goin' knuckle deep in Sandslash booty. Heh! Heh. Let's see if you can climb to rank 22 after this~"];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 4, "Sandslash booty", "Sandslash pussy");
}
} else if (rank < 22) {
tree[1] = ["#sand02#Rank " + englishNumber(rank) + "? Not bad, not bad man! You'll get there some day. It's not like I was born a rank 22."];
tree[2] = ["#sand15#I had to fight for it! Claw my way up. Those puzzles get fuckin' tough but, you know, anybody can do it! Just takes practice."];
tree[3] = ["#sand14#Let's knock out this last puzzle, alright?"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 1, "bad man", "bad girl");
}
} else {
tree[1] = ["#sand03#Rank " + englishNumber(rank) + "? Daaaamn you been puttin' in work! It's not easy gettin' to rank " + englishNumber(rank) + "."];
tree[2] = ["#sand02#You tryin' to impress me or something? Don't worry, I'll love you even if you're rank zero."];
tree[3] = ["#sand00#I ain't takin' this away~"];
}
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand05#'Bout time! Enough fuckin' foreplay, I think I'm about to bust."];
tree[1] = ["#sand01#You gonna... You gonna help out?"];
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
if (PlayerData.justFinishedMinigame) {
tree[0] = ["#sand06#Wellp, I kinda lost track of whether we did enough puzzles but I mean..."];
tree[1] = ["#sand13#That minigame counted as like, ten puzzles, didn't it!?! I mean that thing took for-fucking-ever..."];
tree[2] = ["#sand14#'slike... I'm even pent up even by Sandslash standards! You gotta make this one count~"];
} else {
tree[0] = ["#sand02#Wellp, you've officially earned me, I'm all yours. What now?"];
tree[1] = ["#sand00#I mean I got some ideas but..."];
tree[2] = ["#sand01#...you seem like you probably got some ideas of your own. Heh ! Heh."];
}
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
if (PlayerData.justFinishedMinigame) {
tree[0] = ["#sand14#There we go, finally. Finally a minigame I'm fuckin' good at. The minigame of making Sandslash bust a nut."];
} else {
tree[0] = ["#sand14#There we go, finally. Finally a puzzle I'm fuckin' good at. The puzzle of how to make Sandslash bust a nut."];
}
tree[1] = ["#sand01#You need any help with this puzzle?"];
tree[2] = [20, 10, 40, 30];
tree[10] = ["No, it's\neasy"];
tree[11] = ["#sand13#Hey who all said I was easy! It was Abra wasn't it?"];
tree[12] = ["#sand12#Tsk, callin' me easy. I'ma show you who's easy."];
tree[13] = ["#sand15#I'ma be the... hardest dude you've ever seen! Heh! Heh."];
tree[20] = ["No, I'll\nfinish in\n5 seconds"];
tree[21] = ["#sand11#Five seconds!? Hey like... take your time, right? C'mon we worked for this!"];
tree[22] = ["#sand12#Fuckin', sittin' here watchin you solve puzzles feels like forever and you get me off in five seconds. You better not!"];
tree[30] = ["Yes, I\nmight be\nslow"];
tree[31] = ["#sand00#Slow? Mmmmm, yeah. I like slow. Make the moment last a little, mmmm~"];
tree[32] = ["#sand12#Now, slow doesn't mean I want like... a 30 minute ear massage or some weird shit though...! Keep it sexy, alright?"];
tree[33] = ["#sand03#Ahhh you know what you're doin'."];
tree[40] = ["Yes, I\nmight need\nhelp"];
tree[41] = ["#sand05#You might need help? Like, my help? Tsk man, I'm on break."];
tree[42] = ["#sand03#I mean c'mon, I just watched you solve all those hard puzzles! Shit's exhausting. I think you can handle this without my help."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 0, "Sandslash bust a nut", "a Sandslash squirt");
DialogTree.replace(tree, 13, "be the... hardest dude you've ever seen", "make you work EXTRA hard this time");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 41, "Tsk man", "Tsk girl");
}
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
if (PlayerData.justFinishedMinigame) {
tree[0] = ["#sand14#Nice work man. How many puzzles did that minigame count as? Like, a thousand?"];
tree[1] = ["#sand00#Whatever, it's time to take this shit to the next level."];
} else {
tree[0] = ["#sand14#Nice work man. Three puzzles! You know what that means."];
tree[1] = ["#sand00#Let's take this shit to the next level."];
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "work man.", "work girl.");
}
}
public static function sexyBadSlowStart(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
if (PlayerData.justFinishedMinigame) {
tree[0] = ["#sand04#Alright! Minigame's finally over, huh? And uhh, you don't gotta be so shy this time."];
} else {
tree[0] = ["#sand04#Alright! Three puzzles down. And uhh, you don't gotta be so shy this time."];
}
tree[1] = ["#sand02#I mean when we get started-- you know what you gotta do first right?"];
tree[2] = [20, 40, 10, 30];
tree[10] = ["Rub your\ndick"];
tree[11] = ["#sand14#Tsk yeah man I dunno why I'm wastin' my time tellin' you this shit! You already know."];
tree[12] = ["#sand03#I'll shut up and let you do your thing. Heh! Heh."];
tree[20] = ["Rub your\nfeet"];
tree[21] = ["#sand12#My feet? What? Nawww man,"];
tree[22] = ["#sand04#Get me hard first! You can fuck around with my feet after."];
tree[23] = [50];
tree[30] = ["Rub your\nballs"];
tree[31] = ["#sand12#My balls? What? Nawww man,"];
tree[32] = ["#sand04#Get me hard first! You can fuck around with my balls after."];
tree[33] = [50];
tree[40] = ["Finger your\nass"];
tree[41] = ["#sand12#My ass? What? Nawww man,"];
tree[42] = ["#sand04#Get me hard first! You can fuck around with my ass after."];
tree[43] = [50];
tree[50] = ["#sand05#Step one: get my dick good and hard. Step two: all that other shit you like."];
tree[51] = ["#sand02#And I mean, I love all that other shit too! Don't get me wrong I loved your creativity last time but I was wonderin' like, \"damn when's he finally gonna get to my dick!\""];
tree[52] = ["#sand03#Heh! Heh. Anyway I'll shut up and let you do your thing."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 10, "dick", "pussy");
DialogTree.replace(tree, 22, "Get me hard", "Warm my pussy up");
DialogTree.replace(tree, 30, "balls", "thighs");
DialogTree.replace(tree, 31, "balls", "thighs");
DialogTree.replace(tree, 32, "Get me hard", "Warm my pussy up");
DialogTree.replace(tree, 32, "balls", "thighs");
DialogTree.replace(tree, 42, "Get me hard", "Warm my pussy up");
DialogTree.replace(tree, 50, "dick good and hard", "pussy good and wet");
DialogTree.replace(tree, 51, "dick", "pussy");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 11, "yeah man", "yeah girl");
DialogTree.replace(tree, 21, "Nawww man", "Nawww girl");
DialogTree.replace(tree, 31, "Nawww man", "Nawww girl");
DialogTree.replace(tree, 41, "Nawww man", "Nawww girl");
DialogTree.replace(tree, 51, "when's he", "when's she");
}
}
public static function sexyBadSpread(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Heh! Heh, time to get down to business. Mmmm."];
tree[1] = ["#sand02#Now just curious though, when someone's got their legs spread like this-- what sorta signal do you think this sends?"];
tree[2] = [10, 20, 30, 40];
tree[10] = ["They want\na massage"];
tree[11] = ["#sand06#Well nah man-- for me it means I wanna be jerked off! Or fucked or somethin',"];
tree[12] = ["#sand04#I mean I'm practically begging for it right? Presenting the goods and everything. Point is you don't always gotta mess around with foreplay shit-"];
tree[13] = [50];
tree[20] = ["They want\nto be\njerked off"];
tree[21] = ["#sand01#Yeah man! I'm practically begging for it right?"];
tree[22] = ["#sand04#Or you know, fucked, same difference, point is you don't always gotta mess around with foreplay shit-"];
tree[23] = [50];
tree[30] = ["They want\nto be\nfucked"];
tree[31] = ["#sand01#Yeah man! I'm practically begging for it right?"];
tree[32] = ["#sand04#Or you know, jerked off, same difference, point is you don't always gotta mess around with foreplay shit-"];
tree[33] = [50];
tree[40] = ["They want\ntheir balls\nrubbed"];
tree[41] = ["#sand06#Well nah man-- for me it means I wanna be jerked off! Or fucked or somethin',"];
tree[42] = ["#sand04#I mean I'm practically begging for it right? Presenting the goods and everything. Point is you don't always gotta mess around with foreplay shit-"];
tree[43] = [50];
tree[50] = ["#sand05#I mean last time was great but I was wonderin' like, \"damn when's he gonna pay more attention to my dick,\" so I spread myself open but I guess you didn't catch the signal."];
tree[51] = ["#sand02#So yeah, just read my body a little, I don't wanna boss you around or nothin'."];
tree[52] = ["#sand03#Anyway enough of that I'll shut up and let you do your thing~"];
if (!PlayerData.sandMale) {
tree[2] = [10, 30, 40];
DialogTree.replace(tree, 11, "jerked off! Or fucked", "fucked");
tree[32] = [50];
DialogTree.replace(tree, 32, "jerked off", "fingered");
DialogTree.replace(tree, 41, "jerked off! Or fucked", "fucked! Or at least fingered");
DialogTree.replace(tree, 40, "balls", "feet");
DialogTree.replace(tree, 50, "my dick", "my pussy");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 11, "nah man", "nah girl");
DialogTree.replace(tree, 21, "Yeah man", "Yeah girl");
DialogTree.replace(tree, 31, "Yeah man", "Yeah girl");
DialogTree.replace(tree, 41, "nah man", "nah girl");
DialogTree.replace(tree, 50, "when's he", "when's she");
}
}
public static function sexyBadClosed(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Phooph! Enough fuckin' foreplay, time for the good stuff~"];
tree[1] = ["#sand04#Although hey, sometimes there's such a thing as TOO much of a good thing, you know what i'm sayin'!"];
tree[2] = ["#sand02#I mean you really know your way around a cock. But sometimes I actually get a little TOO stimulated, you know?"];
tree[3] = ["#sand06#So if I kinda close my body up and start lookin' a little tense, it's OK to give my dick a break."];
tree[4] = ["#sand02#So yeah, just read my body a little, I don't wanna boss you around or nothin'."];
tree[5] = ["#sand03#Anyway I'll shut up and let you do your thing~"];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 2, "a cock", "a cunt");
DialogTree.replace(tree, 3, "my dick", "my pussy");
}
}
public static function sexyBadTaste(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand05#So maybe it's like TMI or somethin' but when I'm with a guy, smell and taste is like half of the experience for me."];
tree[1] = ["#sand02#It's kinda tough with you bein' on the other side of a computer, but I'd still like it if like-"];
tree[2] = ["#sand00#Maybe after things get goin' a little and your fingers are good and nasty, maybe you can let me taste myself or somethin. Heh! heh."];
tree[3] = ["#sand01#I know it's not quite the same as gettin to taste each other, but like-- if I use my imagination maybe it's kinda close."];
tree[4] = ["#sand03#Just somethin' to think about. I know I'm a little weird."];
tree[5] = ["#sand02#...That's why you keep comin' back though, right? Heh! Heh~"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "a guy", "a girl");
}
}
public static function sexyBadNonsense(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand03#Ahh yeah. Finally! Sandslash's gettin' himself some one on one glove time. A little glove love~"];
tree[1] = ["#sand01#So you know, sometimes while other guys are grabbing at the ol' scrotum pole, they'll like-- rub my body or grab my ass with their other hand..."];
tree[2] = ["#sand06#But it kinda seems like you only ever do one thing at a time, not that I'm complaining."];
tree[3] = [30, 10, 20, 40];
tree[10] = ["I've only\ngot one\nhand"];
tree[11] = [50];
tree[20] = ["Are you\nserious"];
tree[21] = [50];
tree[30] = ["I can't\ndo that"];
tree[31] = [50];
tree[40] = ["My other\nhand's busy"];
tree[41] = [50];
tree[50] = ["#sand10#Oh damn, that's right. Forgot about the one hand thing. Heh! Heh."];
tree[51] = ["#sand03#Well shit, I gotta get on Abra's ass about makin' you a second glove!"];
tree[52] = ["#sand02#Until then uhh, nevermind, you're doin' great~"];
tree[53] = ["#sand06#Just maybe try to work twice as hard with that glove."];
tree[54] = ["#sand03#Whatever, I'll shut up and let you do your thing."];
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 0, "himself some", "herself some");
DialogTree.replace(tree, 1, "grabbing at the ol' scrotum pole", "parting the ol' beef curtains");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 1, "other guys", "other girls");
}
}
public static function sexyPhone(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
var count:Int = PlayerData.recentChatCount("sand.sexyBeforeBad.5");
if (count == 0) {
tree[0] = ["#sand02#Heh! Heh. You're gettin' pretty good at those. Actually, I got you a little surprise..."];
tree[1] = ["%add-phone-button%"];
tree[2] = ["#sand03#...See, check it out -- I got a hold of Heracross's little shop phone!"];
tree[3] = ["#sand15#Tsk, that asshole thinks I'm not special enough for his phone, but now I figure we can have some fun with him~"];
tree[4] = [40, 30, 10, 20, 50];
tree[10] = ["Let's text\nKecleon and\nget him to\njoin us"];
tree[11] = ["#sand12#What, you think this thing sends texts? It's got a fuckin' pull cord."];
tree[12] = ["#sand04#...I dunno what decade it's from but I got a feeling the typewriter hadn't even been invented yet."];
tree[13] = ["#sand06#Whatever, I'm sure we'll think of some way to get back at Heracross for uhhh..."];
tree[14] = ["#sand12#...For leaving my number off of this creepy-ass Victorian Era toy phone."];
tree[15] = ["#sand06#... ...Wait. Why're we doin' this again?"];
tree[20] = ["Let's check\nit for nudes"];
tree[21] = ["#sand12#Naww I already checked, he doesn't got any. ...But whatever, I'm sure we'll think of some subtle way to get back at him."];
tree[22] = ["#sand02#In the meantime, I'll just leave this cute, innocent-looking phone over here alongside all this sexual paraphernalia."];
tree[30] = ["Let's add all\nthe Pokemon\nphone numbers\nwe can think of"];
tree[31] = ["#sand12#Pshh what, so you can call all them next? ...Like I don't already got enough competition here!"];
tree[32] = ["#sand05#I was thinkin' something simpler. And also somethin' that's like... way less work than that."];
tree[33] = ["#sand03#...Whatever, we'll see what comes to me."];
tree[40] = ["Let's put\nthis thing\nall the way\nup your\nbutthole"];
tree[41] = ["#sand12#C'mon <name> that's like... your fuckin' answer to everything! I was tryin' to come up with something clever."];
tree[42] = ["#sand06#... ..."];
tree[43] = ["#sand01#Actually y'know what, I'm sorta liking your idea the more I think about it. Heh! Heh heh."];
tree[50] = ["Aww, that's\nmean"];
tree[51] = ["#sand04#Don't worry, I was gonna give it back! ...I just wanted to screw around with him a little first. Just something harmless, you know."];
tree[52] = ["#sand02#...Whatever, we'll think of something~"];
tree[10000] = ["%add-phone-button%"];
if (!PlayerData.heraMale) {
DialogTree.replace(tree, 3, "that asshole", "that bitch");
DialogTree.replace(tree, 3, "his phone", "her phone");
DialogTree.replace(tree, 3, "with him", "with her");
DialogTree.replace(tree, 21, "he doesn't", "she doesn't");
DialogTree.replace(tree, 21, "at him", "at her");
DialogTree.replace(tree, 51, "with him", "with her");
}
if (!PlayerData.keclMale) {
DialogTree.replace(tree, 10, "him to", "her to");
}
} else if (count % 3 == 1) {
tree[0] = ["#sand04#That's it for the puzzles, right? Sweet, and I bet you can guess what I'm hidin' back here..."];
tree[1] = ["%add-phone-button%"];
tree[2] = ["#sand02#Heh! Heh, yeah -- I swiped this stupid toy phone again. I'm starting to get attached to this old ass-phone."];
tree[10000] = ["%add-phone-button%"];
} else if (count % 3 == 2) {
tree[0] = ["%add-phone-button%"];
tree[1] = ["#sand12#Damn why'd they make all these old phones so hard to program?"];
tree[2] = ["#sand13#I gotta be like some kinda... nuclear... radiation scientist or some shit. I just wanna add my fuckin' number back onto it and it's all like... Pshh..."];
tree[3] = ["#sand00#Whatever, I'll mess with it after. It'll be easier once I'm less distracted~"];
tree[10000] = ["%add-phone-button%"];
} else if (count % 3 == 0) {
tree[0] = ["#sand06#Heracross is makin' this shit harder for me man, he keeps hiding this thing in different places."];
tree[1] = ["%add-phone-button%"];
tree[2] = ["#sand12#It's still worth it to mess with him, though. I dunno where he gets off all, trying to decide which of us are like \"phoneworthy\", fuckin' bullshit."];
tree[3] = ["#sand05#Anyway where were we~"];
tree[10000] = ["%add-phone-button%"];
if (!PlayerData.heraMale) {
DialogTree.replace(tree, 0, "he keeps", "she keeps");
DialogTree.replace(tree, 2, "with him", "with her");
DialogTree.replace(tree, 2, "where he", "where she");
}
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "me man", "me girl");
}
}
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Mmmmmph yeah... that's way better than anything I can do with these pointy claws..."];
tree[1] = ["#sand02#See you again soon right? Yeahhhh that's right."];
tree[2] = ["#sand01#I know you can't stay away~"];
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Phooph, yeah, alright. I'ma need to go to go take a shower..."];
tree[1] = ["#sand01#Or, y'know. Maybe I can wait and take one in a coupla minutes. Heh! Heh. Mmmmmm..."];
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Mmmmyeah... That was niiiiice."];
tree[1] = ["#sand03#Y'know I kinda feel bad for all the Sandslashes out there who don't have little... hand friends."];
tree[2] = ["#sand02#You gotta pay me a visit again soon right?"];
tree[3] = ["#sand01#Yeahhh I know you won't forget~"];
}
public static function sexyAfter3(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Hooph, wow... You got one or two moves I could learn, y'know."];
tree[1] = ["#sand03#And that's comin' from someone with a pretty... extensive playbook, heh! Where'd you learn that shit? Nnnngh..."];
}
public static function sexyAfter4(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand00#Awww wow... That was great..."];
if (PlayerData.sandMale && sexyState.cameFromHandjob) {
tree[1] = ["#sand02#My... my device felt so good in your input port..."];
} else {
tree[1] = ["#sand02#Your... your device felt so good in my input port..."];
}
tree[2] = ["#sand03#Bahahahahahahaha~"];
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand07#Owoough! That was... THAT was... holy SHIT man!! That was... phew... you've never done THAT before..."];
tree[1] = ["#sand01#What the hell, I mean you-- you been... hahhh... You been practicin' on other Sandslashes or somethin'...!?"];
tree[2] = ["#sand07#I've never had anybody who... hah! That was... ooooogh~"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 0, "man!!", "girl!!");
}
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
tree[0] = ["#sand07#Qxxlsppd... dngkgg...! I thought I'd seen everything but THAT was.... lnp-- lnnppfzvvfy...!!"];
tree[1] = ["#sand09#I'ma little too... too out of it for my onomotopoeias to make any sorta fuckin' sense... xkyym... wj- wjkkm..."];
tree[2] = ["#sand07#I just gotta... lay here for a bit... bynw... try to gather my... mq-- mqqmxrcctmmsss~"];
}
public static function sexyVeryBad(tree:Array<Array<Object>>, sexyState:SandslashSexyState)
{
if (PlayerData.recentChatTime("sand.sexyVeryBad") >= 200) {
tree[0] = ["#sand01#...ahhhh wow, that was-"];
tree[1] = ["#sand11#-wait a minute, oh shit!! Oh fuck!!!"];
tree[2] = ["#sand10#Are you okay <name>? Are you still... fuck!!"];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#sand11#Ay is anybody around!?! Somethin' bad happened- I need some help! Fuck!! Fuckin' fuck."];
} else {
tree[0] = ["#sand01#...ahhhh wow, that was-"];
tree[1] = ["#sand11#-wait a minute, oh shit!! Oh fuck!!! Not again!!"];
tree[2] = ["#sand10#Are you okay <name>? How does this keep happening... fuck!!"];
tree[3] = ["%fun-alpha0%"];
tree[4] = ["#sand11#Ay is anybody around!?! It happened again...! Fuck!! Fuckin' fuck."];
}
}
public static function denDialog(sexyState:SandslashSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#sand02#<name>? Is that really-- awwww damn! Does Abra know you're back here? Fuck yeah, let's do this! Nnnnggh!",
"#sand01#No puzzles, no bullshit, just <name> and Sandslash paintin' the floor white! 'slike a dream come true~",
"#sand04#Or uhhh wait, did you come back here to practice <minigame>? 'Cause like, I wouldn't mind playin' a round before we... y'know, play around. Heh! Heh heh~",
]);
denDialog.setSexGreeting([
"#sand02#'skinda nice back here huh? Actually got some fuckin' privacy for once.",
"#sand06#Don't gotta worry about people bustin' in on us or... Hey wait, what's... is that a camera?",
"#sand01#Here, turn over so you're facing... Yeah, I think we'll give 'em a better angle this way. Let's give 'em a good look of my bad side~",
]);
denDialog.addRepeatSexGreeting([
"#sand06#Hmm <name>, hey you ever heard of the phrase \"too much of a good thing\"?",
"#sand01#Yeah me neither. Heh! heh heh heh heh~",
]);
denDialog.addRepeatSexGreeting([
"#sand03#C'mon, show's not over yet! That was just an intermission. Now's where the real fun starts.",
"#sand01#Show me what you're really about, <name>. What's the nastiest, filthiest fantasy that's ever been on your mind? ...I can handle it~"
]);
denDialog.addRepeatSexGreeting([
"#sand01#Aww damn. I'm gonna sleep well tonight~",
]);
denDialog.addRepeatSexGreeting([
"#sand02#Yeah alright so we kinda touched a lot of the bases already... What did you wanna do now?",
"#sand00#I mean I got some ideas but...",
"#sand01#...you seem like you probably got some ideas of your own. Heh ! Heh.",
]);
if (PlayerData.denSexCount >= 2) {
denDialog.addRepeatSexGreeting([
"#sand01#Let's go, let's go! " + capitalize(englishNumber(PlayerData.denSexCount)) + " in one day? C'mon, that's some amateur hour shit. Let's crank these out."
]);
} else {
denDialog.addRepeatSexGreeting([
"#sand01#Nghh, c'mon, let's keep this party goin'~"
]);
}
denDialog.addRepeatSexGreeting([
"#sand04#Hopefully Abra's not keeping track, 'cause I think this is like... " + englishNumber(3 * PlayerData.denSexCount) + " puzzles we owe " + (PlayerData.abraMale ? "him" : "her") + ". Heh! Heh.",
"#sand00#Ehhhh whatever. Maybe if we keep goin' " + (PlayerData.abraMale?"he'll":"she'll") + " lose count.",
]);
denDialog.addRepeatSexGreeting([
"#sand02#Ngghh, you sure know how to make a " + (PlayerData.sandMale ? "guy" : "girl") + " feel wanted~",
]);
denDialog.addRepeatSexGreeting([
"#sand05#I know you ain't thinkin you're gonna outlast a Sandslash when it comes to this stuff, are you? 'Cause you're talkin' to the " + (PlayerData.sandMale ? "guy" : "girl") + " who once did back to back sex marathons.",
"#sand02#You heard of a sex marathon, before, right? Well I mean, it don't take a genius to figure that one out.",
"#sand03#It's exactly what you're thinkin' it is, only... 26.2 times in a row. Heh! Heh.",
]);
if (PlayerData.denVisitCount > 1) {
denDialog.addRepeatSexGreeting([
"#sand01#Heh! Heh. What, are you slowin' down? I mean, you already paid for the whole hour. You stop now, 'slike throwin' good money away~",
]);
}
denDialog.setTooManyGames([
"#sand12#Alright, nope. Nope. That's enough. Bored. Booooooring.",
"#sand04#I'ma go see if " + FlxG.random.getObject(["Scrafty", "Snivy", "Gengar", "Banette", "Nuzleaf", "Marowak", "Quilava"]) + "'s around, that " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "guy") +" actually knows how to party. Later, <name>."
]);
denDialog.setTooMuchSex([
"#sand12#Alright, fine, FIIIIIIIINE. You WIN. I think I'm actually too tired to cum again. ...Hope you're proud.",
"#sand08#For the record though, only reason you outlasted me is 'cause you're clicky-clickin' on my sensitive bits while yours are a million light years away in another fuckin' universe.",
"#sand02#You gimme somethin' to click on... We'll see how long you really last. Heh! Heh. Heh."
]);
denDialog.addReplayMinigame([
"#sand01#Heh yeah, alright, alright. That enough foreplay for ya? ...You finally ready to move onto the main event?"
],[
"I want a\nrematch!",
"#sand12#Groaaaaannn..."
],[
"Yeah, let's\nmove on",
"#sand03#Theeeeeerrre we go. Finally you're speakin' my fuckin' language all of a sudden.",
"#sand02#So how you wanna do this? Tell ya what, for starters why don't we move this game stuff out of the way...",
],[
"Actually\nI think I\nshould go",
"#sand12#What!? Gah, what are you doin' to me over here!?! I got nothin' outta this! Nothin'...",
"#sand04#I mean fun is fun and all but c'monnnn!!! ...You gotta do me right next time, okay? 'Nuff of this game shit.",
]);
denDialog.addReplayMinigame([
"#sand05#C'mon <name>, when I said I was lookin' to score this ain't exactly what I had in mind..."
],[
"One more\ngame!!",
"#sand12#Aughhhh you're KILLIN' me <name>..."
],[
"Yeah, let's\nmove on",
"#sand03#Theeeeeerrre we go. Finally you're speakin' my fuckin' language all of a sudden.",
"#sand02#So how you wanna do this? Tell ya what, for starters why don't we move this game stuff out of the way...",
],[
"I think I'll\ncall it a day",
"#sand12#What!? Gah, what are you doin' to me over here!?! I got nothin' outta this! Nothin'...",
"#sand04#I mean fun is fun and all but c'monnnn!!! ...You gotta do me right next time, okay? 'Nuff of this game shit.",
]);
denDialog.addReplayMinigame([
"#sand04#Yeah alright, well played well played. Good times were had by all. ...Can we move onto the sex part now?",
"#sand01#'Sjust y'know, these games are kinda... kid's stuff. We're two adults aren't we? Why don't we try somethin' a little more... adult."
],[
"But I\nlike games!\nYaaay! More\ngames!!",
"#sand11#What!? C'monnnnnnn, are you serious?"
],[
"I could go for\nsomething adult...",
"#sand03#Theeeeeerrre we go. Finally you're speakin' my fuckin' language all of a sudden.",
"#sand02#So how you wanna do this? Tell ya what, for starters why don't we move this game stuff out of the way...",
],[
"Hmm, I\nshould go",
"#sand12#What!? Gah, what are you doin' to me over here!?! I got nothin' outta this! Nothin'...",
"#sand04#I mean fun is fun and all but c'monnnn!!! ...You gotta do me right next time, okay? 'Nuff of this game shit.",
]);
denDialog.addReplaySex([
"#sand00#I'ma go grab a gatorade, " + (PlayerData.gender == PlayerData.Gender.Girl ? "girl" : "man") +". Gotta refill all those electrolytes I fuckin'... sprayed all over the place.",
"#sand04#How you feel about round " + englishNumber(PlayerData.denSexCount + 1) + "? You ain't tired yet are you?"
],[
"Sure, I'm\nup for it!",
"#sand02#Heh! I'll be back in a sec, you just hold your pretty horses alright?"
],[
"Ahh, I'm good\nfor now",
"#sand02#Heh! Hey no sweat. I'll see you again soon right? Yeahhhh that's right.",
"#sand01#I know you can't stay away~",
]);
denDialog.addReplaySex([
"#sand00#Phooph, yeah, alright. I'ma need to go take a shower...",
"#sand05#Actually second thought, I'ma just splash on some water from the sink, I'll be back in just a sec. You ready for round " + englishNumber(PlayerData.denSexCount + 1) + "?",
],[
"Yeah! Ready\nas ever",
"#sand03#Heh! Heh. Damn right you are.",
"#sand06#Let's see, is this washcloth clean? (sniff, sniff) Hmmmm... Yeah alright yeah, this'll work.",
],[
"Oh, I think\nI'll head out",
"#sand06#Tsk whaaaat? ...You mean you gonna give me a reason to take a real shower? Some friend you are.",
"#sand02#Nah I'm just givin you a hard time. Thanks for hangin' out with me today.",
]);
denDialog.addReplaySex([
"#sand00#Mmmmyeah... That was niiiiice. Hey my stomach's kinda killin' me, I'ma go grab a snack real quick.",
"#sand05#You stickin' around for round " + englishNumber(PlayerData.denSexCount + 1) + "? I mean I'm goin' for it regardless but I could use you on my team. Heh! Heh~"
],[
"Sure! I'll\nstick around",
"#sand03#Yeaaaahhhh! Go team. Alright I'll be right back, don't start without me~"
],[
"I should\ngo...",
"#sand02#Aww alright. You gotta pay me a visit again soon though, right?",
"#sand01#Yeahhh I know you won't forget~",
]);
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:SandslashSexyState) {
var count:Int = PlayerData.recentChatCount("sand.cursorSmell");
if (count == 0) {
tree[0] = ["#sand05#'Bout time! Enough fuckin' foreplay, I think I'm about to bust. (sniff, sniff)"];
tree[1] = ["#sand01#...Aww, man! Is Grimer still here? ...There's a guy who knows how to party, heh heh. Just gotta make sure to stock up on antidote first..."];
tree[2] = ["%permaboner%"];
tree[3] = ["#sand00#Nggghh, those fat squishy fingers... Plus there's somethin' so damn hot about just being completely smothered under a guy like that. And the smells are just a bonus..."];
tree[4] = ["#sand01#Fuck man, why am I doin' so much talking!? This ain't a fuckin' RP! ...Let's get that hand of yours dirty~"];
if (!PlayerData.grimMale) {
DialogTree.replace(tree, 1, "a guy", "a girl");
DialogTree.replace(tree, 3, "a guy", "a girl");
}
} else {
tree[0] = ["#sand05#'Bout time! Enough fuckin' foreplay, I think I'm about to bust. (sniff, sniff)"];
tree[1] = ["#sand01#Nnggggghhh that smell brings back some goooood memories. ...Guess that means you're still screwin' around with Grimer? Niice~"];
tree[2] = ["#sand00#Gotta hand it to you man, takes a real sexual connoisseur to appreciate what Grimer brings to the table. That's some double-black diamond shit right there."];
tree[3] = ["%permaboner%"];
tree[4] = ["#sand01#All that warm, wet, foul-smelling sludge coursing over every inch of my body... Mmmmnnnghhh... Fuck, I'm getting hard just thinkin' about it!"];
tree[5] = ["#sand15#C'mon, enough talk, let's get to the good stuff! ...I'm dying over here!"];
if (PlayerData.gender == PlayerData.Gender.Girl) {
DialogTree.replace(tree, 2, "you man", "you girl");
}
if (!PlayerData.sandMale) {
DialogTree.replace(tree, 4, "getting hard", "getting wet");
}
}
}
public static function snarkySmallDildo(tree:Array<Array<Object>>) {
tree[0] = ["#sand06#Huh? What, I got somethin' in my teeth? -lick lick- ... ...Did I get it?"];
tree[1] = ["#sand03#Oh, wait... That tiny thing's supposed to be a dildo isn't it. Heh! Heh. Heh. Tsk sorry, my bad."];
tree[2] = ["#sand05#See, I just got regular Sandslash vision. I'm not equipped with, like, whatever fuckin' laser electron microscope eyes I'd need to identify an object that small."];
tree[3] = ["#sand01#...Maybe you can come back with somethin' more Sandslash sized. Heh! Heh~"];
}
}
|
argonvile/monster
|
source/poke/sand/SandslashDialog.hx
|
hx
|
unknown
| 119,503 |
package poke.sand;
import flixel.math.FlxMath;
import poke.buiz.DildoInterface;
import poke.buiz.DildoInterface.*;
/**
* The simplistic window on the side which lets the user interact with
* Sandslash's dildo sequence
*/
class SandslashDildoInterface extends DildoInterface
{
public function new()
{
super(PlayerData.sandMale);
setBigDildo();
}
override public function computeAnim(arrowDist:Float)
{
if (arrowDist <= ARROW_INSIDE_THRESHOLD)
{
// inside; use the dildo
dildoSprite.visible = true;
animName = ass ? "dildo-ass" : "dildo-vag";
computeAnimPct(ARROW_MIN_THRESHOLD, ARROW_INSIDE_THRESHOLD);
}
else if (arrowDist <= ARROW_OUTSIDE_THRESHOLD)
{
// slightly closer; finger the vagina
dildoSprite.visible = false;
animName = ass ? "finger-ass" : "finger-vag";
computeAnimPct(ARROW_INSIDE_THRESHOLD, ARROW_OUTSIDE_THRESHOLD);
}
else
{
// far outside; just rub the vagina
dildoSprite.visible = false;
animName = ass ? "rub-ass" : "rub-vag";
computeAnimPct(ARROW_OUTSIDE_THRESHOLD, ARROW_MAX_THRESHOLD);
}
}
/**
* Sandslash gets grumpy if you don't go deep enough. But even Sandslash
* has his limits. This method returns the maximum depth which is currently
* clickable when using the dildo on Sandslash
*
* @return the maximum depth which is attainable for sandslash [0, 1.0]
*/
public function getMaxAnimPct():Float
{
var maxDist:Float;
if (ass)
{
maxDist = assTightness * 40;
}
else {
maxDist = vagTightness * 40;
}
return FlxMath.bound((maxDist - ARROW_INSIDE_THRESHOLD) / (ARROW_MIN_THRESHOLD - ARROW_INSIDE_THRESHOLD), 0, 1.0);
}
}
|
argonvile/monster
|
source/poke/sand/SandslashDildoInterface.hx
|
hx
|
unknown
| 1,710 |
package poke.sand;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.rhyd.BreathingSprite;
/**
* Graphics for Sandslash during the dildo sequence
*/
class SandslashDildoWindow extends PokeWindow
{
/**
* As female Sandslash's pussy is penetrated with the dildo, the ass
* deforms slightly. This is a mapping from pussy frames to deformed ass
* frames
*/
private var dickToAssFrames:Map<Int, Int> = [
12 => 0,
13 => 0,
14 => 1,
15 => 2,
16 => 2,
17 => 3,
18 => 3,
19 => 3,
20 => 4,
21 => 4,
22 => 4,
23 => 2,
];
/**
* As female Sandslash's ass is penetrated with the dildo, her pussy
* deforms slightly. This is a mapping from ass frames to deformed pussy
* frames
*/
private var assToDickFrames:Map<Int, Int> = [
14 => 0,
15 => 0,
16 => 24,
17 => 24,
18 => 25,
19 => 25,
20 => 26,
21 => 26,
22 => 27,
23 => 27,
24 => 27,
];
/**
* As male Sandslash's ass is penetrated with the dildo, his balls adjust
* slightly. This is a mapping from ass frames to adjusted balls frames
*/
private var assToBallsFrames:Map<Int, Int> = [
14 => 0,
15 => 0,
16 => 1,
17 => 1,
18 => 2,
19 => 2,
20 => 3,
21 => 3,
22 => 3,
23 => 4,
24 => 4,
];
private var quillsHead:BouncySprite;
private var quillsTorso:BouncySprite;
private var legR1:BouncySprite;
private var armR:BouncySprite;
public var torso:BouncySprite;
public var ass:BouncySprite;
public var balls:BouncySprite;
private var legR0:BouncySprite;
private var footR:BouncySprite;
private var armL:BouncySprite;
public var legL:BouncySprite;
public var handL:BouncySprite;
public var footL:BouncySprite;
public var dildo:BouncySprite;
private var phoneEnabled:Bool = false;
public function new(X:Float = 0, Y:Float = 0, Width:Int = 248, Height:Int = 349)
{
super(X, Y, Width, Height);
add(new FlxSprite( -54, -54, SandslashResource.bg));
quillsHead = new BouncySprite( -54, -54 - 10, 10, 5, 0.24, _age);
quillsHead.loadWindowGraphic(AssetPaths.sanddildo_head0__png);
addPart(quillsHead);
quillsTorso = new BouncySprite( -54, -54 - 5, 5, 5, 0.20, _age);
quillsTorso.loadWindowGraphic(AssetPaths.sanddildo_quills__png);
addPart(quillsTorso);
armR = new BouncySprite( -54, -54 - 2, 2, 5, 0.04, _age);
armR.loadWindowGraphic(AssetPaths.sanddildo_armr__png);
addPart(armR);
legR1 = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
legR1.loadWindowGraphic(AssetPaths.sanddildo_legr1__png);
addPart(legR1);
torso = new BreathingSprite( -54, -54 - 4, 4, 5, 0.14, _age);
torso.loadWindowGraphic(AssetPaths.sanddildo_torso__png);
torso.animation.add("default", [0, 1, 2, 3]);
torso.animation.play("default");
addPart(torso);
legR0 = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
legR0.loadWindowGraphic(AssetPaths.sanddildo_legr0__png);
addPart(legR0);
footR = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
footR.loadWindowGraphic(AssetPaths.sanddildo_footr__png);
addPart(footR);
_head = new BouncySprite( -54, -54 - 5, 5, 5, 0.20, _age);
_head.loadGraphic(SandslashResource.dildoHead1, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("1", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("2", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("3", blinkyAnimation([9, 10], [11]), 3);
_head.animation.add("4", blinkyAnimation([12, 13, 14]), 3);
_head.animation.add("5", blinkyAnimation([15, 16, 17]), 3);
_head.animation.play("default");
addPart(_head);
armL = new BouncySprite( -54, -54 - 4, 4, 5, 0.16, _age);
armL.loadWindowGraphic(AssetPaths.sanddildo_arml__png);
addPart(armL);
legL = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
legL.loadWindowGraphic(AssetPaths.sanddildo_legl__png);
legL.animation.add("default", [1]);
legL.animation.add("lo", [0]);
legL.animation.add("hi", [2]);
legL.animation.play("default");
addPart(legL);
handL = new BouncySprite( -54, -54 - 2, 2, 5, 0.08, _age);
handL.loadWindowGraphic(AssetPaths.sanddildo_handl__png);
handL.animation.add("default", [1]);
handL.animation.add("lo", [0]);
handL.animation.add("hi", [2]);
handL.animation.play("default");
addPart(handL);
footL = new BouncySprite( -54, -54 - 4, 4, 5, 0.12, _age);
footL.loadWindowGraphic(AssetPaths.sanddildo_footl__png);
footL.animation.add("default", [1]);
footL.animation.add("lo", [0]);
footL.animation.add("hi", [2]);
footL.animation.play("default");
addPart(footL);
ass = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
ass.loadWindowGraphic(AssetPaths.sanddildo_ass__png);
ass.animation.add("default", [0]);
ass.animation.add("rub-ass", [6, 7, 8, 9]);
ass.animation.add("finger-ass", [0, 10, 11, 12, 13]);
ass.animation.add("dildo-ass", [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24]);
ass.animation.play("default");
addPart(ass);
balls = new BouncySprite( -54, -54, 2, 5, 0.05, _age);
balls.loadWindowGraphic(AssetPaths.sanddildo_balls__png);
balls.animation.add("default", [0]);
balls.animation.play("default");
_dick = new BouncySprite( -54, -54 - 0, 0, 5, 0.00, _age);
_dick.loadWindowGraphic(SandslashResource.dildoDick);
_dick.animation.add("default", [0]);
if (PlayerData.sandMale)
{
addPart(balls);
_dick.animation.add("boner1", [1, 1, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 1, 1], 3);
_dick.animation.add("boner2", [4, 4, 5, 5, 5, 6, 6, 6, 6, 5, 5, 5, 4, 4], 3);
_dick.animation.play("default");
addPart(_dick);
}
else
{
_dick.animation.add("rub-vag", [5, 4, 3, 2, 1]);
_dick.animation.add("finger-vag", [6, 7, 8, 9, 10]);
_dick.animation.add("dildo-vag", [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22]);
_dick.animation.play("default");
addPart(_dick);
}
dildo = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
dildo.loadWindowGraphic(AssetPaths.sanddildo_dildo__png);
dildo.animation.add("default", [0]);
dildo.animation.add("dildo-vag", [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]);
dildo.animation.add("dildo-ass", [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22]);
dildo.animation.play("default");
addPart(dildo);
_interact = new BouncySprite( -54, -54, 4, 7, 0.14, _age);
reinitializeHandSprites();
_interact.animation.play("default");
addVisualItem(_interact);
}
public function isPhoneEnabled():Bool
{
return phoneEnabled;
}
public function setPhoneEnabled()
{
this.phoneEnabled = true;
assToBallsFrames = [
14 => 0,
15 => 0,
16 => 0,
17 => 1,
18 => 1,
19 => 2,
20 => 2,
21 => 3,
22 => 3,
23 => 3,
24 => 4,
];
reinitializeHandSprites();
dildo.loadWindowGraphic(AssetPaths.sandphone_phone__png);
dildo.animation.add("default", [0]);
dildo.animation.add("dildo-vag", [13, 14, 15, 16, 17, 18, 19, 20, 21, 22]);
dildo.animation.add("dildo-ass", [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]);
dildo.animation.play("default");
ass.animation.add("dildo-ass", [14, 15, 16, 16, 17, 17, 18, 18, 17, 16]);
ass.animation.play("default");
if (PlayerData.sandMale)
{
// dildo needs to go behind the balls for male sandslash
reposition(dildo, members.indexOf(balls));
}
else
{
_dick.animation.add("dildo-vag", [12, 13, 14, 15, 23, 15, 23, 15, 23, 14]);
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5"]);
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (PlayerData.sandMale)
{
if (assToBallsFrames[ass.animation.frameIndex] != null)
{
balls.animation.frameIndex = assToBallsFrames[ass.animation.frameIndex];
}
}
else {
if (dickToAssFrames[_dick.animation.frameIndex] != null)
{
ass.animation.frameIndex = dickToAssFrames[_dick.animation.frameIndex];
}
if (assToDickFrames[ass.animation.frameIndex] != null)
{
_dick.animation.frameIndex = assToDickFrames[ass.animation.frameIndex];
}
}
}
override public function destroy():Void
{
super.destroy();
dickToAssFrames = null;
assToDickFrames = null;
assToBallsFrames = null;
quillsHead = FlxDestroyUtil.destroy(quillsHead);
quillsTorso = FlxDestroyUtil.destroy(quillsTorso);
legR1 = FlxDestroyUtil.destroy(legR1);
armR = FlxDestroyUtil.destroy(armR);
torso = FlxDestroyUtil.destroy(torso);
balls = FlxDestroyUtil.destroy(balls);
ass = FlxDestroyUtil.destroy(ass);
legR0 = FlxDestroyUtil.destroy(legR0);
footR = FlxDestroyUtil.destroy(footR);
armL = FlxDestroyUtil.destroy(armL);
legL = FlxDestroyUtil.destroy(legL);
handL = FlxDestroyUtil.destroy(handL);
footL = FlxDestroyUtil.destroy(footL);
dildo = FlxDestroyUtil.destroy(dildo);
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, phoneEnabled ? AssetPaths.sandphone_interact__png : AssetPaths.sanddildo_interact__png);
_interact.alpha = PlayerData.cursorMaxAlpha;
_interact.animation.add("default", [0]);
_interact.animation.add("rub-vag", [5, 4, 3, 2, 1]);
_interact.animation.add("finger-vag", [6, 7, 8, 9, 10]);
_interact.animation.add("rub-ass", [24, 25, 26, 27]);
_interact.animation.add("finger-ass", [28, 29, 30, 22, 23]);
if (phoneEnabled)
{
_interact.animation.add("dildo-vag", [11, 12, 13, 14, 15, 16, 17, 18, 19, 20]);
_interact.animation.add("dildo-ass", [32, 33, 34, 35, 36, 37, 38, 39, 40, 41]);
}
else
{
_interact.animation.add("dildo-vag", [11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21]);
_interact.animation.add("dildo-ass", [32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42]);
}
}
}
|
argonvile/monster
|
source/poke/sand/SandslashDildoWindow.hx
|
hx
|
unknown
| 10,587 |
package poke.sand;
/**
* Various asset paths for Sandslash. These paths toggle based on Sandslash's
* gender
*/
class SandslashResource
{
public static var button: Dynamic;
public static var bg: Dynamic;
public static var bowtie: Dynamic;
public static var dick: Dynamic;
public static var head1: Dynamic;
public static var undies: Dynamic;
public static var chat: Dynamic;
public static var wordsSmall: Dynamic;
public static var shopBody: Dynamic;
public static var shopHead: Dynamic;
public static var dildoHead1: Dynamic;
static public var dildoDick: Dynamic;
public static function initialize():Void
{
button = PlayerData.sandMale ? AssetPaths.menu_sand__png : AssetPaths.menu_sand_f__png;
bg = PlayerData.sandMale ? AssetPaths.sand_bg__png : AssetPaths.sand_bg_f__png;
bowtie = PlayerData.sandMale ? AssetPaths.sand_bowtie__png : AssetPaths.sand_bowtie_f__png;
dick = PlayerData.sandMale ? AssetPaths.sand_dick__png : AssetPaths.sand_dick_f__png;
head1 = PlayerData.sandMale ? AssetPaths.sand_head1__png : AssetPaths.sand_head1_f__png;
undies = PlayerData.sandMale ? AssetPaths.sand_undies__png : AssetPaths.sand_undies_f__png;
chat = PlayerData.sandMale ? AssetPaths.sand_chat__png : AssetPaths.sand_chat_f__png;
wordsSmall = PlayerData.sandMale ? AssetPaths.sand_words_small__png : AssetPaths.sand_words_small_f__png;
shopBody = PlayerData.sandMale ? AssetPaths.shop_sand_body__png : AssetPaths.shop_sand_body_f__png;
shopHead = PlayerData.sandMale ? AssetPaths.shop_sand_head__png : AssetPaths.shop_sand_head_f__png;
dildoHead1 = PlayerData.sandMale ? AssetPaths.sanddildo_head1__png : AssetPaths.sanddildo_head1_f__png;
dildoDick = PlayerData.sandMale ? AssetPaths.sanddildo_dick__png : AssetPaths.sanddildo_dick_f__png;
}
}
|
argonvile/monster
|
source/poke/sand/SandslashResource.hx
|
hx
|
unknown
| 1,818 |
package poke.sand;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import flixel.util.FlxDestroyUtil;
import kludge.FlxSoundKludge;
import openfl.utils.Object;
import poke.buiz.DildoUtils;
import poke.sand.SandslashWindow;
import poke.sexy.FancyAnim;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
/**
* Sex sequence for Sandslash
*
* Sandslash always starts with his arms spread wide; this means he wants you
* to touch his dick.
*
* After rubbing his dick for awhile, Sandslash will close his arms, which
* means he wants you to touch something else. You want to alternate touching
* his dick and not touching his dick so that you keep him aroused without
* being too monotonous.
*
* Fingering his ass is also arousing, and can keep his arms closed -- but not
* as much as rubbing his dick.
*
* Playing with his balls is also good for a "break", and can open his arms --
* but not as much as rubbing somewhere else.
*
* Sandslash likes when you rub both of his pectoral muscles (left and right)
* and his dick. He wants you to do that at least once.
*
* At some point early on, Sandslash will suddenly huff out a breath, make an
* inquisitive Sandslash sound, and possibly say something like "hey get those
* fingers up here." If you put your fingers in his mouth, it will make him
* happy.
*
* After he sucks your fingers once, there's something specific he wants to
* taste: either his feet, his balls, his armpit, or his ass. This is different
* each time. But after rubbing one of these areas, he'll once again huff out a
* breath, make an inquisitive Sandslash sound, and possibly say something like
* "hey give me a taste of that." If you put your fingers in the mouth when it
* has the appropriate taste, it'll make him happy again. You only really get
* one chance at this, so pay attention to his signals!
*
* If you finger Sandslash's ass, your glove gradually gets deeper and deeper.
* If it gets too deep, he might get carried away and your glove will be lost
* inside him. After something like this happens, it will take an hour or two
* before he'll make the same mistake again.
*
* Sandslash will happily have sex again and again in Heracross's backroom. He
* still has a limit, but it is much much higher than any other Pokemon.
*
* For the sex toy, Sandslash has a proper depth and pace they like, but this
* changes each time based on what they were up to the night before -- so you
* have to deduce it.
*
* The easiest way to find the appropriate pace is to finger them with a slow
* pace, and gradually accelerate until you notice more hearts come out. If you
* accelerate too much, fewer hearts will come out. This will give you an idea
* of how fast you should go. You can similarly deduce the pace by just
* speeding up and slowing down with the dildo, but this will wear their
* patience.
*
* The easiest way to find the appropriate depth is to gradually increase your
* depth until you see them lower their leg. They open their legs when they
* want you to get deeper, but close their legs when they're getting
* uncomfortable.
*
* If you find the correct depth and pace, they'll sweat more, and eventually
* have a powerful orgasm. This can result in multiple orgasms for male
* Sandslash.
*/
class SandslashSexyState extends SexyState<SandslashWindow>
{
// areas that you can click
private var mouthPolyArray:Array<Array<FlxPoint>>;
private var assPolyArray:Array<Array<FlxPoint>>;
private var leftPecPolyArray:Array<Array<FlxPoint>>;
private var rightPecPolyArray:Array<Array<FlxPoint>>;
private var leftFootPolyArray:Array<Array<FlxPoint>>;
private var rightFootPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var rubDickWords:Qord;
private var tasteWords:Qord;
private var dildoTooFastWords:Qord;
private var dildoDeeperWords:Qord;
private var dildoNiceWords:Qord;
private var phoneNiceWords:Qord;
private var phoneStartWords:Qord;
private var phoneInterruptWords:Qord;
private var _assTightness:Float = 4.5;
/*
* "kelv" sort of works like the balance meter in a Tony Hawk game, you
* want to keep it centered. These variables are responsible for jittering
* the kelv value randomly up and down, and the player should try to keep
* it in the middle where Sandslash is content
*/
private var kelv:Int = 0;
private var kelvDelta:Int = 0;
private var kelvGoal:Int = FlxG.random.int(20, 40);
private var kelvSway:Int = FlxG.random.getObject([ -5, -3, -1, 1, 3, 5]);
private var kelvMiss:Array<Int> = [];
private var cumulativeKelvMiss:Int = 0;
private var heartPenalty:Float = 1.0;
/*
* niceThings[0] = rub both of Sandslash's pecs, and his dick
* niceThings[1] = let Sandslash suck your fingers after rubbing his sweaty body
* niceThings[2] = (male only) let Sandslash suck your fingers a second time after rubbing a special place
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = jack off Sandslash TOO much (yes, it's possible)
* meanThings[1] = don't jack off Sandslash enough (how dare you!)
*/
private var meanThings:Array<Bool> = [true, true];
// sandslash's mood today
private var sandMood0 = FlxG.random.int(0, 4);
private var sandMood1 = FlxG.random.int(0, 4);
private var smellyRub = FlxG.random.getObject(["foot", "rub-balls", "-pec", "ass"]);
private var tasteTimer0:Int = -1;
private var tasteTimer1:Int = -1;
private var curArousedFrameIndex:Int = -1;
private var curArousedFrameIndexDir:Int = 0;
private var emergency:Bool = false;
private var canLoseHand:Bool = true;
private var permaBoner:Bool = false;
private var phoneButton:FlxButton;
private var insertedPhone:Bool = false; // did sandslash put a phone in their butt/vagina?
private var smallDildoButton:FlxButton;
private var toyWindow:SandslashDildoWindow;
private var toyInterface:SandslashDildoInterface;
private var dildoUtils:DildoUtils;
public var cameFromHandjob:Bool = false; // should the "input port" line refer to your input port, or his?
private var toyPrecumTimer:Float = 0;
private var addToyHeartsToOrgasm:Bool = false;
private var ambientDildoBank:Float = 0;
private var defaultAmbientDildoBankCapacity:Float = 0;
private var ambientDildoBankCapacity:Float = 0;
private var ambientDildoBankTimer:Float = 0;
private var targetDildoDuration:Float;
private var targetDildoDepth:Float;
private var goodDepth:Bool;
private var badDepth:Bool;
private var goodDildoCounter:Int;
private var maxGoodDildoCounter:Int;
private var bonusDildoOrgasmTimer:Int = -1;
private var ambientDildoBankFillCount:Int = 0;
private var dildoDepthWrongness:Float = 0;
private var dildoDurationWrongness:Float = 0;
private var dildoTooShallowCombo:Int = 0;
private var dildoTooFastCombo:Int = 0;
private var dildoNiceDepthCombo:Int = 0;
private var dildoNiceSpeedCombo:Int = 0;
private var dildoPoseTimer:Float = 0;
override public function create():Void
{
prepare("sand");
toyWindow = new SandslashDildoWindow(256, 0, 248, 426);
toyInterface = new SandslashDildoInterface();
toyGroup.add(toyWindow);
toyGroup.add(toyInterface);
dildoUtils = new DildoUtils(this, toyInterface, toyWindow.ass, toyWindow._dick, toyWindow.dildo, toyWindow._interact);
dildoUtils.refreshDildoAnims = refreshDildoAnims;
dildoUtils.dildoFrameToPct = [
1 => 0.12,
2 => 0.17,
3 => 0.23,
4 => 0.28,
5 => 0.34,
6 => 0.45,
7 => 0.56,
8 => 0.67,
9 => 0.78,
10 => 0.89,
11 => 1.00,
12 => 0.12,
13 => 0.17,
14 => 0.23,
15 => 0.28,
16 => 0.34,
17 => 0.45,
18 => 0.56,
19 => 0.67,
20 => 0.78,
21 => 0.89,
22 => 1.00,
];
super.create();
_pokeWindow._openness = SandslashWindow.Openness.Open;
_pokeWindow.arrangeArmsAndLegs();
_bonerThreshold = 0.7;
if (!_male)
{
// no "finger sucking after rubbing smelly place" for girls
niceThings[2] = false;
}
sfxEncouragement = [AssetPaths.sand0__mp3, AssetPaths.sand1__mp3, AssetPaths.sand2__mp3, AssetPaths.sand3__mp3];
sfxPleasure = [AssetPaths.sand4__mp3, AssetPaths.sand5__mp3, AssetPaths.sand6__mp3];
sfxOrgasm = [AssetPaths.sand7__mp3, AssetPaths.sand8__mp3, AssetPaths.sand9__mp3];
popularity = 0.1;
cumTrait0 = 8;
cumTrait1 = 4;
cumTrait2 = 2;
cumTrait3 = 4;
cumTrait4 = 5;
_rubRewardFrequency = 2.5;
_minRubForReward = 2;
targetDildoDuration = FlxG.random.float(0.5, 2.0);
targetDildoDepth = FlxG.random.float(0.45, 0.90);
if (PlayerData.recentChatTime("sand.sexyVeryBad") <= 20)
{
// He very recently made this mistake; he won't make it again right away
canLoseHand = false;
}
else if (PlayerData.playerIsInDen)
{
// Losing your hand in the den would open up a can of worms; let's just say you can't.
canLoseHand = false;
}
else if (PlayerData.pokemonLibido == 1)
{
canLoseHand = false;
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_BLUE_DILDO))
{
smallDildoButton = newToyButton(smallDildoButtonEvent, AssetPaths.dildo_blue_button__png, _dialogTree);
addToyButton(smallDildoButton, 0.31);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_HUGE_DILDO))
{
var xlDildoButton:FlxButton = newToyButton(xlDildoButtonEvent, AssetPaths.dildo_xl_button__png, _dialogTree);
addToyButton(xlDildoButton);
}
}
public function xlDildoButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function phoneButtonEvent():Void
{
playButtonClickSound();
removeToyButton(phoneButton);
toyButtonsEnabled = false;
toyWindow.setPhoneEnabled();
// phone has special start/stop words...
toyStartWords = phoneStartWords;
toyInterruptWords = phoneInterruptWords;
dildoNiceWords = phoneNiceWords;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time += 0.8, callback:eventTakeBreak, args:[2.5]});
eventStack.addEvent({time:time += 0.5, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
public function smallDildoButtonEvent():Void
{
playButtonClickSound();
removeToyButton(smallDildoButton);
var tree:Array<Array<Object>> = [];
SandslashDialog.snarkySmallDildo(tree);
showEarlyDialog(tree);
}
override public function shouldEmitToyInterruptWords():Bool
{
return _toyBank.getForeplayPercent() > 0.7 && _toyBank.getDickPercent() > 0.7;
}
override function toyForeplayFactor():Float
{
/*
* 15% of the toy hearts are available for doing random stuff. the
* other 85% are only available if you hit the right spot
*/
return 0.15;
}
override public function getToyWindow():PokeWindow
{
return toyWindow;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
toyPrecumTimer -= elapsed;
dildoPoseTimer -= elapsed;
dildoUtils.update(elapsed);
handleToyReward(elapsed);
if (FlxG.mouse.justPressed && toyInterface.animName != null)
{
if (toyInterface.ass)
{
if (toyInterface.animName == "dildo-ass")
{
toyInterface.setTightness(toyInterface.assTightness * FlxG.random.float(0.90, 0.94), toyInterface.vagTightness);
}
}
else
{
if (toyInterface.animName == "dildo-vag")
{
toyInterface.setTightness(toyInterface.assTightness, toyInterface.vagTightness * FlxG.random.float(0.90, 0.94));
}
}
}
}
public function refreshDildoAnims():Bool
{
var refreshed:Bool = false;
if (toyInterface.animName == "rub-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "rub-vag", [5, 4, 3, 2, 1], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-vag", [5, 4, 3, 2, 1], 2);
}
else if (toyInterface.animName == "finger-vag")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "finger-vag", [6, 7, 8, 9, 10], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-vag", [6, 7, 8, 9, 10], 2);
}
else if (toyInterface.animName == "dildo-vag")
{
if (toyWindow.isPhoneEnabled())
{
insertedPhone = true;
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag", [12, 13, 14, 15, 23, 15, 23, 15, 23, 14], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag", [13, 14, 15, 16, 17, 18, 19, 20, 21, 22], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag", [11, 12, 13, 14, 15, 16, 17, 18, 19, 20], 2, 6);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow._dick, "dildo-vag", [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-vag", [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-vag", [11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21], 2, 6);
}
}
else if (toyInterface.animName == "rub-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "rub-ass", [6, 7, 8, 9], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "rub-ass", [24, 25, 26, 27], 2);
}
else if (toyInterface.animName == "finger-ass")
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "finger-ass", [0, 10, 11, 12, 13], 2);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "finger-ass", [28, 29, 30, 22, 23], 2);
}
else if (toyInterface.animName == "dildo-ass")
{
if (toyWindow.isPhoneEnabled())
{
insertedPhone = true;
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass", [14, 15, 16, 16, 17, 17, 18, 18, 17, 16], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass", [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass", [32, 33, 34, 35, 36, 37, 38, 39, 40, 41], 2, 6);
}
else
{
refreshed = dildoUtils.refreshDildoAnim(toyWindow.ass, "dildo-ass", [14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow.dildo, "dildo-ass", [12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22], 2, 6);
refreshed = dildoUtils.refreshDildoAnim(toyWindow._interact, "dildo-ass", [32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42], 2, 6);
}
}
return refreshed;
}
function handleToyReward(elapsed:Float):Void
{
if (_gameState != 200)
{
// no rewards after done orgasming
return;
}
if (isEjaculating())
{
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0)
{
// no rewards after ejaculating
return;
}
ambientDildoBankTimer -= elapsed;
if (ambientDildoBankTimer <= 0)
{
ambientDildoBankTimer += 1.4;
if (goodDepth && ambientDildoBankCapacity < defaultAmbientDildoBankCapacity * 3.00)
{
ambientDildoBankCapacity = FlxMath.bound(ambientDildoBankCapacity * 1.333, defaultAmbientDildoBankCapacity * 0.5, defaultAmbientDildoBankCapacity * 3.00);
goodDepth = false;
}
if (badDepth && ambientDildoBankCapacity > defaultAmbientDildoBankCapacity * 0.50)
{
ambientDildoBankCapacity = FlxMath.bound(ambientDildoBankCapacity * 0.75, defaultAmbientDildoBankCapacity * 0.5, defaultAmbientDildoBankCapacity * 3.00);
badDepth = false;
}
fillAmbientDildoBank();
}
if (_rubHandAnim != null && _rubHandAnim.sfxLength > 0)
{
if (_rubHandAnim.mouseDownSfx)
{
var amount:Float = SexyState.roundUpToQuarter(lucky(0.3, 0.7) * ambientDildoBank);
ambientDildoBank -= amount;
/*
* howGood=0: wrong;
* howGood=1: good depth or good pace;
* howGood=2: good depth AND good pace
*/
var howGood:Int = 0;
var uncomfortable:Bool = false;
dildoDurationWrongness = 0;
if (_rubHandAnim._prevMouseUpTime == FancyAnim.DEFAULT_MOUSE_TIME && _rubHandAnim._prevMouseDownTime == FancyAnim.DEFAULT_MOUSE_TIME)
{
// first click; doesn't establish a pattern
dildoTooFastCombo = 0;
dildoNiceSpeedCombo = 0;
}
else
{
var howCloseLow:Float = (_rubHandAnim._prevMouseUpTime + _rubHandAnim._prevMouseDownTime - 0.06) / targetDildoDuration;
var howCloseHi:Float = (_rubHandAnim._prevMouseUpTime + _rubHandAnim._prevMouseDownTime + 0.06) / targetDildoDuration;
dildoDurationWrongness = (_rubHandAnim._prevMouseUpTime + _rubHandAnim._prevMouseDownTime) / targetDildoDuration - 1.0;
if (howCloseHi < 0.83)
{
dildoTooFastCombo++;
if (dildoTooFastCombo >= 3)
{
maybeEmitWords(dildoTooFastWords);
}
}
else
{
dildoTooFastCombo = 0;
}
if (howCloseHi < 0.75)
{
uncomfortable = true;
dildoNiceSpeedCombo = 0;
}
else if (howCloseHi < 0.83)
{
dildoNiceSpeedCombo = 0;
}
else if (howCloseLow > 1.33)
{
if (_rubHandAnim._flxSprite.animation.name == "dildo-vag" || _rubHandAnim._flxSprite.animation.name == "dildo-ass")
{
uncomfortable = true;
}
dildoNiceSpeedCombo = 0;
}
else if (howCloseLow > 1.2)
{
dildoNiceSpeedCombo = 0;
}
else
{
var pleasureAmount:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.015);
drainToyDickHeartReservoir(pleasureAmount);
amount += pleasureAmount;
howGood++;
dildoNiceSpeedCombo++;
}
}
dildoDepthWrongness = 0;
if (_rubHandAnim._flxSprite.animation.name == "dildo-vag" || _rubHandAnim._flxSprite.animation.name == "dildo-ass")
{
dildoDepthWrongness = toyInterface.animPct - targetDildoDepth;
if (toyInterface.animPct < targetDildoDepth - 0.06)
{
dildoTooShallowCombo++;
if (dildoTooShallowCombo >= 3)
{
if (toyInterface.animPct <= toyInterface.getMaxAnimPct() - 0.1)
{
// pushing as deep as we can; sandslash shouldn't chastize us
}
else
{
maybeEmitWords(dildoDeeperWords);
}
}
}
else
{
dildoTooShallowCombo = 0;
}
if (toyInterface.animPct > targetDildoDepth + 0.12)
{
uncomfortable = true;
maybeSetDildoPose("lo");
dildoNiceDepthCombo = 0;
}
else if (toyInterface.animPct > targetDildoDepth + 0.06)
{
badDepth = true;
maybeSetDildoPose("lo");
dildoNiceDepthCombo = 0;
}
else if (toyInterface.animPct < targetDildoDepth - 0.06)
{
maybeSetDildoPose("hi");
dildoNiceDepthCombo = 0;
}
else
{
var pleasureAmount:Float = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.015);
drainToyDickHeartReservoir(pleasureAmount);
amount += pleasureAmount;
howGood++;
maybeSetDildoPose("default");
dildoNiceDepthCombo++;
}
}
else
{
dildoNiceDepthCombo = 0;
maybeSetDildoPose("default");
}
if (uncomfortable)
{
if (goodDildoCounter >= 4)
{
// meh, don't worry about it
}
else if (toyWindow.isPhoneEnabled() && FlxG.random.bool(75))
{
// when using the phone, we're not penalized very often
}
else
{
drainToyDickHeartReservoir(SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.05));
amount = SexyState.roundUpToQuarter(amount * 0.33);
}
}
if (howGood == 2)
{
goodDildoCounter++;
if (goodDildoCounter == 1)
{
// found the spot; sweat as a clue
scheduleSweat(FlxG.random.int(3, 5));
}
if (goodDildoCounter >= 2)
{
maybeEmitWords(dildoNiceWords);
if (!_male && _rubHandAnim._flxSprite.animation.name == "dildo-vag")
{
// plugging sandslash's vagina; she should ejaculate soon
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._defaultDickHeartReservoir * 0.02);
}
}
if (goodDildoCounter >= 4 && maxGoodDildoCounter < 4)
{
if (ambientDildoBankFillCount <= 25)
{
bonusDildoOrgasmTimer = Std.int(FlxG.random.float(15, 25) / targetDildoDuration);
}
else
{
var penalty:Float = 0;
var i:Int = 30;
while (i < ambientDildoBankFillCount)
{
i += 3;
_toyBank._dickHeartReservoir -= SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.04);
}
}
maybeEmitWords(pleasureWords);
maybePlayPokeSfx();
precum(FlxMath.bound(32 / FlxMath.bound(ambientDildoBankFillCount * 0.5 - 12, 1, 60), 1, 10)); // silly amount of precum
addToyHeartsToOrgasm = true;
}
}
else
{
goodDildoCounter = 0;
}
maxGoodDildoCounter = Std.int(Math.max(maxGoodDildoCounter, goodDildoCounter));
if (bonusDildoOrgasmTimer > 0)
{
bonusDildoOrgasmTimer--;
if (bonusDildoOrgasmTimer <= 6)
{
maybeEmitWords(almostWords);
}
if (bonusDildoOrgasmTimer - FlxG.random.int(0, 2) <= 0)
{
bonusDildoOrgasmTimer = -1;
_remainingOrgasms++;
if (!_male)
{
_remainingOrgasms++;
}
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
}
}
eventStack.addEvent({time:eventStack._time + _rubHandAnim._prevMouseDownTime * 0.55, callback:eventEmitHearts, args:[amount]});
}
if (_rubHandAnim.mouseDownSfx && !_isOrgasming && shouldOrgasm())
{
_newHeadTimer = 0; // trigger orgasm immediately
}
}
}
private function maybeSetDildoPose(animName:String)
{
if (toyWindow.handL.animation.name == animName)
{
return;
}
if (dildoPoseTimer > 0)
{
return;
}
dildoPoseTimer = FlxG.random.float(3, 6);
toyWindow.handL.animation.play(animName);
toyWindow.legL.animation.play(animName);
toyWindow.footL.animation.play(animName);
}
/**
* Drain the toy dick heart reservoir; Never drain it below 20% though, so
* that there's something left to reward the player with.
*
* Instead of draining the dick heart reservoir below 20%, we drain other
* reservoirs.
*
* @param drainAmount The amount to decrease the various reservoirs
*/
private function drainToyDickHeartReservoir(drainAmount:Float)
{
var remainingDrainAmount:Float = drainAmount;
if (remainingDrainAmount > 0)
{
if (_toyBank.getDickPercent() >= 0.2)
{
var amount:Float = _toyBank._dickHeartReservoir;
amount = Math.min(amount, remainingDrainAmount);
_toyBank._dickHeartReservoir -= amount;
remainingDrainAmount -= amount;
}
}
if (remainingDrainAmount > 0)
{
if (_heartBank.getForeplayPercent() >= 0.4)
{
var amount:Float = _heartBank._foreplayHeartReservoir;
amount = Math.min(amount, remainingDrainAmount);
_heartBank._foreplayHeartReservoir -= amount;
remainingDrainAmount -= amount;
}
}
if (remainingDrainAmount > 0)
{
if (_heartBank._dickHeartReservoir > 0)
{
var amount:Float = _heartBank._dickHeartReservoir;
amount = Math.min(amount, remainingDrainAmount);
_heartBank._dickHeartReservoir -= amount;
remainingDrainAmount -= amount;
}
}
}
private function eventEmitHearts(args:Array<Dynamic>)
{
var heartsToEmit:Float = args[0];
_heartEmitCount += heartsToEmit;
if (_heartBank.getDickPercent() < 0.51)
{
maybeEmitWords(almostWords);
}
if (toyPrecumTimer < 0)
{
toyPrecumTimer = _rubRewardFrequency;
maybeEmitPrecum();
maybeScheduleBreath();
}
maybeEmitToyWordsAndStuff();
}
function fillAmbientDildoBank()
{
if (ambientDildoBank < ambientDildoBankCapacity)
{
ambientDildoBankFillCount++;
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_toyBank._foreplayHeartReservoir > 0)
{
var amount:Float = _toyBank._foreplayHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_toyBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
if (_male)
{
// increase foreplay heart reservoir, so that males get erect
_heartBank._foreplayHeartReservoirCapacity += amount;
}
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_heartBank.getForeplayPercent() >= 0.4)
{
var amount:Float = _heartBank._foreplayHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_heartBank._foreplayHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
if (ambientDildoBank < ambientDildoBankCapacity)
{
if (_heartBank._dickHeartReservoir > 0)
{
var amount:Float = _heartBank._dickHeartReservoir;
amount = Math.min(amount, ambientDildoBankCapacity - ambientDildoBank);
_heartBank._dickHeartReservoir -= amount;
ambientDildoBank += amount;
}
}
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (_pokeWindow._ass.animation.name == "aroused")
{
if (_armsAndLegsArranger._armsAndLegsTimer < 8 && _armsAndLegsArranger._armsAndLegsTimer + elapsed >= 8)
{
emitArousedHearts(0.15);
}
if (_armsAndLegsArranger._armsAndLegsTimer < 6 && _armsAndLegsArranger._armsAndLegsTimer + elapsed >= 6)
{
emitArousedHearts(0.20);
}
if (_armsAndLegsArranger._armsAndLegsTimer < 4 && _armsAndLegsArranger._armsAndLegsTimer + elapsed >= 4)
{
emitArousedHearts(0.25);
}
if (_armsAndLegsArranger._armsAndLegsTimer < 2 && _armsAndLegsArranger._armsAndLegsTimer + elapsed >= 2)
{
emitArousedHearts(0.30);
if (_gameState == 200 && !isEjaculating())
{
if (_heartBank.getDickPercent() > _cumThreshold)
{
// still not ready to orgasm; emit hearts until we can orgasm
for (i in 0...50)
{
var amount:Float = SexyState.roundUpToQuarter(0.1 * _heartBank._dickHeartReservoir);
if (amount <= 0)
{
break;
}
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
if (_heartBank.getDickPercent() <= _cumThreshold)
{
break;
}
}
}
_newHeadTimer = Math.min(_newHeadTimer, 1.0);
}
}
if (_pokeWindow._ass.animation.frameIndex != curArousedFrameIndex)
{
// new frame...
var newArousedFrameIndexDir:Int = _pokeWindow._ass.animation.frameIndex - curArousedFrameIndex;
curArousedFrameIndex = _pokeWindow._ass.animation.frameIndex;
if (curArousedFrameIndexDir != newArousedFrameIndexDir)
{
curArousedFrameIndexDir = newArousedFrameIndexDir;
if (curArousedFrameIndexDir == 1 || curArousedFrameIndexDir == -1)
{
FlxSoundKludge.play(FlxG.random.getObject([AssetPaths.rub0_mediuma__mp3, AssetPaths.rub0_mediumb__mp3, AssetPaths.rub0_mediumc__mp3]), 0.10);
}
}
}
if (_pokeWindow._arms0.animation.name != "aroused")
{
_pokeWindow._ass.animation.play("default");
obliterateCursor();
}
}
if (pastBonerThreshold() && _gameState == 200)
{
if (fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickState();
}
if (_gameState == 200 && _autoSweatRate < kelv * 0.008)
{
_autoSweatRate += elapsed * 0.008 / 3;
}
}
override function updateHand(elapsed:Float):Void
{
if (_pokeWindow._ass.animation.name == "aroused" || emergency)
{
// don't update the hand; they're stuck
return;
}
super.updateHand(elapsed);
}
override function boredStuff():Void
{
super.boredStuff();
kelvGoal = Std.int(Math.max(20, kelvGoal - 5));
updateKelvWith( -5);
}
override public function determineArousal():Int
{
if (displayingToyWindow())
{
var arousal:Int;
if (maxGoodDildoCounter >= 4 || _heartBank.getDickPercent() < 0.77)
{
arousal = 3;
}
else if (_heartBank.getDickPercent() < 0.9)
{
arousal = 2;
}
else if (_heartBank.getForeplayPercent() < 0.9)
{
arousal = 1;
}
else
{
arousal = 0;
}
if (dildoNiceDepthCombo >= 2 || dildoNiceSpeedCombo >= 2)
{
arousal = Std.int(FlxMath.bound(arousal + 1, 0, 4));
}
return arousal;
}
else {
if (_pokeWindow._ass.animation.name == "aroused")
{
// super horny
return 4;
}
else if (kelv == 0)
{
return 0;
}
else if (kelv - kelvGoal <= -31)
{
return 0;
}
else if (kelv - kelvGoal <= -21)
{
return 1;
}
else if (kelv - kelvGoal <= -11)
{
return 2;
}
else if (kelv - kelvGoal <= 10)
{
return kelv < 50 ? 3 : 4;
}
else if (kelv - kelvGoal <= 20)
{
return 2;
}
else {
return 1;
}
}
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "finger-ass0")
{
specialRub = "ass0";
}
else if (_rubHandAnim._flxSprite.animation.name == "finger-ass1")
{
specialRub = "ass1";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
else if (_rubHandAnim._flxSprite.animation.name == "suck-fingers")
{
specialRub = "suck-fingers";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-left-pec")
{
specialRub = "rub-left-pec";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-pec")
{
specialRub = "rub-right-pec";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-balls")
{
specialRub = "rub-balls";
}
}
else
{
if (touchedPart == _pokeWindow._legs && (clickedPolygon(touchedPart, leftFootPolyArray) || clickedPolygon(touchedPart, rightFootPolyArray)))
{
specialRub = "foot";
}
}
}
override public function canChangeHead():Bool
{
return !fancyRubbing(_pokeWindow._mouth);
}
override function foreplayFactor():Float
{
return 0.6;
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
if (FlxG.mouse.justPressed && touchedPart == _dick || (!_male && (touchedPart == _pokeWindow._torso0 || touchedPart == _pokeWindow._torso1) && clickedPolygon(touchedPart, vagPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
interactOn(_pokeWindow._balls, "rub-balls");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_dick) + 1);
return true;
}
if (FlxG.mouse.justPressed && (touchedPart == _pokeWindow._ass || touchedPart == _pokeWindow._torso0 && clickedPolygon(touchedPart, assPolyArray)))
{
var assAnim:String = _assTightness > 2.5 ? "finger-ass0" : "finger-ass1";
interactOn(_pokeWindow._ass, assAnim);
if (!_male)
{
// vagina stretches when fingering ass
_rubBodyAnim2 = new FancyAnim(_dick, assAnim);
_rubBodyAnim2.setSpeed(0.65 * 2.5, 0.65 * 1.5);
}
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._legs) + 1);
_rubBodyAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
_rubHandAnim.setSpeed(0.65 * 2.5, 0.65 * 1.5);
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _head)
{
if (clickedPolygon(touchedPart, mouthPolyArray))
{
if (fingerSuckCount() >= 2 || !_male && niceThings[1] == false)
{
// sucked fingers too many times
_newHeadTimer = 0;
}
else
{
interactOn(_pokeWindow._mouth, "suck-fingers");
_pokeWindow._mouth.visible = true;
_head.animation.play("2-suck-cm");
_pokeWindow.updateQuills();
return true;
}
}
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._torso1)
{
if (clickedPolygon(touchedPart, leftPecPolyArray))
{
interactOn(_pokeWindow._torso1, "rub-left-pec");
if (_pokeWindow._arms0.animation.name == "closed1" || _pokeWindow._arms0.animation.name == "closed2")
{
_armsAndLegsArranger.arrangeNow();
}
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._arms1) + 1);
return true;
}
if (clickedPolygon(touchedPart, rightPecPolyArray))
{
interactOn(_pokeWindow._torso1, "rub-right-pec");
if (_pokeWindow._arms0.animation.name == "closed0" || _pokeWindow._arms0.animation.name == "closed2" || _pokeWindow._arms0.animation.name == "default")
{
_armsAndLegsArranger.arrangeNow();
}
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._arms1) + 1);
return true;
}
}
return false;
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (touchedPart == _pokeWindow._mouth)
{
_pokeWindow._mouth.visible = false;
if (_head.animation.name == "4-suck-cm")
{
_head.animation.play("4-cm");
}
else
{
_head.animation.play("2-cm");
}
_newHeadTimer = FlxG.random.float(0.1, 0.5);
}
}
override function initializeHitBoxes():Void
{
if (displayingToyWindow())
{
if (_male)
{
dickAngleArray[0] = [new FlxPoint(190, 383), new FlxPoint(89, 244), new FlxPoint(-125, 228)];
dickAngleArray[1] = [new FlxPoint(230, 383), new FlxPoint(213, 149), new FlxPoint(100, 240)];
dickAngleArray[2] = [new FlxPoint(232, 381), new FlxPoint(219, 140), new FlxPoint(116, 233)];
dickAngleArray[3] = [new FlxPoint(234, 379), new FlxPoint(219, 140), new FlxPoint(131, 225)];
dickAngleArray[4] = [new FlxPoint(266, 333), new FlxPoint(236, -110), new FlxPoint(219, -141)];
dickAngleArray[5] = [new FlxPoint(264, 329), new FlxPoint(229, -122), new FlxPoint(204, -161)];
dickAngleArray[6] = [new FlxPoint(264, 325), new FlxPoint(214, -148), new FlxPoint(184, -184)];
}
else
{
dickAngleArray[0] = [new FlxPoint(141, 359), new FlxPoint(-66, 252), new FlxPoint(-241, 98)];
dickAngleArray[1] = [new FlxPoint(146, 357), new FlxPoint(-75, 249), new FlxPoint(-257, 41)];
dickAngleArray[2] = [new FlxPoint(143, 359), new FlxPoint(-116, 233), new FlxPoint(-259, 23)];
dickAngleArray[3] = [new FlxPoint(143, 359), new FlxPoint(-76, 249), new FlxPoint(-248, -79)];
dickAngleArray[4] = [new FlxPoint(143, 359), new FlxPoint(-33, 258), new FlxPoint(-243, -93)];
dickAngleArray[5] = [new FlxPoint(143, 359), new FlxPoint(-7, 260), new FlxPoint(-221, -137)];
dickAngleArray[6] = [new FlxPoint(143, 359), new FlxPoint(-102, 239), new FlxPoint(-259, -26)];
dickAngleArray[7] = [new FlxPoint(143, 359), new FlxPoint(-61, 253), new FlxPoint(-258, -35)];
dickAngleArray[8] = [new FlxPoint(143, 359), new FlxPoint(-9, 260), new FlxPoint(-256, -47)];
dickAngleArray[9] = [new FlxPoint(143, 359), new FlxPoint(16, 260), new FlxPoint(-242, -94)];
dickAngleArray[10] = [new FlxPoint(143, 359), new FlxPoint(34, 258), new FlxPoint(-246, -84)];
dickAngleArray[12] = [new FlxPoint(141, 357), new FlxPoint(-35, 258), new FlxPoint(-237, -107)];
dickAngleArray[13] = [new FlxPoint(141, 357), new FlxPoint(9, 260), new FlxPoint(-248, -77)];
dickAngleArray[14] = [new FlxPoint(141, 357), new FlxPoint(54, 254), new FlxPoint(-246, -84)];
dickAngleArray[15] = [new FlxPoint(141, 357), new FlxPoint(84, 246), new FlxPoint(-249, -74)];
dickAngleArray[16] = [new FlxPoint(141, 357), new FlxPoint(102, 239), new FlxPoint(-243, -93)];
dickAngleArray[17] = [new FlxPoint(141, 357), new FlxPoint(106, 237), new FlxPoint(-243, -93)];
dickAngleArray[18] = [new FlxPoint(141, 357), new FlxPoint(115, 233), new FlxPoint(-241, -97)];
dickAngleArray[19] = [new FlxPoint(141, 357), new FlxPoint(118, 232), new FlxPoint(-239, -102)];
dickAngleArray[20] = [new FlxPoint(141, 357), new FlxPoint(121, 230), new FlxPoint(-246, -83)];
dickAngleArray[21] = [new FlxPoint(141, 357), new FlxPoint(128, 226), new FlxPoint(-247, -80)];
dickAngleArray[22] = [new FlxPoint(141, 357), new FlxPoint(132, 224), new FlxPoint(-247, -82)];
dickAngleArray[24] = [new FlxPoint(142, 359), new FlxPoint(-112, 235), new FlxPoint(-260, 10)];
dickAngleArray[25] = [new FlxPoint(146, 356), new FlxPoint(-111, 235), new FlxPoint(-260, 0)];
dickAngleArray[26] = [new FlxPoint(151, 354), new FlxPoint(-99, 240), new FlxPoint(-255, -49)];
dickAngleArray[27] = [new FlxPoint(155, 353), new FlxPoint( -78, 248), new FlxPoint( -257, 37)];
}
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(164, 300), new FlxPoint(174, 258), new FlxPoint(166, 232), new FlxPoint(186, 184), new FlxPoint(212, 222), new FlxPoint(234, 232), new FlxPoint(226, 280), new FlxPoint(226, 328), new FlxPoint(216, 350)];
torsoSweatArray[1] = [new FlxPoint(164, 300), new FlxPoint(174, 258), new FlxPoint(166, 232), new FlxPoint(186, 184), new FlxPoint(212, 222), new FlxPoint(234, 232), new FlxPoint(226, 280), new FlxPoint(226, 328), new FlxPoint(216, 350)];
torsoSweatArray[2] = [new FlxPoint(164, 300), new FlxPoint(174, 258), new FlxPoint(166, 232), new FlxPoint(186, 184), new FlxPoint(212, 222), new FlxPoint(234, 232), new FlxPoint(226, 280), new FlxPoint(226, 328), new FlxPoint(216, 350)];
torsoSweatArray[3] = [new FlxPoint(164, 300), new FlxPoint(174, 258), new FlxPoint(166, 232), new FlxPoint(186, 184), new FlxPoint(212, 222), new FlxPoint(234, 232), new FlxPoint(226, 280), new FlxPoint(226, 328), new FlxPoint(216, 350)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[1] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[2] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[3] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[4] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[5] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[6] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[7] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[8] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[9] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[10] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[11] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[12] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[13] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[14] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[15] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[16] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
headSweatArray[17] = [new FlxPoint(236, 184), new FlxPoint(246, 156), new FlxPoint(220, 115), new FlxPoint(268, 110), new FlxPoint(308, 120), new FlxPoint(310, 193), new FlxPoint(274, 179), new FlxPoint(252, 195)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:5, sprite:toyWindow._head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:5, sprite:toyWindow.torso, sweatArrayArray:torsoSweatArray});
}
else {
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(199, 367), new FlxPoint(167, 365), new FlxPoint(160, 318), new FlxPoint(205, 321)];
mouthPolyArray = new Array<Array<FlxPoint>>();
mouthPolyArray[0] = [new FlxPoint(155, 197), new FlxPoint(168, 166), new FlxPoint(205, 165), new FlxPoint(218, 202), new FlxPoint(184, 210)];
mouthPolyArray[1] = [new FlxPoint(155, 197), new FlxPoint(168, 166), new FlxPoint(205, 165), new FlxPoint(218, 202), new FlxPoint(184, 210)];
mouthPolyArray[2] = [new FlxPoint(155, 197), new FlxPoint(168, 166), new FlxPoint(205, 165), new FlxPoint(218, 202), new FlxPoint(184, 210)];
mouthPolyArray[3] = [new FlxPoint(174, 162), new FlxPoint(208, 163), new FlxPoint(225, 198), new FlxPoint(189, 220), new FlxPoint(151, 197)];
mouthPolyArray[4] = [new FlxPoint(174, 162), new FlxPoint(208, 163), new FlxPoint(225, 198), new FlxPoint(189, 220), new FlxPoint(151, 197)];
mouthPolyArray[5] = [new FlxPoint(174, 162), new FlxPoint(208, 163), new FlxPoint(225, 198), new FlxPoint(189, 220), new FlxPoint(151, 197)];
mouthPolyArray[6] = [new FlxPoint(171, 163), new FlxPoint(200, 159), new FlxPoint(229, 196), new FlxPoint(193, 212), new FlxPoint(153, 200)];
mouthPolyArray[7] = [new FlxPoint(171, 163), new FlxPoint(200, 159), new FlxPoint(229, 196), new FlxPoint(193, 212), new FlxPoint(153, 200)];
mouthPolyArray[8] = [new FlxPoint(171, 163), new FlxPoint(200, 159), new FlxPoint(229, 196), new FlxPoint(193, 212), new FlxPoint(153, 200)];
mouthPolyArray[12] = [new FlxPoint(163, 160), new FlxPoint(194, 170), new FlxPoint(197, 211), new FlxPoint(160, 211), new FlxPoint(132, 189)];
mouthPolyArray[13] = [new FlxPoint(163, 160), new FlxPoint(194, 170), new FlxPoint(197, 211), new FlxPoint(160, 211), new FlxPoint(132, 189)];
mouthPolyArray[14] = [new FlxPoint(163, 160), new FlxPoint(194, 170), new FlxPoint(197, 211), new FlxPoint(160, 211), new FlxPoint(132, 189)];
mouthPolyArray[15] = [new FlxPoint(201, 179), new FlxPoint(233, 178), new FlxPoint(240, 203), new FlxPoint(209, 226), new FlxPoint(176, 211)];
mouthPolyArray[16] = [new FlxPoint(201, 179), new FlxPoint(233, 178), new FlxPoint(240, 203), new FlxPoint(209, 226), new FlxPoint(176, 211)];
mouthPolyArray[17] = [new FlxPoint(201, 179), new FlxPoint(233, 178), new FlxPoint(240, 203), new FlxPoint(209, 226), new FlxPoint(176, 211)];
mouthPolyArray[24] = [new FlxPoint(133, 181), new FlxPoint(162, 178), new FlxPoint(191, 213), new FlxPoint(153, 227), new FlxPoint(117, 206)];
mouthPolyArray[25] = [new FlxPoint(133, 181), new FlxPoint(162, 178), new FlxPoint(191, 213), new FlxPoint(153, 227), new FlxPoint(117, 206)];
mouthPolyArray[26] = [new FlxPoint(133, 181), new FlxPoint(162, 178), new FlxPoint(191, 213), new FlxPoint(153, 227), new FlxPoint(117, 206)];
mouthPolyArray[27] = [new FlxPoint(160, 160), new FlxPoint(193, 171), new FlxPoint(196, 213), new FlxPoint(156, 216), new FlxPoint(133, 191)];
mouthPolyArray[28] = [new FlxPoint(160, 160), new FlxPoint(193, 171), new FlxPoint(196, 213), new FlxPoint(156, 216), new FlxPoint(133, 191)];
mouthPolyArray[29] = [new FlxPoint(160, 160), new FlxPoint(193, 171), new FlxPoint(196, 213), new FlxPoint(156, 216), new FlxPoint(133, 191)];
mouthPolyArray[30] = [new FlxPoint(130, 133), new FlxPoint(162, 136), new FlxPoint(166, 192), new FlxPoint(124, 191), new FlxPoint(105, 159)];
mouthPolyArray[31] = [new FlxPoint(130, 133), new FlxPoint(162, 136), new FlxPoint(166, 192), new FlxPoint(124, 191), new FlxPoint(105, 159)];
mouthPolyArray[32] = [new FlxPoint(130, 133), new FlxPoint(162, 136), new FlxPoint(166, 192), new FlxPoint(124, 191), new FlxPoint(105, 159)];
mouthPolyArray[36] = [new FlxPoint(131, 131), new FlxPoint(162, 135), new FlxPoint(169, 198), new FlxPoint(125, 196), new FlxPoint(106, 159)];
mouthPolyArray[37] = [new FlxPoint(131, 131), new FlxPoint(162, 135), new FlxPoint(169, 198), new FlxPoint(125, 196), new FlxPoint(106, 159)];
mouthPolyArray[38] = [new FlxPoint(131, 131), new FlxPoint(162, 135), new FlxPoint(169, 198), new FlxPoint(125, 196), new FlxPoint(106, 159)];
mouthPolyArray[39] = [new FlxPoint(164, 160), new FlxPoint(196, 160), new FlxPoint(213, 199), new FlxPoint(176, 212), new FlxPoint(133, 190)];
mouthPolyArray[40] = [new FlxPoint(164, 160), new FlxPoint(196, 160), new FlxPoint(213, 199), new FlxPoint(176, 212), new FlxPoint(133, 190)];
mouthPolyArray[41] = [new FlxPoint(164, 160), new FlxPoint(196, 160), new FlxPoint(213, 199), new FlxPoint(176, 212), new FlxPoint(133, 190)];
mouthPolyArray[42] = [new FlxPoint(184, 109), new FlxPoint(215, 110), new FlxPoint(237, 127), new FlxPoint(226, 166), new FlxPoint(186, 167), new FlxPoint(165, 128)];
mouthPolyArray[43] = [new FlxPoint(184, 109), new FlxPoint(215, 110), new FlxPoint(237, 127), new FlxPoint(226, 166), new FlxPoint(186, 167), new FlxPoint(165, 128)];
mouthPolyArray[44] = [new FlxPoint(184, 109), new FlxPoint(215, 110), new FlxPoint(237, 127), new FlxPoint(226, 166), new FlxPoint(186, 167), new FlxPoint(165, 128)];
mouthPolyArray[45] = [new FlxPoint(164, 160), new FlxPoint(194, 162), new FlxPoint(207, 202), new FlxPoint(171, 216), new FlxPoint(138, 192)];
mouthPolyArray[46] = [new FlxPoint(164, 160), new FlxPoint(194, 162), new FlxPoint(207, 202), new FlxPoint(171, 216), new FlxPoint(138, 192)];
mouthPolyArray[47] = [new FlxPoint(164, 160), new FlxPoint(194, 162), new FlxPoint(207, 202), new FlxPoint(171, 216), new FlxPoint(138, 192)];
mouthPolyArray[48] = [new FlxPoint(168, 161), new FlxPoint(200, 157), new FlxPoint(221, 190), new FlxPoint(188, 213), new FlxPoint(149, 194)];
mouthPolyArray[49] = [new FlxPoint(168, 161), new FlxPoint(200, 157), new FlxPoint(221, 190), new FlxPoint(188, 213), new FlxPoint(149, 194)];
mouthPolyArray[50] = [new FlxPoint(168, 161), new FlxPoint(200, 157), new FlxPoint(221, 190), new FlxPoint(188, 213), new FlxPoint(149, 194)];
mouthPolyArray[51] = [new FlxPoint(160, 158), new FlxPoint(195, 171), new FlxPoint(207, 208), new FlxPoint(156, 222), new FlxPoint(129, 179)];
mouthPolyArray[52] = [new FlxPoint(160, 158), new FlxPoint(195, 171), new FlxPoint(207, 208), new FlxPoint(156, 222), new FlxPoint(129, 179)];
mouthPolyArray[53] = [new FlxPoint(160, 158), new FlxPoint(195, 171), new FlxPoint(207, 208), new FlxPoint(156, 222), new FlxPoint(129, 179)];
mouthPolyArray[54] = [new FlxPoint(207, 144), new FlxPoint(249, 136), new FlxPoint(265, 153), new FlxPoint(238, 205), new FlxPoint(190, 176)];
mouthPolyArray[55] = [new FlxPoint(207, 144), new FlxPoint(249, 136), new FlxPoint(265, 153), new FlxPoint(238, 205), new FlxPoint(190, 176)];
mouthPolyArray[56] = [new FlxPoint(207, 144), new FlxPoint(249, 136), new FlxPoint(265, 153), new FlxPoint(238, 205), new FlxPoint(190, 176)];
mouthPolyArray[60] = [new FlxPoint(152, 115), new FlxPoint(196, 114), new FlxPoint(223, 142), new FlxPoint(204, 156), new FlxPoint(141, 160), new FlxPoint(129, 138)];
mouthPolyArray[61] = [new FlxPoint(152, 115), new FlxPoint(196, 114), new FlxPoint(223, 142), new FlxPoint(204, 156), new FlxPoint(141, 160), new FlxPoint(129, 138)];
mouthPolyArray[63] = [new FlxPoint(164, 161), new FlxPoint(195, 165), new FlxPoint(220, 194), new FlxPoint(172, 219), new FlxPoint(136, 188)];
mouthPolyArray[64] = [new FlxPoint(164, 161), new FlxPoint(195, 165), new FlxPoint(220, 194), new FlxPoint(172, 219), new FlxPoint(136, 188)];
mouthPolyArray[66] = [new FlxPoint(208, 144), new FlxPoint(250, 134), new FlxPoint(285, 168), new FlxPoint(234, 205), new FlxPoint(172, 198)];
mouthPolyArray[67] = [new FlxPoint(208, 144), new FlxPoint(250, 134), new FlxPoint(285, 168), new FlxPoint(234, 205), new FlxPoint(172, 198)];
mouthPolyArray[69] = [new FlxPoint(165, 167), new FlxPoint(197, 169), new FlxPoint(219, 205), new FlxPoint(170, 217), new FlxPoint(138, 192)];
mouthPolyArray[70] = [new FlxPoint(165, 167), new FlxPoint(197, 169), new FlxPoint(219, 205), new FlxPoint(170, 217), new FlxPoint(138, 192)];
mouthPolyArray[72] = [new FlxPoint(152, 175), new FlxPoint(222, 151), new FlxPoint(251, 189), new FlxPoint(212, 219), new FlxPoint(149, 208)];
mouthPolyArray[73] = [new FlxPoint(152, 175), new FlxPoint(222, 151), new FlxPoint(251, 189), new FlxPoint(212, 219), new FlxPoint(149, 208)];
mouthPolyArray[75] = [new FlxPoint(182, 182), new FlxPoint(247, 183), new FlxPoint(239, 236), new FlxPoint(197, 239), new FlxPoint(160, 214)];
mouthPolyArray[76] = [new FlxPoint(182, 182), new FlxPoint(247, 183), new FlxPoint(239, 236), new FlxPoint(197, 239), new FlxPoint(160, 214)];
mouthPolyArray[78] = [new FlxPoint(167, 115), new FlxPoint(235, 117), new FlxPoint(254, 139), new FlxPoint(239, 165), new FlxPoint(183, 168), new FlxPoint(152, 135)];
mouthPolyArray[79] = [new FlxPoint(167, 115), new FlxPoint(235, 117), new FlxPoint(254, 139), new FlxPoint(239, 165), new FlxPoint(183, 168), new FlxPoint(152, 135)];
assPolyArray = new Array<Array<FlxPoint>>();
assPolyArray[0] = [new FlxPoint(172, 395), new FlxPoint(156, 374), new FlxPoint(171, 351), new FlxPoint(205, 353), new FlxPoint(220, 381), new FlxPoint(205, 399)];
leftPecPolyArray = new Array<Array<FlxPoint>>();
leftPecPolyArray[0] = [new FlxPoint(188, 220), new FlxPoint(126, 213), new FlxPoint(96, 278), new FlxPoint(185, 278)];
rightPecPolyArray = new Array<Array<FlxPoint>>();
rightPecPolyArray[0] = [new FlxPoint(186, 275), new FlxPoint(189, 222), new FlxPoint(251, 222), new FlxPoint(280, 276)];
leftFootPolyArray = new Array<Array<FlxPoint>>();
leftFootPolyArray[0] = [new FlxPoint(-56, 488), new FlxPoint(50, 403), new FlxPoint(107, 384), new FlxPoint(138, 406), new FlxPoint(142, 487)];
leftFootPolyArray[3] = [new FlxPoint(-56, 488), new FlxPoint(54, 409), new FlxPoint(104, 403), new FlxPoint(148, 413), new FlxPoint(146, 487)];
leftFootPolyArray[4] = [new FlxPoint(-56, 488), new FlxPoint(76, 420), new FlxPoint(157, 396), new FlxPoint(160, 417), new FlxPoint(159, 487)];
leftFootPolyArray[5] = [new FlxPoint(-56, 488), new FlxPoint(60, 407), new FlxPoint(143, 401), new FlxPoint(140, 486)];
leftFootPolyArray[6] = [new FlxPoint(-56, 488), new FlxPoint(55, 401), new FlxPoint(98, 385), new FlxPoint(139, 401), new FlxPoint(142, 487)];
leftFootPolyArray[7] = [new FlxPoint(-56, 488), new FlxPoint(52, 390), new FlxPoint(100, 378), new FlxPoint(142, 390), new FlxPoint(141, 486)];
leftFootPolyArray[8] = [new FlxPoint(-56, 488), new FlxPoint(52, 390), new FlxPoint(100, 378), new FlxPoint(142, 390), new FlxPoint(143, 487)];
leftFootPolyArray[9] = [new FlxPoint(-56, 488), new FlxPoint(55, 382), new FlxPoint(87, 409), new FlxPoint(79, 448)];
leftFootPolyArray[10] = [new FlxPoint(-56, 488), new FlxPoint(53, 413), new FlxPoint(85, 434), new FlxPoint(82, 486)];
rightFootPolyArray = new Array<Array<FlxPoint>>();
rightFootPolyArray[0] = [new FlxPoint(358, 486), new FlxPoint(307, 383), new FlxPoint(254, 378), new FlxPoint(229, 398), new FlxPoint(226, 486)];
rightFootPolyArray[3] = [new FlxPoint(358, 486), new FlxPoint(302, 395), new FlxPoint(269, 391), new FlxPoint(226, 396), new FlxPoint(228, 484)];
rightFootPolyArray[4] = [new FlxPoint(358, 486), new FlxPoint(300, 405), new FlxPoint(224, 394), new FlxPoint(219, 484)];
rightFootPolyArray[5] = [new FlxPoint(358, 486), new FlxPoint(289, 421), new FlxPoint(218, 389), new FlxPoint(191, 417), new FlxPoint(204, 485)];
rightFootPolyArray[6] = [new FlxPoint(358, 486), new FlxPoint(307, 381), new FlxPoint(248, 380), new FlxPoint(227, 396), new FlxPoint(225, 488)];
rightFootPolyArray[7] = [new FlxPoint(358, 486), new FlxPoint(307, 381), new FlxPoint(256, 379), new FlxPoint(224, 390), new FlxPoint(216, 485)];
rightFootPolyArray[8] = [new FlxPoint(358, 486), new FlxPoint(307, 392), new FlxPoint(253, 383), new FlxPoint(219, 399), new FlxPoint(217, 486)];
rightFootPolyArray[11] = [new FlxPoint(358, 486), new FlxPoint(310, 382), new FlxPoint(289, 408), new FlxPoint(290, 436), new FlxPoint(291, 487)];
if (_male)
{
dickAngleArray[0] = [new FlxPoint(156, 336), new FlxPoint(142, 218), new FlxPoint(-166, 200)];
dickAngleArray[1] = [new FlxPoint(122, 294), new FlxPoint(-243, 91), new FlxPoint(-243, -91)];
dickAngleArray[2] = [new FlxPoint(126, 298), new FlxPoint(-208, 156), new FlxPoint(-255, -51)];
dickAngleArray[3] = [new FlxPoint(126, 300), new FlxPoint(-236, 110), new FlxPoint(-247, -82)];
dickAngleArray[4] = [new FlxPoint(147, 241), new FlxPoint(0, -260), new FlxPoint(-78, -248)];
dickAngleArray[5] = [new FlxPoint(143, 243), new FlxPoint(0, -260), new FlxPoint(-79, -248)];
dickAngleArray[6] = [new FlxPoint(138, 248), new FlxPoint(-32, -258), new FlxPoint(-132, -224)];
dickAngleArray[7] = [new FlxPoint(136, 251), new FlxPoint(-39, -257), new FlxPoint(-141, -218)];
dickAngleArray[8] = [new FlxPoint(123, 278), new FlxPoint(-123, -229), new FlxPoint(-190, 177)];
dickAngleArray[9] = [new FlxPoint(121, 286), new FlxPoint(-178, 190), new FlxPoint(-162, -203)];
dickAngleArray[10] = [new FlxPoint(120, 292), new FlxPoint(-256, -45), new FlxPoint(-106, -238)];
dickAngleArray[11] = [new FlxPoint(120, 293), new FlxPoint(-253, -60), new FlxPoint(-224, -132)];
dickAngleArray[12] = [new FlxPoint(153, 241), new FlxPoint(233, -116), new FlxPoint(-37, -257)];
dickAngleArray[13] = [new FlxPoint(147, 242), new FlxPoint(227, -127), new FlxPoint(-141, -219)];
dickAngleArray[14] = [new FlxPoint(142, 243), new FlxPoint(0, -260), new FlxPoint(-87, -245)];
dickAngleArray[15] = [new FlxPoint(138, 248), new FlxPoint( -14, -260), new FlxPoint( -104, -238)];
}
else {
dickAngleArray[0] = [new FlxPoint(178, 347), new FlxPoint(125, 228), new FlxPoint(-128, 226)];
dickAngleArray[1] = [new FlxPoint(178, 344), new FlxPoint(142, 218), new FlxPoint(-149, 213)];
dickAngleArray[2] = [new FlxPoint(178, 344), new FlxPoint(158, 207), new FlxPoint(-170, 197)];
dickAngleArray[3] = [new FlxPoint(178, 344), new FlxPoint(192, 175), new FlxPoint(-196, 171)];
dickAngleArray[4] = [new FlxPoint(178, 344), new FlxPoint(202, 164), new FlxPoint(-212, 150)];
dickAngleArray[5] = [new FlxPoint(178, 344), new FlxPoint(79, 248), new FlxPoint(-237, 106)];
dickAngleArray[6] = [new FlxPoint(178, 344), new FlxPoint(165, 201), new FlxPoint(-174, 193)];
dickAngleArray[7] = [new FlxPoint(178, 344), new FlxPoint(212, 150), new FlxPoint(-220, 139)];
dickAngleArray[8] = [new FlxPoint(178, 344), new FlxPoint(224, 133), new FlxPoint(-228, 125)];
dickAngleArray[9] = [new FlxPoint(178, 344), new FlxPoint(225, 131), new FlxPoint(-229, 124)];
dickAngleArray[10] = [new FlxPoint(178, 344), new FlxPoint(235, 112), new FlxPoint(-243, 91)];
dickAngleArray[11] = [new FlxPoint(178, 344), new FlxPoint(247, 81), new FlxPoint(-247, 82)];
dickAngleArray[12] = [new FlxPoint(178, 347), new FlxPoint(150, 212), new FlxPoint(-127, 227)];
dickAngleArray[13] = [new FlxPoint(178, 347), new FlxPoint(150, 212), new FlxPoint(-127, 227)];
}
breathAngleArray[0] = [new FlxPoint(183, 193), new FlxPoint(3, 80)];
breathAngleArray[1] = [new FlxPoint(183, 193), new FlxPoint(3, 80)];
breathAngleArray[2] = [new FlxPoint(183, 193), new FlxPoint(3, 80)];
breathAngleArray[3] = [new FlxPoint(188, 197), new FlxPoint(10, 79)];
breathAngleArray[4] = [new FlxPoint(188, 197), new FlxPoint(10, 79)];
breathAngleArray[5] = [new FlxPoint(188, 197), new FlxPoint(10, 79)];
breathAngleArray[12] = [new FlxPoint(160, 197), new FlxPoint(-25, 76)];
breathAngleArray[13] = [new FlxPoint(160, 197), new FlxPoint(-25, 76)];
breathAngleArray[14] = [new FlxPoint(160, 197), new FlxPoint(-25, 76)];
breathAngleArray[15] = [new FlxPoint(219, 207), new FlxPoint(63, 49)];
breathAngleArray[16] = [new FlxPoint(219, 207), new FlxPoint(63, 49)];
breathAngleArray[17] = [new FlxPoint(219, 207), new FlxPoint(63, 49)];
breathAngleArray[24] = [new FlxPoint(139, 218), new FlxPoint(-48, 64)];
breathAngleArray[25] = [new FlxPoint(139, 218), new FlxPoint(-48, 64)];
breathAngleArray[26] = [new FlxPoint(139, 218), new FlxPoint(-48, 64)];
breathAngleArray[27] = [new FlxPoint(158, 209), new FlxPoint(-25, 76)];
breathAngleArray[28] = [new FlxPoint(158, 209), new FlxPoint(-25, 76)];
breathAngleArray[29] = [new FlxPoint(158, 209), new FlxPoint(-25, 76)];
breathAngleArray[30] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[31] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[32] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[36] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[37] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[38] = [new FlxPoint(105, 155), new FlxPoint(-78, -19)];
breathAngleArray[39] = [new FlxPoint(173, 203), new FlxPoint(0, 80)];
breathAngleArray[40] = [new FlxPoint(173, 203), new FlxPoint(0, 80)];
breathAngleArray[41] = [new FlxPoint(173, 203), new FlxPoint(0, 80)];
breathAngleArray[42] = [new FlxPoint(244, 105), new FlxPoint(66, -46)];
breathAngleArray[42] = [new FlxPoint(222, 116), new FlxPoint(63, -50)];
breathAngleArray[43] = [new FlxPoint(222, 116), new FlxPoint(63, -50)];
breathAngleArray[44] = [new FlxPoint(222, 116), new FlxPoint(63, -50)];
breathAngleArray[48] = [new FlxPoint(187, 206), new FlxPoint(12, 79)];
breathAngleArray[49] = [new FlxPoint(187, 206), new FlxPoint(12, 79)];
breathAngleArray[50] = [new FlxPoint(187, 206), new FlxPoint(12, 79)];
breathAngleArray[51] = [new FlxPoint(157, 202), new FlxPoint(-26, 76)];
breathAngleArray[52] = [new FlxPoint(157, 202), new FlxPoint(-26, 76)];
breathAngleArray[53] = [new FlxPoint(157, 202), new FlxPoint(-26, 76)];
breathAngleArray[54] = [new FlxPoint(258, 151), new FlxPoint(74, -31)];
breathAngleArray[55] = [new FlxPoint(258, 151), new FlxPoint(74, -31)];
breathAngleArray[56] = [new FlxPoint(258, 151), new FlxPoint(74, -31)];
breathAngleArray[60] = [new FlxPoint(132, 111), new FlxPoint(-54, -59)]; // gritted teeth
breathAngleArray[61] = [new FlxPoint(132, 111), new FlxPoint(-54, -59)]; // gritted teeth
breathAngleArray[63] = [new FlxPoint(164, 210), new FlxPoint(-19, 78)]; // gritted teeth
breathAngleArray[64] = [new FlxPoint(164, 210), new FlxPoint(-19, 78)]; // gritted teeth
breathAngleArray[66] = [new FlxPoint(260, 152), new FlxPoint(76, -24)]; // gritted teeth
breathAngleArray[67] = [new FlxPoint(260, 152), new FlxPoint(76, -24)]; // gritted teeth
breathAngleArray[72] = [new FlxPoint(206, 206), new FlxPoint(48, 64)];
breathAngleArray[73] = [new FlxPoint(206, 206), new FlxPoint(48, 64)];
breathAngleArray[75] = [new FlxPoint(231, 220), new FlxPoint(65, 46)];
breathAngleArray[76] = [new FlxPoint(231, 220), new FlxPoint(65, 46)];
breathAngleArray[78] = [new FlxPoint(217, 125), new FlxPoint(47, -65)];
breathAngleArray[79] = [new FlxPoint(217, 125), new FlxPoint(47, -65)];
var torsoSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(153, 210), new FlxPoint(135, 226), new FlxPoint(135, 250), new FlxPoint(106, 310), new FlxPoint(173, 290), new FlxPoint(258, 301), new FlxPoint(241, 239), new FlxPoint(231, 216), new FlxPoint(215, 203)];
var headSweatArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(118, 131), new FlxPoint(145, 90), new FlxPoint(202, 87), new FlxPoint(242, 118), new FlxPoint(193, 128), new FlxPoint(197, 153), new FlxPoint(170, 155), new FlxPoint(164, 130)];
headSweatArray[1] = [new FlxPoint(118, 131), new FlxPoint(145, 90), new FlxPoint(202, 87), new FlxPoint(242, 118), new FlxPoint(193, 128), new FlxPoint(197, 153), new FlxPoint(170, 155), new FlxPoint(164, 130)];
headSweatArray[2] = [new FlxPoint(118, 131), new FlxPoint(145, 90), new FlxPoint(202, 87), new FlxPoint(242, 118), new FlxPoint(193, 128), new FlxPoint(197, 153), new FlxPoint(170, 155), new FlxPoint(164, 130)];
headSweatArray[3] = [new FlxPoint(133, 129), new FlxPoint(170, 91), new FlxPoint(231, 95), new FlxPoint(244, 130), new FlxPoint(211, 135), new FlxPoint(205, 157), new FlxPoint(175, 161), new FlxPoint(173, 138)];
headSweatArray[4] = [new FlxPoint(133, 129), new FlxPoint(170, 91), new FlxPoint(231, 95), new FlxPoint(244, 130), new FlxPoint(211, 135), new FlxPoint(205, 157), new FlxPoint(175, 161), new FlxPoint(173, 138)];
headSweatArray[5] = [new FlxPoint(133, 129), new FlxPoint(170, 91), new FlxPoint(231, 95), new FlxPoint(244, 130), new FlxPoint(211, 135), new FlxPoint(205, 157), new FlxPoint(175, 161), new FlxPoint(173, 138)];
headSweatArray[6] = [new FlxPoint(123, 129), new FlxPoint(145, 93), new FlxPoint(203, 86), new FlxPoint(237, 117), new FlxPoint(197, 127), new FlxPoint(193, 154), new FlxPoint(172, 153), new FlxPoint(165, 128)];
headSweatArray[7] = [new FlxPoint(123, 129), new FlxPoint(145, 93), new FlxPoint(203, 86), new FlxPoint(237, 117), new FlxPoint(197, 127), new FlxPoint(193, 154), new FlxPoint(172, 153), new FlxPoint(165, 128)];
headSweatArray[8] = [new FlxPoint(123, 129), new FlxPoint(145, 93), new FlxPoint(203, 86), new FlxPoint(237, 117), new FlxPoint(197, 127), new FlxPoint(193, 154), new FlxPoint(172, 153), new FlxPoint(165, 128)];
headSweatArray[12] = [new FlxPoint(135, 115), new FlxPoint(161, 90), new FlxPoint(234, 111), new FlxPoint(244, 154), new FlxPoint(208, 147), new FlxPoint(195, 170), new FlxPoint(159, 161), new FlxPoint(163, 134)];
headSweatArray[13] = [new FlxPoint(135, 115), new FlxPoint(161, 90), new FlxPoint(234, 111), new FlxPoint(244, 154), new FlxPoint(208, 147), new FlxPoint(195, 170), new FlxPoint(159, 161), new FlxPoint(163, 134)];
headSweatArray[14] = [new FlxPoint(135, 115), new FlxPoint(161, 90), new FlxPoint(234, 111), new FlxPoint(244, 154), new FlxPoint(208, 147), new FlxPoint(195, 170), new FlxPoint(159, 161), new FlxPoint(163, 134)];
headSweatArray[15] = [new FlxPoint(150, 143), new FlxPoint(145, 99), new FlxPoint(228, 104), new FlxPoint(247, 145), new FlxPoint(234, 145), new FlxPoint(229, 174), new FlxPoint(202, 177), new FlxPoint(199, 144)];
headSweatArray[16] = [new FlxPoint(150, 143), new FlxPoint(145, 99), new FlxPoint(228, 104), new FlxPoint(247, 145), new FlxPoint(234, 145), new FlxPoint(229, 174), new FlxPoint(202, 177), new FlxPoint(199, 144)];
headSweatArray[17] = [new FlxPoint(150, 143), new FlxPoint(145, 99), new FlxPoint(228, 104), new FlxPoint(247, 145), new FlxPoint(234, 145), new FlxPoint(229, 174), new FlxPoint(202, 177), new FlxPoint(199, 144)];
headSweatArray[24] = [new FlxPoint(118, 143), new FlxPoint(139, 104), new FlxPoint(205, 101), new FlxPoint(216, 138), new FlxPoint(169, 147), new FlxPoint(163, 174), new FlxPoint(134, 176), new FlxPoint(133, 147)];
headSweatArray[25] = [new FlxPoint(118, 143), new FlxPoint(139, 104), new FlxPoint(205, 101), new FlxPoint(216, 138), new FlxPoint(169, 147), new FlxPoint(163, 174), new FlxPoint(134, 176), new FlxPoint(133, 147)];
headSweatArray[26] = [new FlxPoint(118, 143), new FlxPoint(139, 104), new FlxPoint(205, 101), new FlxPoint(216, 138), new FlxPoint(169, 147), new FlxPoint(163, 174), new FlxPoint(134, 176), new FlxPoint(133, 147)];
headSweatArray[27] = [new FlxPoint(140, 117), new FlxPoint(179, 89), new FlxPoint(232, 114), new FlxPoint(242, 150), new FlxPoint(207, 141), new FlxPoint(193, 164), new FlxPoint(165, 152), new FlxPoint(166, 128)];
headSweatArray[28] = [new FlxPoint(140, 117), new FlxPoint(179, 89), new FlxPoint(232, 114), new FlxPoint(242, 150), new FlxPoint(207, 141), new FlxPoint(193, 164), new FlxPoint(165, 152), new FlxPoint(166, 128)];
headSweatArray[29] = [new FlxPoint(140, 117), new FlxPoint(179, 89), new FlxPoint(232, 114), new FlxPoint(242, 150), new FlxPoint(207, 141), new FlxPoint(193, 164), new FlxPoint(165, 152), new FlxPoint(166, 128)];
headSweatArray[30] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[31] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[32] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[36] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[37] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[38] = [new FlxPoint(128, 103), new FlxPoint(166, 84), new FlxPoint(211, 94), new FlxPoint(212, 120), new FlxPoint(178, 117), new FlxPoint(164, 135), new FlxPoint(131, 128), new FlxPoint(134, 113)];
headSweatArray[39] = [new FlxPoint(132, 116), new FlxPoint(165, 90), new FlxPoint(222, 96), new FlxPoint(247, 137), new FlxPoint(198, 129), new FlxPoint(191, 156), new FlxPoint(171, 156), new FlxPoint(171, 129)];
headSweatArray[40] = [new FlxPoint(132, 116), new FlxPoint(165, 90), new FlxPoint(222, 96), new FlxPoint(247, 137), new FlxPoint(198, 129), new FlxPoint(191, 156), new FlxPoint(171, 156), new FlxPoint(171, 129)];
headSweatArray[41] = [new FlxPoint(132, 116), new FlxPoint(165, 90), new FlxPoint(222, 96), new FlxPoint(247, 137), new FlxPoint(198, 129), new FlxPoint(191, 156), new FlxPoint(171, 156), new FlxPoint(171, 129)];
headSweatArray[42] = [new FlxPoint(142, 92), new FlxPoint(185, 77), new FlxPoint(238, 99)];
headSweatArray[43] = [new FlxPoint(142, 92), new FlxPoint(185, 77), new FlxPoint(238, 99)];
headSweatArray[44] = [new FlxPoint(142, 92), new FlxPoint(185, 77), new FlxPoint(238, 99)];
headSweatArray[45] = [new FlxPoint(125, 117), new FlxPoint(159, 87), new FlxPoint(218, 94), new FlxPoint(244, 134), new FlxPoint(199, 130), new FlxPoint(196, 154), new FlxPoint(167, 153), new FlxPoint(170, 130)];
headSweatArray[46] = [new FlxPoint(125, 117), new FlxPoint(159, 87), new FlxPoint(218, 94), new FlxPoint(244, 134), new FlxPoint(199, 130), new FlxPoint(196, 154), new FlxPoint(167, 153), new FlxPoint(170, 130)];
headSweatArray[47] = [new FlxPoint(125, 117), new FlxPoint(159, 87), new FlxPoint(218, 94), new FlxPoint(244, 134), new FlxPoint(199, 130), new FlxPoint(196, 154), new FlxPoint(167, 153), new FlxPoint(170, 130)];
headSweatArray[48] = [new FlxPoint(127, 129), new FlxPoint(148, 95), new FlxPoint(197, 87), new FlxPoint(242, 119), new FlxPoint(194, 130), new FlxPoint(199, 155), new FlxPoint(168, 159), new FlxPoint(165, 130)];
headSweatArray[49] = [new FlxPoint(127, 129), new FlxPoint(148, 95), new FlxPoint(197, 87), new FlxPoint(242, 119), new FlxPoint(194, 130), new FlxPoint(199, 155), new FlxPoint(168, 159), new FlxPoint(165, 130)];
headSweatArray[50] = [new FlxPoint(127, 129), new FlxPoint(148, 95), new FlxPoint(197, 87), new FlxPoint(242, 119), new FlxPoint(194, 130), new FlxPoint(199, 155), new FlxPoint(168, 159), new FlxPoint(165, 130)];
headSweatArray[51] = [new FlxPoint(137, 116), new FlxPoint(177, 91), new FlxPoint(220, 105), new FlxPoint(243, 154), new FlxPoint(204, 143), new FlxPoint(192, 166), new FlxPoint(165, 155), new FlxPoint(168, 134)];
headSweatArray[52] = [new FlxPoint(137, 116), new FlxPoint(177, 91), new FlxPoint(220, 105), new FlxPoint(243, 154), new FlxPoint(204, 143), new FlxPoint(192, 166), new FlxPoint(165, 155), new FlxPoint(168, 134)];
headSweatArray[53] = [new FlxPoint(137, 116), new FlxPoint(177, 91), new FlxPoint(220, 105), new FlxPoint(243, 154), new FlxPoint(204, 143), new FlxPoint(192, 166), new FlxPoint(165, 155), new FlxPoint(168, 134)];
headSweatArray[54] = [new FlxPoint(140, 129), new FlxPoint(166, 89), new FlxPoint(203, 82), new FlxPoint(244, 111)];
headSweatArray[55] = [new FlxPoint(140, 129), new FlxPoint(166, 89), new FlxPoint(203, 82), new FlxPoint(244, 111)];
headSweatArray[56] = [new FlxPoint(140, 129), new FlxPoint(166, 89), new FlxPoint(203, 82), new FlxPoint(244, 111)];
headSweatArray[60] = [new FlxPoint(139, 99), new FlxPoint(160, 85), new FlxPoint(221, 88), new FlxPoint(245, 119), new FlxPoint(180, 98)];
headSweatArray[61] = [new FlxPoint(139, 99), new FlxPoint(160, 85), new FlxPoint(221, 88), new FlxPoint(245, 119), new FlxPoint(180, 98)];
headSweatArray[63] = [new FlxPoint(116, 121), new FlxPoint(163, 84), new FlxPoint(220, 94), new FlxPoint(249, 144), new FlxPoint(181, 145)];
headSweatArray[64] = [new FlxPoint(116, 121), new FlxPoint(163, 84), new FlxPoint(220, 94), new FlxPoint(249, 144), new FlxPoint(181, 145)];
headSweatArray[66] = [new FlxPoint(141, 134), new FlxPoint(162, 90), new FlxPoint(204, 84), new FlxPoint(246, 113), new FlxPoint(223, 128)];
headSweatArray[67] = [new FlxPoint(141, 134), new FlxPoint(162, 90), new FlxPoint(204, 84), new FlxPoint(246, 113), new FlxPoint(223, 128)];
headSweatArray[69] = [new FlxPoint(124, 120), new FlxPoint(154, 88), new FlxPoint(227, 101), new FlxPoint(246, 141), new FlxPoint(178, 149)];
headSweatArray[70] = [new FlxPoint(124, 120), new FlxPoint(154, 88), new FlxPoint(227, 101), new FlxPoint(246, 141), new FlxPoint(178, 149)];
headSweatArray[72] = [new FlxPoint(127, 139), new FlxPoint(139, 106), new FlxPoint(203, 88), new FlxPoint(232, 116), new FlxPoint(182, 157)];
headSweatArray[73] = [new FlxPoint(127, 139), new FlxPoint(139, 106), new FlxPoint(203, 88), new FlxPoint(232, 116), new FlxPoint(182, 157)];
headSweatArray[75] = [new FlxPoint(144, 127), new FlxPoint(178, 101), new FlxPoint(236, 112), new FlxPoint(247, 144), new FlxPoint(217, 166)];
headSweatArray[76] = [new FlxPoint(144, 127), new FlxPoint(178, 101), new FlxPoint(236, 112), new FlxPoint(247, 144), new FlxPoint(217, 166)];
headSweatArray[78] = [new FlxPoint(133, 106), new FlxPoint(153, 82), new FlxPoint(221, 86), new FlxPoint(237, 100), new FlxPoint(197, 98)];
headSweatArray[79] = [new FlxPoint(133, 106), new FlxPoint(153, 82), new FlxPoint(221, 86), new FlxPoint(237, 100), new FlxPoint(197, 98)];
sweatAreas.splice(0, sweatAreas.length);
sweatAreas.push({chance:5, sprite:_head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:5, sprite:_pokeWindow._torso1, sweatArrayArray:torsoSweatArray});
}
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:21} ]); // mmmm...
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:4 } ]); // mmm...
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:5 } ]); // mmmngh-
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:8 } ]); // ffff-
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:0 } ]);
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:1 } ]);
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:2 } ]);
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:3 } ]);
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:6 } ]);
encouragementWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:7 } ]);
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.sand_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.sand_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.sand_words_large__png, frame:4, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.sand_words_large__png, frame:5, width:200, height:150, yOffset: -30, chunkSize:5 } ]);
orgasmWords.words.push([ // --MMMmmmM-- MMMnghllrtxz
{ graphic:AssetPaths.sand_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:14 },
{ graphic:AssetPaths.sand_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:7, delay:0.6 }
]);
// daaaamn just look at that thing! ...this is gonna be fun~
toyStartWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:0},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:2, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:4, yOffset:40, delay:1.6 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:6, yOffset:40, delay:2.1 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:8, yOffset:60, delay:2.9 },
]);
// awwww yeah, now we're talkin'
toyStartWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:1},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:3, yOffset:20, delay:1.2 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:5, yOffset:40, delay:1.7 },
]);
// holy shit that thing's huge
toyStartWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:7},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:9, yOffset:20, delay:0.7 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:11, yOffset:40, delay:1.4 },
]);
// awww, c'mon... ya didn't even let me play with it
toyInterruptWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:10},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:12, yOffset:26, delay:1.5 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:14, yOffset:46, delay:2.3 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:16, yOffset:66, delay:2.9 },
]);
// what, puttin' it away already?
toyInterruptWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:13},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:15, yOffset:20, delay:1.0 },
]);
// hey no! ...giant dildooo!! come baaaack
toyInterruptWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:17},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:19, yOffset:20, delay:1.5 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:21, yOffset:40, delay:3.3 },
]);
phoneStartWords = wordManager.newWords();
// another phone call? ...you better take this one
phoneStartWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:0},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:2, yOffset:20, delay:0.9 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:4, yOffset:20, delay:1.7 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:6, yOffset:42, delay:2.5 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:8, yOffset:60, delay:3.1 },
]);
// what am i, like... your booty call now?
phoneStartWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:1},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:3, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:5, yOffset:20, delay:1.6 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:7, yOffset:40, delay:2.4 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:9, yOffset:58, delay:2.9 },
]);
// naww not the mouth end, use the other side!
phoneStartWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:10},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:12, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:14, yOffset:40, delay:1.6 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:16, yOffset:40, delay:2.2 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:18, yOffset:62, delay:3.0 },
]);
// aww this one's got a cord!! see, that's like way safer
phoneStartWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:11},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:13, yOffset:22, delay:0.7 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:15, yOffset:44, delay:1.5 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:17, yOffset:62, delay:2.2 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:19, yOffset:84, delay:2.9 },
]);
// the fuck are we doing? ...seriously?
phoneStartWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:20},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:22, yOffset:24, delay:1.0 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:24, yOffset:46, delay:2.5 },
]);
phoneInterruptWords = wordManager.newWords();
phoneInterruptWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:26},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:28, yOffset:22, delay:0.7 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:30, yOffset:42, delay:1.4 },
]);
phoneInterruptWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:21},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:23, yOffset:24, delay:0.7 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:25, yOffset:46, delay:1.4 },
{ graphic:AssetPaths.sandphone_words_small0__png, frame:27, yOffset:68, delay:1.9 },
]);
phoneInterruptWords.words.push([
{ graphic:AssetPaths.sandphone_words_small0__png, frame:29},
{ graphic:AssetPaths.sandphone_words_small0__png, frame:31, yOffset:0, delay:1.0 },
]);
pleasureWords = wordManager.newWords();
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:5, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:6, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:0, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:1, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:2, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:3, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:4, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:7, height:48, chunkSize:5 } ]);
pleasureWords.words.push([ { graphic:AssetPaths.sand_words_medium__png, frame:8, height:48, chunkSize:5 } ]);
dildoTooFastWords = wordManager.newWords(45);
// hey ease off a bit - this thing's bigger than it looks
dildoTooFastWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:18},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:20, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:22, yOffset:16, delay:1.3 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:24, yOffset:34, delay:2.1 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:26, yOffset:58, delay:2.9 },
]);
// ngh, can you slow it down a little
dildoTooFastWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:23},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:25, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:27, yOffset:40, delay:1.6 },
]);
// kkkh -- too fast, c'mon
dildoTooFastWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:29},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:31, yOffset:18, delay:0.8 },
]);
// c'mon, that's way too fast
dildoTooFastWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:28},
{ graphic:AssetPaths.sanddildo_words_small0__png, frame:30, yOffset:20, delay:0.8 },
]);
dildoDeeperWords = wordManager.newWords(90);
// nggh, get in there, don't be afraid
dildoDeeperWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:22},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:24, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:26, yOffset:40, delay:1.4 },
]);
// c'mon, i can take it
dildoDeeperWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:28},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:30, yOffset:20, delay:0.6 },
]);
// yeahhh, get fuckin' IN there~
dildoDeeperWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:29},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:31, yOffset:24, delay:0.9 },
]);
dildoNiceWords = wordManager.newWords(120);
// where did you GET this thing! fuck
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:0},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:2, yOffset:20, delay:1.0 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:4, yOffset:40, delay:2.3 },
]);
// ooooogh feel those little ribs poppin' in
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:6},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:8, yOffset:18, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:10, yOffset:40, delay:1.6 },
]);
// aggghhh~ i LOVE this thing
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:12},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:14, yOffset:20, delay:0.8 },
]);
// i gotta get me one of these
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:16},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:18, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:20, yOffset:40, delay:1.4 },
]);
// geez 'slike.... the fuckin' fillet mignon of dildos
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:1},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:3, yOffset:20, delay:1.3 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:5, yOffset:40, delay:2.1 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:7, yOffset:60, delay:2.7 },
]);
// ahh s-s-such a tight fit...
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:9},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:11, yOffset:20, delay:0.8 },
]);
// f-fuckin'... best dildo ever...
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:13},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:15, yOffset:20, delay:0.8 },
]);
// any chance i can buy this thing off you?
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:17},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:19, yOffset:24, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:21, yOffset:48, delay:1.6 },
]);
// yeah right there... RIGHT there.... hah~
dildoNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:23},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:25, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:27, yOffset:42, delay:1.7 },
]);
phoneNiceWords = wordManager.newWords(120);
// aggghhh~ i LOVE this thing
phoneNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:12},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:14, yOffset:20, delay:0.8 },
]);
// i gotta get me one of these
phoneNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:16},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:18, yOffset:20, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:20, yOffset:40, delay:1.4 },
]);
// ahh s-s-such a tight fit...
phoneNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:9},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:11, yOffset:20, delay:0.8 },
]);
// f-fuckin'... best dildo ever...
phoneNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:13},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:15, yOffset:20, delay:0.8 },
]);
// yeah right there... RIGHT there.... hah~
phoneNiceWords.words.push([
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:23},
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:25, yOffset:22, delay:0.8 },
{ graphic:AssetPaths.sanddildo_words_small1__png, frame:27, yOffset:42, delay:1.7 },
]);
almostWords = wordManager.newWords(30);
// mmmMMmm, get ready...
almostWords.words.push([
{ graphic:AssetPaths.sand_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.sand_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:20, delay:1.2 }
]);
// Fffffff--- here it c-comes
almostWords.words.push([
{ graphic:AssetPaths.sand_words_medium__png, frame:10, height:48, chunkSize:5 },
{ graphic:AssetPaths.sand_words_medium__png, frame:12, height:48, chunkSize:5, yOffset:20, delay:1.4 }
]);
// ahh!! s-so close... hahh... hah...
almostWords.words.push([
{ graphic:AssetPaths.sand_words_medium__png, frame:13, height:48, chunkSize:5 },
{ graphic:AssetPaths.sand_words_medium__png, frame:15, height:48, chunkSize:5, yOffset:23, delay:0.7 },
{ graphic:AssetPaths.sand_words_medium__png, frame:17, height:48, chunkSize:5, yOffset:40, delay:1.8 }
]);
rubDickWords = wordManager.newWords(35);
if (_male)
{
// tsk my dick's gettin' cold over here
rubDickWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:9 },
{ graphic:SandslashResource.wordsSmall, frame:11, yOffset:17, delay:0.8 },
{ graphic:SandslashResource.wordsSmall, frame:13, yOffset:32, delay:1.6 }
]);
}
else {
// tsk my pussy's gettin' hungry over here
rubDickWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:9 },
{ graphic:SandslashResource.wordsSmall, frame:11, yOffset:19, delay:0.8 },
{ graphic:SandslashResource.wordsSmall, frame:13, yOffset:36, delay:1.6 }
]);
}
// time for the main event, c'mon
rubDickWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:10},
{ graphic:SandslashResource.wordsSmall, frame:12, yOffset:19, delay:0.8 },
{ graphic:SandslashResource.wordsSmall, frame:14, yOffset:34, delay:1.4 }
]);
// ay i think my dick wants a turn
rubDickWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:15},
{ graphic:SandslashResource.wordsSmall, frame:17, yOffset:18, delay:0.6 },
{ graphic:SandslashResource.wordsSmall, frame:19, yOffset:34, delay:1.2 }
]);
boredWords = wordManager.newWords();
boredWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:16 } ]);
boredWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:18 } ]);
boredWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:20 } ]);
// tsk~ we takin' a break?
boredWords.words.push([ { graphic:SandslashResource.wordsSmall, frame:22},
{ graphic:SandslashResource.wordsSmall, frame:24, yOffset:18, delay:0.6 }
]);
tasteWords = wordManager.newWords(10);
// mmmm... lemme taste those c'mon
tasteWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:21},
{ graphic:SandslashResource.wordsSmall, frame:23, yOffset:16, delay:0.7 },
{ graphic:SandslashResource.wordsSmall, frame:25, yOffset:34, delay:1.4 }
]);
// ay get those nasty fingers up here~
tasteWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:26},
{ graphic:SandslashResource.wordsSmall, frame:28, yOffset:22, delay:0.7 },
{ graphic:SandslashResource.wordsSmall, frame:30, yOffset:42, delay:1.4 }
]);
// ayyy gimme a lick of those
tasteWords.words.push([
{ graphic:SandslashResource.wordsSmall, frame:27},
{ graphic:SandslashResource.wordsSmall, frame:29, yOffset:20, delay:0.7 },
{ graphic:SandslashResource.wordsSmall, frame:31, yOffset:34, delay:1.4 }
]);
}
override function penetrating():Bool
{
if (specialRub == "ass0" || specialRub == "ass1")
{
return true;
}
if (specialRub == "suck-fingers")
{
return true;
}
if (!_male && specialRub == "jack-off")
{
return true;
}
if (!_male && specialRub == "rub-dick")
{
return true;
}
return false;
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (meanThings[1] == false && kelvMiss.length >= 4 && kelvMiss[3] >= 20)
{
complaints.push(0);
}
if (meanThings[1] == false)
{
complaints.push(1);
}
if (meanThings[0] == false)
{
complaints.push(2);
}
if (fingerSuckCount() == 0)
{
complaints.push(3);
}
if (niceThings[0] == true)
{
complaints.push(4);
}
}
override function generateCumshots():Void
{
if (!came)
{
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._foreplayHeartReservoir);
}
if (addToyHeartsToOrgasm && _remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_heartBank._dickHeartReservoir += ambientDildoBank;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
ambientDildoBank = 0;
}
if (_remainingOrgasms == 1 && specialRub == "rub-dick" || specialRub == "jack-off")
{
cameFromHandjob = true;
}
super.generateCumshots();
for (cumshot in _cumShots)
{
if (cumshot.arousal == 1)
{
cumshot.arousal = 2;
}
}
}
override function computePrecumAmount():Int
{
if (displayingToyWindow())
{
var precumAmount:Int = 0;
if (FlxG.random.float(0, 2) / (1 + goodDildoCounter) < 0.1)
{
precumAmount++;
}
if (FlxG.random.float(0, 2) / (1 + dildoNiceDepthCombo) < 0.1)
{
precumAmount++;
}
if (FlxG.random.float(0, 2) / (1 + dildoNiceSpeedCombo) < 0.1)
{
precumAmount++;
}
if (FlxG.random.float(0, 1.0) >= _heartBank.getDickPercent())
{
precumAmount++;
}
return precumAmount;
}
else {
var precumAmount:Int = 0;
if (FlxG.random.float(-10, 40) < (kelv - kelvGoal))
{
precumAmount++;
}
if (FlxG.random.float(-10, 60) < (kelv - kelvGoal))
{
precumAmount++;
}
if (FlxG.random.float(1, 20) < _heartEmitCount + (specialRub == "ass0" ? 30 : 0) + (specialRub == "ass1" ? 50 : 0))
{
precumAmount++;
}
if (FlxG.random.float(0, 1.0) >= _heartBank.getDickPercent())
{
precumAmount++;
}
return precumAmount;
}
}
private function fingerSuckCount():Int
{
var count = 0;
for (i in 0...specialRubs.length)
{
if (specialRubs[i] == "suck-fingers")
{
if (i > 0 && specialRubs[i - 1] == "suck-fingers")
{
// just one long suck; don't count it twice
continue;
}
count++;
}
}
return count;
}
override function handleRubReward():Void
{
var fingerSuckCount:Int = fingerSuckCount();
// rubbed pecs + dick?
if (niceThings[0] && (specialRub == "jack-off" || specialRub == "rub-dick"))
{
if (specialRubs.indexOf("rub-left-pec") >= 0 && specialRubs.indexOf("rub-right-pec") >= 0)
{
niceThings[0] = false;
doNiceThing();
maybeEmitWords(pleasureWords);
}
}
// ask player to suck fingers after sweaty?
if ((fingerSuckCount == 0 || !_male && fingerSuckCount < 2) && niceThings[1] && tasteTimer0 < 0 && kelv > 50)
{
if (specialRub != "suck-fingers")
{
scheduleBreath();
tasteTimer0 = 30;
FlxSoundKludge.play(AssetPaths.sandq__mp3, 0.4);
_characterSfxTimer = _characterSfxFrequency;
if (sandMood1 == 0)
{
maybeEmitWords(tasteWords);
}
}
}
// suck fingers after sweaty?
if (niceThings[1] && tasteTimer0 >= 0 && specialRub == "suck-fingers")
{
tasteTimer0 = -1;
niceThings[1] = false;
doNiceThing();
_head.animation.play("4-suck-cm");
if (sandMood0 == 0)
{
maybeEmitWords(pleasureWords, 0, 6);
}
}
// ask player to suck fingers after touching something gross?
if (fingerSuckCount == 1 && niceThings[2] && tasteTimer1 < 0 && specialRub.indexOf(smellyRub) >= 0)
{
scheduleBreath();
tasteTimer1 = 4;
FlxSoundKludge.play(AssetPaths.sandq__mp3, 0.4);
_characterSfxTimer = _characterSfxFrequency;
if (sandMood1 == 1)
{
maybeEmitWords(tasteWords);
}
}
// suck fingers after touching something gross?
if (niceThings[2] && tasteTimer1 >= 0 && specialRub == "suck-fingers")
{
tasteTimer1 = -1;
niceThings[2] = false;
doNiceThing();
_head.animation.play("4-suck-cm");
if (sandMood1 == 1)
{
maybeEmitWords(pleasureWords, 0, 6);
}
}
tasteTimer0--;
tasteTimer1--;
if (specialRub == "ass0" || specialRub == "ass1")
{
if (specialRub == "ass0" && _assTightness > 2.5 || specialRub == "ass1")
{
setAssTightness(_assTightness * FlxG.random.float(0.77, 0.87));
if (_rubBodyAnim2 != null)
{
_rubBodyAnim2.refreshSoon();
}
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
if (_assTightness < 0.3 && canLoseHand)
{
// start hand-losing animation
interactOff();
_pokeWindow._arousal = 4;
_newHeadTimer = 0.5;
if (!PlayerData.sandMale)
{
_dick.animation.play("aroused");
}
_pokeWindow._ass.animation.play("aroused");
_pokeWindow._interact.animation.play("aroused");
_pokeWindow._interact.visible = true;
_shadowGlove.visible = true;
_handSprite.visible = false;
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._legs) + 1);
_pokeWindow._arms0.animation.play("aroused");
_pokeWindow._arms1.animation.play("aroused");
_pokeWindow._arms2.animation.play("aroused");
_armsAndLegsArranger._armsAndLegsTimer = 10;
emergency = true;
}
}
updateKelv();
if (kelvMiss.length > 3)
{
// transfer some hearts from foreplay -> dick
var lucky:Float = lucky(0.7, 1.43, 0.015);
var xferAmount:Float = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
var missAmount:Int = missAmount();
if (missAmount < 10 )
{
// doing good; transfer full amount
_heartBank._foreplayHeartReservoir -= xferAmount;
_heartBank._dickHeartReservoir += xferAmount;
}
else if (missAmount < 20)
{
// doing just OK; transfer half and lose half
_heartBank._foreplayHeartReservoir -= xferAmount;
_heartBank._dickHeartReservoir += SexyState.roundUpToQuarter(0.5 * xferAmount);
}
else
{
// doing bad; lose all...
_heartBank._foreplayHeartReservoir -= xferAmount;
}
}
var amount:Float;
var factor:Float = 0.08;
if (kelvMiss.length > 3)
{
if (kelv >= kelvGoal + 10)
{
factor = 0.12;
}
else if (kelv <= kelvGoal - 10)
{
factor = 0.05;
}
}
if (specialRub == "jack-off")
{
var lucky:Float = lucky(0.7, 1.43, factor * 1.3);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
if (missAmount() >= 30 && kelv - kelvGoal >= 30)
{
amount *= 0.2;
if (meanThings[0] == true)
{
meanThings[0] = false;
}
}
amount = SexyState.roundUpToQuarter(amount * heartPenalty);
_heartEmitCount += amount;
if (_remainingOrgasms > 0 && _heartBank.getDickPercent() < 0.51 && !isEjaculating())
{
maybeEmitWords(almostWords);
}
}
else {
var lucky:Float = lucky(0.7, 1.43, factor * 0.4);
amount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
if (missAmount() >= 30 && kelv - kelvGoal <= -30)
{
amount *= 0.4;
if (meanThings[1] == true)
{
meanThings[1] = false;
}
if (kelvMiss.length > 3 + sandMood0 + sandMood1)
{
maybeEmitWords(rubDickWords);
}
}
amount = SexyState.roundUpToQuarter(amount * heartPenalty);
_heartEmitCount += amount;
}
if (specialRub == "suck-fingers")
{
if (_heartEmitCount > 0)
{
if (encouragementWords.timer < _characterSfxTimer)
{
// his mouth is full. the leftmost words are all muffled words, "mmm", "mff", etc...
maybeEmitWords(encouragementWords, 0, 6);
}
}
}
else {
emitCasualEncouragementWords();
}
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
function setAssTightness(float:Float)
{
this._assTightness = float;
var tightness0:Int = 3;
var tightness1:Int = 2;
if (_assTightness > 3.5)
{
tightness0 = 4;
tightness1 = 2;
}
else if (_assTightness > 3.0)
{
tightness0 = 5;
tightness1 = 2;
}
else if (_assTightness > 2.5)
{
tightness0 = 6;
tightness1 = 2;
}
else if (_assTightness > 1.75)
{
tightness0 = 6;
tightness1 = 3;
}
else if (_assTightness > 1.0)
{
tightness0 = 6;
tightness1 = 4;
}
else
{
tightness0 = 6;
tightness1 = 5;
}
_pokeWindow._dick.animation.add("finger-ass0", [0, 0, 12, 12, 13].slice(0, tightness0));
_pokeWindow._dick.animation.add("finger-ass1", [0, 12, 12, 13, 13, 13].slice(0, tightness1));
_pokeWindow._ass.animation.add("finger-ass0", [0, 1, 2, 3, 4, 5].slice(0, tightness0));
_pokeWindow._ass.animation.add("finger-ass1", [6, 7, 8, 9, 10].slice(0, tightness1));
_pokeWindow._interact.animation.add("finger-ass0", [16, 17, 18, 19, 20, 21].slice(0, tightness0));
_pokeWindow._interact.animation.add("finger-ass1", [24, 25, 26, 27, 28].slice(0, tightness1));
}
function updateKelv():Void
{
var newKelvDelta:Int = 0;
if (specialRub == "rub-dick" || specialRub == "jack-off")
{
newKelvDelta = 5;
}
else if (specialRub == "ass0" || specialRub == "ass1")
{
newKelvDelta = 2;
}
else if (specialRub == "suck-fingers")
{
newKelvDelta = 0;
}
else if (specialRub == "rub-balls")
{
newKelvDelta = -2;
}
else {
newKelvDelta = -5;
}
updateKelvWith(newKelvDelta);
}
override function emitBreath():Void
{
if (tasteTimer0 >= 0 || tasteTimer1 >= 0)
{
// emit breath as a clue; he's ready to suck fingers
super.emitBreath();
}
else if (fingerSuckCount() >= 2 || !_male && niceThings[1] == false)
{
// emit breath; he's done sucking fingers forever
super.emitBreath();
}
}
function updateKelvWith(newKelvDelta:Int):Void
{
if (newKelvDelta == 0)
{
kelvDelta = 0;
}
else if (newKelvDelta < 0)
{
if (kelvDelta >= 0)
{
kelvDelta = 0;
}
kelvDelta = Std.int(Math.max( -15, kelvDelta + newKelvDelta));
}
else if (newKelvDelta > 0)
{
if (kelvDelta <= 0)
{
kelvDelta = 0;
}
kelvDelta = Std.int(Math.min( 15, kelvDelta + newKelvDelta));
}
kelvSway += FlxG.random.getObject([ -2, 0, 2]);
kelvSway = Std.int(Math.max( -5, Math.min(5, kelvSway)));
var delta:Int = kelvDelta + kelvSway;
if (kelvDelta > 0)
{
delta = Std.int(Math.max(1, delta));
}
else if (kelvDelta < 0)
{
delta = Std.int(Math.min( -1, delta));
}
kelv += delta;
kelv = Std.int(FlxMath.bound(kelv, 0, 100));
if (kelv - kelvGoal < -8)
{
if (_pokeWindow._openness != SandslashWindow.Openness.Open)
{
_pokeWindow._openness = SandslashWindow.Openness.Open;
_armsAndLegsArranger._armsAndLegsTimer = Math.min(_armsAndLegsArranger._armsAndLegsTimer, FlxG.random.float(1, 4));
}
}
else if (kelv - kelvGoal <= 8)
{
if (_pokeWindow._openness != SandslashWindow.Openness.Neutral)
{
_pokeWindow._openness = SandslashWindow.Openness.Neutral;
_armsAndLegsArranger._armsAndLegsTimer = Math.min(_armsAndLegsArranger._armsAndLegsTimer, FlxG.random.float(1, 4));
}
}
else {
if (_pokeWindow._openness != SandslashWindow.Openness.Closed)
{
_pokeWindow._openness = SandslashWindow.Openness.Closed;
_armsAndLegsArranger._armsAndLegsTimer = Math.min(_armsAndLegsArranger._armsAndLegsTimer, FlxG.random.float(1, 4));
}
}
if (almostWords.timer <= 0)
{
if (kelv < kelvGoal)
{
kelvMiss.push(Std.int(Math.max(0, Math.abs(kelv - kelvGoal) - 5)));
}
else
{
kelvMiss.push(Std.int(Math.max(0, Math.abs(kelv - kelvGoal) - 5)));
}
if (kelvMiss.length > 3)
{
cumulativeKelvMiss += missAmount();
if (cumulativeKelvMiss >= 300)
{
heartPenalty = 0.40;
}
else if (cumulativeKelvMiss >= 240)
{
heartPenalty = 0.54;
}
else if (cumulativeKelvMiss >= 180)
{
heartPenalty = 0.69;
}
else if (cumulativeKelvMiss >= 120)
{
heartPenalty = 0.83;
}
else if (cumulativeKelvMiss >= 60)
{
heartPenalty = 0.94;
}
}
}
kelvGoal += FlxG.random.int(2, 4);
kelvGoal = Std.int(Math.min(92, kelvGoal));
}
function missAmount():Int
{
return Std.int(Math.min(kelvMiss[kelvMiss.length - 1], kelvMiss[kelvMiss.length - 2]));
}
function emitArousedHearts(lucky:Float):Void
{
if (_gameState == 200 && !isEjaculating())
{
var amount:Float = SexyState.roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
if (amount > 0)
{
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
maybeEmitWords(pleasureWords);
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
}
function setInactiveDickState():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.name != "boner2")
{
_dick.animation.play("boner2");
}
}
else if (_heartBank.getForeplayPercent() < 0.85 || permaBoner)
{
if (_dick.animation.name != "boner1")
{
_dick.animation.play("boner1");
}
}
else
{
if (_dick.animation.name != "default")
{
_dick.animation.play("default");
}
}
}
else {
if (_pokeWindow._ass.animation.name == "aroused")
{
// let animation play out
}
else if (_dick.animation.frameIndex != 0)
{
_dick.animation.play("default");
}
}
}
override function dialogTreeCallback(Msg:String):String
{
if (Msg == "%permaboner%")
{
if (PlayerData.pokemonLibido == 1)
{
// no boner when libido's zeroed out
}
else
{
permaBoner = true;
}
setInactiveDickState();
}
if (Msg == "%add-phone-button%" && phoneButton == null)
{
phoneButton = newToyButton(phoneButtonEvent, AssetPaths.phone_button__png, _dialogTree);
addToyButton(phoneButton);
}
return super.dialogTreeCallback(Msg);
}
override public function generateSexyAfterDialog<T:PokeWindow>()
{
if (emergency)
{
var tree:Array<Array<Object>> = new Array<Array<Object>>();
SandslashDialog.sexyVeryBad(tree, this);
PlayerData.appendChatHistory("sand.sexyVeryBad");
return tree;
}
return super.generateSexyAfterDialog();
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
_pokeWindow._ass.animation.add("finger-ass0", [0, 1, 2, 3]);
_pokeWindow._ass.animation.add("finger-ass1", [6, 7]);
_dick.animation.add("finger-ass", [0, 0]);
_pokeWindow._interact.animation.add("finger-ass0", [16, 17, 18, 19]);
_pokeWindow._interact.animation.add("finger-ass1", [24, 25]);
_dick.animation.add("finger-ass", [0, 0]);
dildoUtils.reinitializeHandSprites();
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
if (toyWindow.isPhoneEnabled())
{
toyInterface.setPhone();
dildoUtils.dildoFrameToPct = [
1 => 0.00,
2 => 0.08,
3 => 0.16,
4 => 0.24,
5 => 0.36,
6 => 0.48,
7 => 0.60,
8 => 0.72,
9 => 0.86,
10 => 1.00,
13 => 0.00,
14 => 0.08,
15 => 0.16,
16 => 0.24,
17 => 0.36,
18 => 0.48,
19 => 0.60,
20 => 0.72,
21 => 0.86,
22 => 1.00
];
toyInterface.setTightness((3 + _assTightness) / 2, 0.5);
}
else
{
toyInterface.setTightness((5 + _assTightness) / 2, 2.5);
}
dildoUtils.showToyWindow();
defaultAmbientDildoBankCapacity = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoir * 0.10);
ambientDildoBankCapacity = defaultAmbientDildoBankCapacity;
dildoTooFastWords.timer = FlxG.random.float( -30, 60);
dildoDeeperWords.timer = FlxG.random.float( -30, 90);
dildoNiceWords.timer = FlxG.random.float( -30, 120);
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
dildoUtils.hideToyWindow();
/*
* "hospital" sequence starts at 0.3; so make sure the ass tightness is
* tight enough that it doesn't automatically trigger
*/
setAssTightness(FlxMath.bound(toyInterface.assTightness * 2 - 5, 0.8, 5.0));
}
override function cursorSmellPenaltyAmount():Int
{
// he actually likes it?
return -55;
}
override public function back():Void
{
// if the foreplayHeartReservoir is empty (or half empty), empty the
// dick heart reservoir too -- that way the toy meter won't stay full.
_toyBank._dickHeartReservoir = Math.min(_toyBank._dickHeartReservoir, SexyState.roundDownToQuarter(_toyBank._defaultDickHeartReservoir * _toyBank.getForeplayPercent()));
// refund any toy hearts left in the bank
_toyBank._foreplayHeartReservoir += ambientDildoBank;
super.back();
}
override public function destroy():Void
{
super.destroy();
mouthPolyArray = null;
assPolyArray = null;
leftPecPolyArray = null;
rightPecPolyArray = null;
leftFootPolyArray = null;
rightFootPolyArray = null;
vagPolyArray = null;
rubDickWords = null;
tasteWords = null;
kelvMiss = null;
niceThings = null;
meanThings = null;
smallDildoButton = FlxDestroyUtil.destroy(smallDildoButton);
toyWindow = FlxDestroyUtil.destroy(toyWindow);
toyInterface = FlxDestroyUtil.destroy(toyInterface);
dildoUtils = FlxDestroyUtil.destroy(dildoUtils);
}
override public function rotateSexyChat(?badThings:Array<Int>):Void
{
super.rotateSexyChat(badThings);
if (insertedPhone)
{
PlayerData.sandPhone = 10;
}
else {
PlayerData.sandPhone = 0;
}
}
}
|
argonvile/monster
|
source/poke/sand/SandslashSexyState.hx
|
hx
|
unknown
| 111,973 |
package poke.sand;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.sand.SandslashDialog;
/**
* Sprites and animations for Sandslash
*/
class SandslashWindow extends PokeWindow
{
public var _legs:BouncySprite;
public var _underwear:BouncySprite;
public var _ass:BouncySprite;
public var _balls:BouncySprite;
public var _arms2:BouncySprite;
public var _arms1:BouncySprite;
public var _mouth:BouncySprite;
public var _bowtie:BouncySprite;
public var _torso1:BouncySprite;
public var _torso0:BouncySprite;
public var _arms0:BouncySprite;
public var _quillsHead:BouncySprite;
public var _quills2:BouncySprite;
public var _quills1:BouncySprite;
public var _quills0:BouncySprite;
public var _openness:Openness = Openness.Neutral;
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "sand";
_name = "Sandslash";
_victorySound = AssetPaths.sand__mp3;
_dialogClass = SandslashDialog;
add(new FlxSprite( -54, -54, SandslashResource.bg));
_quills0 = new BouncySprite( -54, -54 - 4, 4, 5, 0.05, _age);
_quills0.loadWindowGraphic(AssetPaths.sand_quills0__png);
addPart(_quills0);
_quills1 = new BouncySprite( -54, -54 - 6, 6, 5, 0.10, _age);
_quills1.loadWindowGraphic(AssetPaths.sand_quills1__png);
addPart(_quills1);
_quills2 = new BouncySprite( -54, -54 - 8, 8, 5, 0.15, _age);
_quills2.loadWindowGraphic(AssetPaths.sand_quills2__png);
addPart(_quills2);
_arms0 = new BouncySprite( -54, -54 - 4, 4, 5, 0.15, _age);
_arms0.loadWindowGraphic(AssetPaths.sand_arms0__png);
_arms0.animation.add("default", [0]);
_arms0.animation.add("cheer", [1]);
_arms0.animation.add("closed0", [3]);
_arms0.animation.add("closed1", [4]);
_arms0.animation.add("closed2", [5]);
_arms0.animation.add("neutral0", [6]);
_arms0.animation.add("neutral1", [7]);
_arms0.animation.add("neutral2", [8]);
_arms0.animation.add("open0", [9]);
_arms0.animation.add("open1", [10]);
_arms0.animation.add("open2", [11]);
_arms0.animation.add("aroused", [12]);
_arms0.animation.play("default");
addPart(_arms0);
_quillsHead = new BouncySprite( -54, -54 - 10, 10, 5, 0.20, _age);
_quillsHead.loadWindowGraphic(AssetPaths.sand_head0__png);
_quillsHead.animation.add("c", [0]);
_quillsHead.animation.add("cm", [1]);
_quillsHead.animation.add("cheer", [2]);
_quillsHead.animation.add("cheerm", [3]);
_quillsHead.animation.add("n", [4]);
_quillsHead.animation.add("nm", [5]);
_quillsHead.animation.add("nn", [4]);
_quillsHead.animation.add("nnm", [5]);
_quillsHead.animation.add("cocked", [2]);
_quillsHead.animation.add("cockedm", [3]);
_quillsHead.animation.add("s", [0]);
_quillsHead.animation.add("sm", [1]);
addPart(_quillsHead);
_torso0 = new BouncySprite( -54, -54, 0, 5, 0, _age);
_torso0.loadWindowGraphic(AssetPaths.sand_torso0__png);
_torso0.animation.add("default", [0]);
addPart(_torso0);
_torso1 = new BouncySprite( -54, -54 - 4, 4, 5, 0.10, _age);
_torso1.loadWindowGraphic(AssetPaths.sand_torso1__png);
_torso1.animation.add("default", [0]);
_torso1.animation.add("rub-left-pec", [0]);
_torso1.animation.add("rub-right-pec", [0]);
addPart(_torso1);
_arms1 = new BouncySprite( -54, -54 - 4, 4, 5, 0.15, _age);
_arms1.loadWindowGraphic(AssetPaths.sand_arms1__png);
_arms1.animation.add("cheer", [1]);
_arms1.animation.add("closed0", [3]);
_arms1.animation.add("closed1", [4]);
_arms1.animation.add("closed2", [5]);
_arms1.animation.add("neutral0", [6]);
_arms1.animation.add("neutral1", [7]);
_arms1.animation.add("neutral2", [8]);
_arms1.animation.add("open0", [9]);
_arms1.animation.add("open1", [10]);
_arms1.animation.add("open2", [11]);
_arms1.animation.add("aroused", [12]);
addPart(_arms1);
_bowtie = new BouncySprite( -54, -54 - 5, 5, 5, 0.15, _age);
_bowtie.loadWindowGraphic(SandslashResource.bowtie);
_bowtie.animation.add("default", [0]);
_bowtie.animation.add("gag-out", [1]);
_bowtie.animation.add("gag", [2]);
addPart(_bowtie);
_head = new BouncySprite( -54, -54 - 6, 6, 5, 0.20, _age);
_head.loadGraphic(SandslashResource.head1, true, 356, 266);
_head.animation.add("default", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("gag-out", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("gag", blinkyAnimation([6, 7], [8]), 3);
_head.animation.add("cheer", blinkyAnimation([3, 4], [5]), 3);
_head.animation.add("0-c", blinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-cockedm", blinkyAnimation([12, 13], [14]), 3);
_head.animation.add("0-s", blinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-sm", blinkyAnimation([24, 25], [26]), 3);
_head.animation.add("1-cockedm", blinkyAnimation([27, 28], [29]), 3);
_head.animation.add("1-n", blinkyAnimation([30, 31], [32]), 3);
_head.animation.add("2-n", blinkyAnimation([36, 37], [38]), 3);
_head.animation.add("2-cm", blinkyAnimation([39, 40], [41]), 3);
_head.animation.add("2-nnm", blinkyAnimation([42, 43], [44]), 3);
_head.animation.add("2-suck-cm", blinkyAnimation([45, 46], [47]), 3);
_head.animation.add("3-c", blinkyAnimation([48, 49], [50]), 3);
_head.animation.add("3-cockedm", blinkyAnimation([51, 52], [53]), 3);
_head.animation.add("3-nm", blinkyAnimation([54, 55], [56]), 3);
_head.animation.add("4-nn", blinkyAnimation([60, 61]), 3);
_head.animation.add("4-cm", blinkyAnimation([63, 64]), 3);
_head.animation.add("4-nm", blinkyAnimation([66, 67]), 3);
_head.animation.add("4-suck-cm", blinkyAnimation([69, 70]), 3);
_head.animation.add("5-cocked", blinkyAnimation([72, 73]), 3);
_head.animation.add("5-s", blinkyAnimation([75, 76]), 3);
_head.animation.add("5-nnm", blinkyAnimation([78, 79]), 3);
_head.animation.play("0-c");
addPart(_head);
_mouth = new BouncySprite( -54, -54 - 6, 6, 5, 0.20, _age);
if (_interactive)
{
_mouth.loadWindowGraphic(AssetPaths.sand_mouth__png);
_mouth.animation.add("default", [0]);
_mouth.animation.add("suck-fingers", [3, 2, 1]);
_mouth.visible = false;
addPart(_mouth);
}
_ass = new BouncySprite( -54, -54, 0, 5, 0, _age);
_ass.loadWindowGraphic(AssetPaths.sand_ass__png);
_ass.animation.add("default", [0]);
_ass.animation.add("finger-ass0", [0, 1, 2, 3, 4, 5]);
_ass.animation.add("finger-ass1", [6, 7, 8, 9, 10]);
_ass.animation.add("aroused", [8, 8, 9, 10, 11, 11, 10, 9, 8, 8, 8, 9, 10, 11, 11, 10, 9, 8, 8, 8, 9, 10, 11, 11, 10, 9, 8, 9, 10, 11, 11, 10, 9, 8, 9, 10, 11, 11, 10, 9, 8, 9, 10, 11, 11, 10, 9, 10, 11, 11, 10, 11, 11, 10, 11, 0], 6, false);
_ass.visible = false;
addPart(_ass);
_underwear = new BouncySprite( -54, -54, 0, 5, 0, _age);
_underwear.loadWindowGraphic(SandslashResource.undies);
_underwear.animation.add("default", [0]);
_underwear.animation.add("plug", [1]);
addPart(_underwear);
_legs = new BouncySprite( -54, -54 - 2, 2, 5, 0.05, _age);
_legs.loadWindowGraphic(AssetPaths.sand_legs__png);
_legs.animation.add("default", [0]);
_legs.animation.add("closed0", [3]);
_legs.animation.add("closed1", [4]);
_legs.animation.add("closed2", [5]);
_legs.animation.add("neutral0", [6]);
_legs.animation.add("neutral1", [7]);
_legs.animation.add("neutral2", [8]);
_legs.animation.add("open0", [9]);
_legs.animation.add("open1", [10]);
_legs.animation.add("open2", [11]);
addPart(_legs);
_balls = new BouncySprite( -54, -54, 2, 5, 0.05, _age);
_balls.loadWindowGraphic(AssetPaths.sand_balls__png);
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [1, 2, 3]);
_balls.visible = false;
_dick = new BouncySprite( -54, -54, 2, 5, 0.05, _age);
_dick.loadWindowGraphic(SandslashResource.dick);
_dick.visible = false;
_dick.animation.add("default", [0]);
if (PlayerData.sandMale)
{
addPart(_balls);
_dick.animation.add("boner1", [1, 1, 2, 2, 2, 3, 3, 3, 3, 2, 2, 2, 1, 1], 3);
_dick.animation.add("boner2", [4, 4, 5, 5, 5, 6, 6, 6, 6, 5, 5, 5, 4, 4], 3);
_dick.animation.add("rub-dick", [8, 9, 10, 11]);
_dick.animation.add("jack-off", [12, 13, 14, 15, 7]);
addPart(_dick);
}
else
{
_dick._bouncePhase += 0.05;
_dick.animation.add("rub-dick", [1, 2, 3, 4, 5]);
_dick.animation.add("jack-off", [6, 7, 8, 9, 10, 11]);
_dick.animation.add("finger-ass0", [0, 0, 12, 12, 13]);
_dick.animation.add("finger-ass1", [0, 12, 12, 13, 13, 13]);
_dick.animation.add("aroused", [12, 12, 13, 13, 13, 13, 13, 13, 12, 12, 12, 13, 13, 13, 13, 13, 13, 12, 12, 12, 13, 13, 13, 13, 13, 13, 12, 13, 13, 13, 13, 13, 13, 12, 13, 13, 13, 13, 13, 13, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 0], 6, false);
addPart(_dick);
_ass.synchronize(_dick);
_ass._bouncePhase += 0.05;
}
_arms2 = new BouncySprite( -54, -54 - 4, 4, 5, 0.15, _age);
_arms2.loadWindowGraphic(AssetPaths.sand_arms2__png);
_arms2.animation.add("default", [0]);
_arms2.animation.add("cheer", [1]);
_arms2.animation.add("closed0", [0]);
_arms2.animation.add("closed1", [0]);
_arms2.animation.add("closed2", [0]);
_arms2.animation.add("neutral0", [0]);
_arms2.animation.add("neutral1", [0]);
_arms2.animation.add("neutral2", [0]);
_arms2.animation.add("open0", [0]);
_arms2.animation.add("open1", [0]);
_arms2.animation.add("open2", [11]);
_arms2.animation.add("aroused", [3, 3, 4, 5, 6, 6, 5, 4, 3, 3, 3, 4, 5, 6, 6, 5, 4, 3, 3, 3, 4, 5, 6, 6, 5, 4, 3, 4, 5, 6, 6, 5, 4, 3, 4, 5, 6, 6, 5, 4, 3, 4, 5, 6, 6, 5, 4, 5, 6, 6, 5, 6, 6, 5, 6, 6], 6, false);
addPart(_arms2);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
}
setNudity(PlayerData.level);
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
if (NudityLevel == 0)
{
_bowtie.visible = true;
_underwear.visible = true;
_balls.visible = false;
_dick.visible = false;
_ass.visible = false;
}
if (NudityLevel == 1)
{
_bowtie.visible = true;
_underwear.visible = false;
_balls.visible = true;
_dick.visible = true;
_ass.visible = true;
}
if (NudityLevel >= 2)
{
_bowtie.visible = false;
_underwear.visible = false;
_balls.visible = true;
_dick.visible = true;
_ass.visible = true;
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_arousal == 0)
{
playNewAnim(_head, ["0-c", "0-cockedm", "0-s"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-sm", "1-cockedm", "1-n"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-n", "2-cm", "2-nnm"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-c", "3-cockedm", "3-nm"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-nn", "4-cm", "4-nm"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-cocked", "5-s", "5-nnm"]);
}
updateQuills();
}
public function updateQuills()
{
var quillAnimName:String = _head.animation.name.substring(_head.animation.name.lastIndexOf("-") + 1);
_quillsHead.animation.play(quillAnimName);
}
override public function arrangeArmsAndLegs():Void
{
var s:String = "neutral";
if (_openness == Openness.Closed)
{
s = "closed";
}
else if (_openness == Openness.Open)
{
s = "open";
}
if (_interact.animation.name == "rub-left-pec" && s == "closed")
{
_arms0.animation.play("closed0");
}
else if (_interact.animation.name == "rub-right-pec" && s == "closed")
{
_arms0.animation.play("closed1");
}
else {
playNewAnim(_arms0, [s + "0", s + "1", s + "2"]);
}
_arms1.animation.play(_arms0.animation.name);
_arms2.animation.play(_arms0.animation.name);
playNewAnim(_legs, [s + "0", s + "1", s + "2"]);
}
override public function cheerful():Void
{
super.cheerful();
if (_head.animation.name != "gag")
{
_quillsHead.animation.play("cheer");
_head.animation.play("cheer");
}
_arms0.animation.play("cheer");
_arms1.animation.play("cheer");
_arms2.animation.play("cheer");
}
public function isGagged():Bool
{
return _head.animation.name == "gag";
}
/**
* Trigger some sort of animation or behavior based on a dialog sequence
*
* @param str the special dialog which might trigger an animation or behavior
*/
override public function doFun(str:String)
{
super.doFun(str);
if (str == "gag")
{
_head.animation.play("gag");
_bowtie.animation.play("gag");
}
if (str == "plug")
{
_balls.visible = true;
_dick.visible = true;
_ass.visible = true;
_underwear.animation.play("plug");
}
if (str == "gag-out")
{
_head.animation.play("gag-out");
_bowtie.animation.play("gag-out");
}
if (str == "normal")
{
setNudity(nudity);
_head.animation.play("0-c");
_bowtie.animation.play("default");
_underwear.animation.play("default");
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.sand_interact__png);
if (PlayerData.sandMale)
{
_interact.animation.add("rub-dick", [0, 1, 2, 3]);
_interact.animation.add("jack-off", [8, 9, 10, 11, 12]);
_interact.animation.add("rub-balls", [4, 5, 6]);
}
else
{
_interact.animation.add("rub-dick", [40, 41, 42, 43, 44]);
_interact.animation.add("jack-off", [22, 23, 30, 31, 46, 47]);
}
_interact.animation.add("finger-ass0", [16, 17, 18, 19, 20, 21]);
_interact.animation.add("finger-ass1", [24, 25, 26, 27, 28]);
_interact.animation.add("aroused", [26, 26, 27, 28, 29, 29, 28, 27, 26, 26, 26, 27, 28, 29, 29, 28, 27, 26, 26, 26, 27, 28, 29, 29, 28, 27, 26, 27, 28, 29, 29, 28, 27, 26, 27, 28, 29, 29, 28, 27, 26, 27, 28, 29, 29, 28, 27, 28, 29, 29, 28, 29, 29, 28, 29, 7], 6, false);
_interact.animation.add("suck-fingers", [15, 14, 13]);
_interact.animation.add("rub-left-pec", [32, 33, 34, 35]);
_interact.animation.add("rub-right-pec", [36, 37, 38, 39]);
_interact.visible = false;
}
override public function destroy():Void
{
super.destroy();
_legs = FlxDestroyUtil.destroy(_legs);
_underwear = FlxDestroyUtil.destroy(_underwear);
_ass = FlxDestroyUtil.destroy(_ass);
_balls = FlxDestroyUtil.destroy(_balls);
_arms2 = FlxDestroyUtil.destroy(_arms2);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_mouth = FlxDestroyUtil.destroy(_mouth);
_bowtie = FlxDestroyUtil.destroy(_bowtie);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_torso0 = FlxDestroyUtil.destroy(_torso0);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_quillsHead = FlxDestroyUtil.destroy(_quillsHead);
_quills2 = FlxDestroyUtil.destroy(_quills2);
_quills1 = FlxDestroyUtil.destroy(_quills1);
_quills0 = FlxDestroyUtil.destroy(_quills0);
}
}
/**
* Sandslash repositions his arms and legs to be vaguely "open" or "closed"
*/
enum Openness
{
Closed; // closed; legs shut, arms across chest
Neutral;
Open; // open; legs open, arms spread out
}
|
argonvile/monster
|
source/poke/sand/SandslashWindow.hx
|
hx
|
unknown
| 15,489 |
package poke.sexy;
import flixel.FlxG;
/**
* During the sexy minigames, Pokemon will periodically alter their pose
* subtly. This class handles the logic for moving their arms and legs
* according to a timer.
*/
class ArmsAndLegsArranger
{
private var _min:Float;
private var _max:Float;
public var _armsAndLegsTimer:Float;
private var _pokeWindow:PokeWindow;
public function new(pokeWindow:PokeWindow, min:Float = 8, max:Float = 12)
{
this._pokeWindow = pokeWindow;
this._min = min;
this._max = max;
_armsAndLegsTimer = FlxG.random.float(8, 12);
}
public function update(elapsed:Float):Void
{
_armsAndLegsTimer -= elapsed;
if (_armsAndLegsTimer < 0)
{
_pokeWindow.arrangeArmsAndLegs();
_armsAndLegsTimer += FlxG.random.float(_min, _max);
}
}
public function arrangeNow():Void
{
_pokeWindow.arrangeArmsAndLegs();
_armsAndLegsTimer = FlxG.random.float(_min, _max);
}
public function setBounds(min:Float, max:Float):Void
{
this._min = min;
this._max = max;
}
}
|
argonvile/monster
|
source/poke/sexy/ArmsAndLegsArranger.hx
|
hx
|
unknown
| 1,057 |
package poke.sexy;
import flixel.FlxG;
import flixel.group.FlxGroup;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.filters.BlurFilter;
import openfl.geom.Matrix;
import openfl.geom.Point;
import openfl.geom.Rectangle;
/**
* Combines a blur and threshold filter to create a blobby effect. Used for
* rendering sexual fluids and sweat
*/
class BlobbyGroup extends FlxGroup
{
private var _zeroPoint:Point;
public var _blobColour:Int;
public var _blobThreshold:Int;
public var _shineColour:Int = 0xFFFFFF;
public var _shineThreshold:Int;
private var _blur:BlurFilter;
// the buffer which gets drawn to and blurred
private var _blurBuffer:BitmapData;
public var _targetBuffer:BitmapData;
private var _highlightBuffer:BitmapData;
public var _blobOpacity:Int;
private var _clipRect:Rectangle;
private var _highlightMatrix:Matrix;
public var _shineOpacity:Int = 0xFF;
public function new(MaxSize:Int=0, BlobColour:Int = 0xFFFFFF, BlobThreshold:Int = 0x20, BlobOpacity:Int = 0xFF)
{
super(MaxSize);
_blobColour = BlobColour;
_blobThreshold = BlobThreshold;
_shineThreshold = BlobThreshold;
_blobOpacity = BlobOpacity;
_clipRect = new Rectangle(256 + 5, 0 + 5, 248 - 4, 424 - 2);
_zeroPoint = new Point(0, 0);
_blur = new BlurFilter(6, 6, 3);
_highlightMatrix = new Matrix();
_highlightMatrix.translate(2, 4);
_blurBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
_targetBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
_highlightBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
}
public function setBlurAmount(BlurAmount:Int)
{
_blur.blurX = BlurAmount;
_blur.blurY = BlurAmount;
}
private function _clearCameraBuffer():Void
{
FlxG.camera.fill(FlxColor.TRANSPARENT, false);
}
private function _swapCameraBuffer():Void
{
var tmpBuffer:BitmapData = FlxG.camera.buffer;
FlxG.camera.buffer = _blurBuffer;
_blurBuffer = tmpBuffer;
}
private function _postProcess():Void
{
_blurBuffer.applyFilter(_blurBuffer, _blurBuffer.rect, _zeroPoint, _blur);
_targetBuffer.fillRect(_targetBuffer.rect, FlxColor.TRANSPARENT);
_highlightBuffer.fillRect(_highlightBuffer.rect, FlxColor.TRANSPARENT);
_targetBuffer.threshold(_blurBuffer, _blurBuffer.rect, _zeroPoint, '>', _blobThreshold << 16, _blobOpacity << 24 | _blobColour, 0x00FF0000, false);
_highlightBuffer.copyPixels(_blurBuffer, _highlightBuffer.rect, _zeroPoint);
_highlightBuffer.draw(_blurBuffer, _highlightMatrix, null, BlendMode.SUBTRACT);
_targetBuffer.threshold(_highlightBuffer, _blurBuffer.rect, _zeroPoint, '>', _shineThreshold << 16, _shineOpacity << 24 | _shineColour, 0x00FF0000, false);
FlxG.camera.buffer.copyPixels(_targetBuffer, _clipRect, _clipRect.topLeft, null, null, true);
}
override public function draw():Void
{
// TODO: Need to handle non-flash targets, possibly by using PixelFilterUtils
#if flash
// Swap the camera to a different screen buffer
_swapCameraBuffer();
// then empty the camera buffer
_clearCameraBuffer();
#end
// then render using the parent code
super.draw();
#if flash
// then restore the camera buffer
_swapCameraBuffer();
// and draw the new one over the top
_postProcess();
#end
}
public function getBlurAmount()
{
return _blur.blurX;
}
override public function destroy():Void
{
super.destroy();
_zeroPoint = null;
_blur = null;
_blurBuffer = FlxDestroyUtil.dispose(_blurBuffer);
_targetBuffer = FlxDestroyUtil.dispose(_targetBuffer);
_highlightBuffer = FlxDestroyUtil.dispose(_highlightBuffer);
_clipRect = null;
_highlightMatrix = null;
}
}
|
argonvile/monster
|
source/poke/sexy/BlobbyGroup.hx
|
hx
|
unknown
| 3,897 |
package poke.sexy;
import flixel.effects.particles.FlxParticle;
import flixel.util.FlxSpriteUtil;
/**
* BreathParticle provides logic for a particle to flicker as it dies out.
*/
class BreathParticle extends FlxParticle
{
override public function reset(X:Float, Y:Float):Void
{
super.reset(X, Y);
FlxSpriteUtil.stopFlickering(this);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (lifespan - age <= 0.4 && !FlxSpriteUtil.isFlickering(this))
{
FlxSpriteUtil.flicker(this, 0.4);
}
}
}
|
argonvile/monster
|
source/poke/sexy/BreathParticle.hx
|
hx
|
unknown
| 565 |
package poke.sexy;
import flixel.FlxG;
import flixel.FlxSprite;
import poke.sexy.FancyAnim;
/**
* A FancyAnim is an animation which has variable speed based on how fast the
* player presses the mouse.
*
* The animation's current frame goes forward and backward with a sine wave
* pattern. If the player releases the mouse quickly, the "up part" of the wave
* will have a shorter period and steepen. If the player presses the mouse
* quickly, the "down part" of the wave will have a shorter period and steepen.
* The animation will pause just after the sine wave's highest or lowest point,
* until another mouse event is triggered.
*/
class FancyAnim
{
public static var DEFAULT_MOUSE_TIME:Float = 0.65;
public var _flxSprite:FlxSprite;
public var _forwardSpeedLimit:Float = 0;
public var _backwardSpeedLimit:Float = 0;
public var _prevMouseDownTime:Float = DEFAULT_MOUSE_TIME;
public var _prevMouseUpTime:Float = DEFAULT_MOUSE_TIME;
private var _mouseDownTime:Float = DEFAULT_MOUSE_TIME;
private var _mouseUpTime:Float = DEFAULT_MOUSE_TIME;
private var _curRadians:Float;
private var _targetRadians:Float;
private var _rate:Float = 0;
private var prevFrame:Float = 0;
private var _weirdFraction:Float = 0;
public var sfxLength:Float = 0;
public var mouseDownSfx:Bool = false; // just played mouseDown sfx
public var mouseUpSfx:Bool = false; // just played mouseUp sfx
/**
* We usually just play sound effects on frame #0. forceSfx is a kludge to ensure we don't miss
* a sound effect for animations that surprisingly start or transition on frame #1.
*/
private var forceSfx:Bool;
private var needsRefresh:Bool = false;
private var animNames:Array<String>;
private var maxQueuedClicks:Int = 100;
private var ignoredEvent:Bool = false;
public var enabled:Bool = true;
public function new(flxSprite:FlxSprite, animName:String)
{
this._flxSprite = flxSprite;
setAnimName(animName);
_curRadians = _weirdFraction;
_targetRadians = _curRadians;
forceSfx = true;
update(-1);
}
public function setMaxQueuedClicks(maxQueuedClicks:Int):Void
{
this.maxQueuedClicks = maxQueuedClicks;
}
public function setSpeedLimit(forwardSpeedLimit:Float, backwardSpeedLimit:Float):Void
{
this._forwardSpeedLimit = forwardSpeedLimit;
this._backwardSpeedLimit = backwardSpeedLimit;
}
public function setSpeed(click:Float, release:Float):Void
{
_prevMouseDownTime = click;
_prevMouseUpTime = release;
if (FlxG.mouse.pressed)
{
_rate = (_targetRadians - _curRadians) / (_prevMouseDownTime * 1.2);
}
else {
_rate = (_targetRadians - _curRadians) / (_prevMouseUpTime * 1.2);
}
}
public function refreshSoon()
{
needsRefresh = true;
}
public function setAnimName(animName:String)
{
animNames = [animName];
refresh();
}
public function addAnimName(animName:String)
{
animNames.push(animName);
}
public function update(elapsed:Float):Void
{
mouseDownSfx = false;
mouseUpSfx = false;
if (!enabled)
{
return;
}
sfxLength = 0;
if (FlxG.mouse.justPressed || FlxG.mouse.pressed && elapsed == -1)
{
if (_targetRadians + Math.PI > _curRadians + maxQueuedClicks * 2 * Math.PI)
{
// ignore event; too many clicks queued
ignoredEvent = true;
}
else
{
_targetRadians = _targetRadians + Math.PI;
_rate = (_targetRadians - _curRadians) / (_prevMouseDownTime * 1.2);
_prevMouseUpTime = _mouseUpTime;
_mouseDownTime = 0;
}
}
if (FlxG.mouse.justReleased || !FlxG.mouse.pressed && elapsed == -1)
{
if (ignoredEvent)
{
// ignore event; too many clicks queued
ignoredEvent = false;
}
else
{
_targetRadians = _targetRadians + Math.PI;
_rate = (_targetRadians - _curRadians) / (_prevMouseUpTime * 1.2);
_prevMouseDownTime = _mouseDownTime;
_mouseUpTime = 0;
}
}
elapsed = Math.max(0, elapsed);
if (FlxG.mouse.pressed)
{
_mouseDownTime += elapsed;
}
else {
_mouseUpTime += elapsed;
}
if (_forwardSpeedLimit > 0 || _backwardSpeedLimit > 0)
{
// enforce speed limit...
var tmpRate:Float = _rate;
var movingForward:Bool = isMovingForward();
if (movingForward)
{
if (_forwardSpeedLimit > 0 && tmpRate > (Math.PI * 2) / (_forwardSpeedLimit * 1.2))
{
tmpRate = (Math.PI * 2) / (_forwardSpeedLimit * 1.2);
}
}
else
{
if (_backwardSpeedLimit > 0 && tmpRate > (Math.PI * 2) / (_backwardSpeedLimit * 1.2))
{
tmpRate = (Math.PI * 2) / (_backwardSpeedLimit * 1.2);
}
}
var oldRadians:Float = _curRadians;
_curRadians = Math.min(_curRadians + tmpRate * elapsed, _targetRadians);
if (isMovingForward() != movingForward)
{
// changed from forward to backward... make sure they don't skirt past an oppressive speed limit
_curRadians = (Math.ceil(oldRadians / Math.PI - 0.5) + 0.5) * Math.PI + 0.00001;
}
}
else {
_curRadians = Math.min(_curRadians + _rate * elapsed, _targetRadians);
}
if (needsRefresh && (nearMinFrame() || nearMaxFrame()))
{
refresh();
needsRefresh = false;
}
if (animNames.length > 1)
{
if (_flxSprite.animation.name != animNames[computeAnimIndex()])
{
refresh();
forceSfx = true;
}
}
var curFrame:Int = computeCurFrame();
if (curFrame != _flxSprite.animation.curAnim.curFrame)
{
if (_flxSprite.animation.curAnim.curFrame == 0 || forceSfx)
{
sfxLength = _prevMouseDownTime;
forceSfx = false;
mouseDownSfx = true;
}
else if (_flxSprite.animation.curAnim.curFrame == _flxSprite.animation.curAnim.numFrames - 1)
{
sfxLength = _prevMouseUpTime;
mouseUpSfx = true;
}
}
_flxSprite.animation.curAnim.curFrame = curFrame;
}
public inline function nearMinFrame():Bool
{
return Math.sin(_curRadians) < -0.95;
}
public function nearMaxFrame():Bool
{
return Math.sin(_curRadians) > 0.95;
}
public function synchronize(fancyAnim:FancyAnim)
{
this._prevMouseDownTime = fancyAnim._prevMouseDownTime;
this._prevMouseUpTime = fancyAnim._prevMouseUpTime;
this._mouseDownTime = fancyAnim._mouseDownTime;
this._mouseUpTime = fancyAnim._mouseUpTime;
this._curRadians = fancyAnim._curRadians;
this._targetRadians = fancyAnim._targetRadians;
this._rate = fancyAnim._rate;
this.prevFrame = fancyAnim.prevFrame;
this._weirdFraction = fancyAnim._weirdFraction;
refresh();
}
public function refresh():Void
{
_targetRadians -= _weirdFraction;
_flxSprite.animation.play(animNames[computeAnimIndex()]);
_flxSprite.animation.pause();
_flxSprite.animation.curAnim.curFrame = computeCurFrame();
_weirdFraction = -Math.asin((_flxSprite.animation.curAnim.numFrames - 1) / (_flxSprite.animation.curAnim.numFrames)) - 0.01;
_targetRadians += _weirdFraction;
}
function computeCurFrame():Int
{
return Math.round(getUnroundedCurFrame());
}
public function getUnroundedCurFrame():Float
{
return Math.sin(_curRadians) * ((_flxSprite.animation.curAnim.numFrames - 1.01) / 2) + (_flxSprite.animation.curAnim.numFrames - 1) / 2;
}
public function isMovingForward():Bool
{
return Math.cos(_curRadians) > 0;
}
function computeAnimIndex():Int
{
return Std.int((_curRadians - _weirdFraction) / (2 * Math.PI)) % animNames.length;
}
}
|
argonvile/monster
|
source/poke/sexy/FancyAnim.hx
|
hx
|
unknown
| 7,532 |
package poke.sexy;
import flixel.math.FlxMath;
/**
* During sex scenes, Pokemon have a reservoir of hearts they emit while
* cuddling, and a reservoir of hearts they emit from sex. HeartBank models
* these two reservoirs.
*/
class HeartBank
{
public var _totalReservoirCapacity:Float;
public var _defaultForeplayHeartReservoir:Float;
public var _foreplayHeartReservoir:Float;
public var _foreplayHeartReservoirCapacity:Float;
public var _defaultDickHeartReservoir:Float;
public var _dickHeartReservoir:Float;
public var _dickHeartReservoirCapacity:Float;
public var _libido:Int;
public function new(TotalReservoirCapacity:Float, ForeplayPercent:Float):Void
{
_totalReservoirCapacity = TotalReservoirCapacity;
_defaultForeplayHeartReservoir = SexyState.roundUpToQuarter(TotalReservoirCapacity * ForeplayPercent);
_defaultDickHeartReservoir = TotalReservoirCapacity - _defaultForeplayHeartReservoir;
_foreplayHeartReservoir = _defaultForeplayHeartReservoir;
_foreplayHeartReservoirCapacity = _defaultForeplayHeartReservoir;
_dickHeartReservoir = _defaultDickHeartReservoir;
_dickHeartReservoirCapacity = _defaultDickHeartReservoir;
_libido = PlayerData.pokemonLibido;
}
public function getForeplayPercent():Float
{
var result:Float = _foreplayHeartReservoir / _foreplayHeartReservoirCapacity;
if (_libido == 7)
{
// get aroused faster
return Math.pow(result, 1.5);
}
else if (_libido == 6)
{
return Math.pow(result, 1.25);
}
else if (_libido == 2)
{
return Math.pow(result, 0.5);
}
else if (_libido == 1)
{
return FlxMath.bound(result, 0.99, 1.00);
}
else {
return result;
}
}
public function getDickPercent()
{
var result:Float = _dickHeartReservoir / _dickHeartReservoirCapacity;
if (_libido == 7)
{
// ejaculate sooner
return Math.pow(result, 1.5);
}
else if (_libido == 6)
{
return Math.pow(result, 1.25);
}
else if (_libido == 2)
{
return Math.pow(result, 0.5);
}
else if (_libido == 1)
{
return FlxMath.bound(result, 0.99, 1.00);
}
else
{
return result;
}
}
public function traceInfo()
{
trace("foreplay: " + _foreplayHeartReservoir + "/" + _foreplayHeartReservoirCapacity + " %" + FlxMath.roundDecimal(100 * _foreplayHeartReservoir / _foreplayHeartReservoirCapacity, 1));
trace("dick: " + _dickHeartReservoir + "/" + _dickHeartReservoirCapacity + " %" + FlxMath.roundDecimal(100 * _dickHeartReservoir / _dickHeartReservoirCapacity, 1));
trace("libido: " + PlayerData.pokemonLibido);
}
public function isFull():Bool
{
return _dickHeartReservoir >= _dickHeartReservoirCapacity && _foreplayHeartReservoir >= _foreplayHeartReservoirCapacity;
}
public function isEmpty():Bool
{
return _dickHeartReservoir <= 0 && _foreplayHeartReservoir <= 0;
}
}
|
argonvile/monster
|
source/poke/sexy/HeartBank.hx
|
hx
|
unknown
| 2,909 |
package poke.sexy;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
/**
* Breaks a complex polygon into triangles using "ear cropping"
*/
class PolygonDecomposer
{
public static function decomposeTriangles(poly:Array<FlxPoint>):Array<Array<FlxPoint>>
{
var triangles:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
var tmpPoly:Array<FlxPoint> = poly.copy();
makeClockwise(tmpPoly);
var earIndex:Int = -1;
while ((earIndex = findEar(tmpPoly)) != -1)
{
triangles.push(triangle(tmpPoly, earIndex));
tmpPoly.splice(earIndex, 1);
}
return triangles;
}
public static function findEar(tmpPoly:Array<FlxPoint>):Int
{
var i:Int = 0;
while (i < tmpPoly.length && tmpPoly.length >= 3)
{
if (isEar(tmpPoly, i))
{
return i;
}
i++;
}
return -1;
}
public static function triangle(tmpPoly:Array<FlxPoint>, i:Int):Array<FlxPoint>
{
var t:Array<FlxPoint> = new Array<FlxPoint>();
t[0] = tmpPoly[(i + tmpPoly.length - 1) % tmpPoly.length];
t[1] = tmpPoly[i];
t[2] = tmpPoly[(i + 1) % tmpPoly.length];
return t;
}
private static function isEar(tmpPoly:Array<FlxPoint>, i:Int):Bool
{
var t:Array<FlxPoint> = triangle(tmpPoly, i);
if ((t[1].x - t[0].x) * (t[2].y - t[1].y) - (t[2].x - t[1].x) * (t[1].y - t[0].y) > 0)
{
// not an ear; convex
return false;
}
for (j in i + 2 ... i + tmpPoly.length - 1)
{
var q:FlxPoint = tmpPoly[j % tmpPoly.length];
if (pointInTriangle(t[0], t[1], t[2], q))
{
// not an ear; can't remove this point
return false;
}
}
return true;
}
public static function makeClockwise(tmpPoly:Array<FlxPoint>):Void
{
var sum:Float = 0;
for (i in 0 ... tmpPoly.length)
{
var p0:FlxPoint = tmpPoly[i];
var p1:FlxPoint = tmpPoly[(i + 1) % tmpPoly.length];
sum += (p1.x - p0.x) * (p1.y + p0.y);
}
if (sum < 0)
{
tmpPoly.reverse();
}
}
public static function pointInTriangle(p0:FlxPoint, p1:FlxPoint, p2:FlxPoint, q:FlxPoint):Bool
{
var v0:FlxPoint = new FlxPoint(q.x - p0.x, q.y - p0.y);
var v1:FlxPoint = new FlxPoint(p1.x - p0.x, p1.y - p0.y);
var v2:FlxPoint = new FlxPoint(p2.x - p0.x, p2.y - p0.y);
var u:Float = dot(v1, v1) * dot(v0, v2) - dot(v1, v2) * dot(v0, v1);
var v:Float = dot(v2, v2) * dot(v0, v1) - dot(v1, v2) * dot(v0, v2);
var w:Float = dot(v2, v2) * dot(v1, v1) - dot(v1, v2) * dot(v1, v2);
return u > 0 && v > 0 && u + v < w;
}
private static function dot(v1:FlxPoint, v2:FlxPoint):Float
{
return FlxMath.dotProduct(v1.x, v1.y, v2.x, v2.y);
}
}
|
argonvile/monster
|
source/poke/sexy/PolygonDecomposer.hx
|
hx
|
unknown
| 2,650 |
package poke.sexy;
import flixel.FlxG;
import flixel.math.FlxPoint;
import flixel.math.FlxRandom;
/**
* Calculates a random point in a polygon. This is used during sex scenes when
* we might need to spawn a bead of sweat in an arbitrary position on someone's
* torso, or display a little spark in an arbitrary position around their
* vagina
*/
class RandomPolygonPoint
{
public static function randomPolyPoint(poly:Array<FlxPoint>):FlxPoint
{
var triangles:Array<Array<FlxPoint>> = PolygonDecomposer.decomposeTriangles(poly);
// Calculate area of each triangle in this polygon
var areas:Array<Float> = new Array<Float>();
var totalArea:Float = 0;
for (i in 0...triangles.length)
{
areas[i] = area(triangles[i][0], triangles[i][1], triangles[i][2]);
totalArea += areas[i];
}
// Choose a random triangle, weighted by area
var whichTriangle:Int = 0;
var pick:Float = FlxG.random.float(0, totalArea);
while (pick > areas[whichTriangle])
{
pick -= areas[whichTriangle];
whichTriangle++;
}
var p0:FlxPoint = triangles[whichTriangle][0];
var p1:FlxPoint = triangles[whichTriangle][1];
var p2:FlxPoint = triangles[whichTriangle][2];
// Choose a random point within that triangle
var r1:Float = FlxG.random.float();
var r2:Float = FlxG.random.float();
var result:FlxPoint = new FlxPoint();
result.x += (1 - Math.sqrt(r1)) * p0.x;
result.y += (1 - Math.sqrt(r1)) * p0.y;
result.x += Math.sqrt(r1) * (1 - r2) * p1.x;
result.y += Math.sqrt(r1) * (1 - r2) * p1.y;
result.x += r2 * Math.sqrt(r1) * p2.x;
result.y += r2 * Math.sqrt(r1) * p2.y;
return result;
}
/**
* Calculate the area of a triangle defined by the specified three points
*
* @param p0 The first point
* @param p1 The second point
* @param p2 The third point
* @return The area of a triangle defined by those three points
*/
public static function area(p0:FlxPoint, p1:FlxPoint, p2:FlxPoint):Float
{
// Heron's formula
var a:Float = p0.distanceTo(p1);
var b:Float = p1.distanceTo(p2);
var c:Float = p2.distanceTo(p0);
var s:Float = (a + b + c) / 2;
return Math.sqrt(s * (s - a) * (s - b) * (s - c));
}
}
|
argonvile/monster
|
source/poke/sexy/RandomPolygonPoint.hx
|
hx
|
unknown
| 2,243 |
package poke.sexy;
import MmStringTools.*;
import ReservoirMeter.ReservoirStatus;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.effects.particles.FlxEmitter;
import flixel.effects.particles.FlxParticle;
import flixel.group.FlxGroup;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets.FlxGraphicAsset;
import flixel.system.FlxAssets.FlxSoundAsset;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import kludge.AssetKludge;
import kludge.FlxFilterFramesKludge;
import kludge.FlxSoundKludge;
import kludge.LateFadingFlxParticle;
import openfl.filters.DropShadowFilter;
import openfl.utils.Object;
import poke.abra.AbraSexyState;
import poke.buiz.BuizelSexyState;
import poke.grim.GrimerSexyState;
import poke.grov.GrovyleSexyState;
import poke.hera.HeraSexyState;
import poke.luca.LucarioSexyState;
import poke.luca.LucarioSexyWindow;
import poke.magn.MagnSexyState;
import poke.rhyd.RhydonSexyState;
import poke.sand.SandslashSexyState;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.smea.SmeargleSexyState;
/**
* Logic for sex sequences.
*
* Encompasses graphical elements such as the PokeWindow, sweat, jizz, words
* and buttons.
*
* Also encompasses logic which is common to all sex sequences. The player
* first talks to the Pokemon, and the Pokemon has some heart reservoirs which
* are full. The player interacts with the Pokemon and if they do a good job,
* these hearts might be emitted or doubled or tripled. When the reservoirs are
* near-empty, the Pokemon has an orgasm and shoots off the remaining hearts.
* Then they talk to the player again.
*/
class SexyState<T:PokeWindow> extends FlxTransitionableState
{
public static var RUB_CHECK_FREQUENCY:Float = 0.5;
private static var _satelliteWidth:Int = 1;
// toggles to false if the player's in a state where toys should be unresponsive (e.g dialogging)
public static var canInteractWithToy:Bool = true;
public static var TOY_BUTTON_POSITIONS:Array<FlxPoint> = [
FlxPoint.get(5, 5),
FlxPoint.get(5, 105),
FlxPoint.get(92, 55),
FlxPoint.get(5, 205),
FlxPoint.get(92, 155),
];
// when using a sex toy, pokemon get bored very slowly... but how slowly?
public static var TOY_TIME_DILATION = 0.3;
private var _dialogger:Dialogger;
public var _dialogTree:DialogTree;
public var _armsAndLegsArranger:ArmsAndLegsArranger;
// minimum cum rate; any less than this and we'll blink it on/off for a dribble effect
public var minCumRate:Float = 0.16;
// all traits are 0-9... 23 points to spend
// volume; how much do they cum
private static var cumTraits0:Array<Float> = [0.50, 0.60, 0.70, 0.80, 0.90, 1.00, 1.25, 1.50, 1.75, 2.00];
private var cumTrait0 = 5;
// force; how hard do they shoot
private static var cumTraits1:Array<Float> = [0.42, 0.50, 0.60, 0.71, 0.84, 1.00, 1.20, 1.42, 1.69, 2.00];
private var cumTrait1 = 5;
// heartbeat; how long do they pause between cums
private static var cumTraits2:Array<Float> = [0.64, 0.75, 0.86, 0.97, 1.08, 1.20, 1.40, 1.60, 1.80, 2.00];
private var cumTrait2 = 5;
// duration; how long is each pulse? little plips or long fwooshes?
private static var cumTraits3:Array<Float> = [0.10, 0.12, 0.15, 0.18, 0.22, 0.28, 0.38, 0.50, 0.65, 0.90];
private var cumTrait3 = 5;
// longevity; how long does the entire sequence last
private static var cumTraits4:Array<Float> = [0.90, 0.75, 0.60, 0.50, 0.45, 0.40, 0.36, 0.32, 0.28, 0.25];
private var cumTrait4 = 5;
/**
* 100 = chat message
* 200 = massage state/jerking off state
* 400 = done ejaculating
* 410 = outro message
* 420 = super done
*/
public var _gameState:Int = 200;
private var _stateTimer:Float = 0;
public var sfxEncouragement:Array<FlxSoundAsset> = []; // short sfx which are played when you're doing normal stuff
public var sfxPleasure:Array<FlxSoundAsset> = []; // medium-length sfx which are played when the pokemon really likes what you're doing
public var sfxOrgasm:Array<FlxSoundAsset> = []; // long sfx which are played when the pokemon orgasms
public var _idlePunishmentTimer:Float = 0; // when this counts down to 0, the pokemon will feel bored that you're not doing anything
public var _idlePunishmentDelay:Float = 1.5;
private var _rubRewardTimer:Float = 0;
private var _rubRewardFrequency:Float = 3.1; // the pokemon can emit hearts every 3 seconds or so. this is the exact interval in seconds
private var _minRubForReward = 3; // the pokemon will only emit hearts if you rub them this many times in one interval
private var _newHeadTimer:Float = 1.5; // when this counts down to 0, the pokemon will move their head
public var _headTimerFactor = 1.0; // if this is set to 2.0 or 3.0, the pokemon will only move their head one-half or one-third as often.
private var _rubCheckTimer:Float = 0; // when this counts down to 0, we will check where the player's mouse is and what they're clicking. (it's expensive to check, we don't want to do it that often)
private var _clickedDuration:Float;
private var _clickedSpot:FlxPoint;
private var _fancyRub:Bool = false;
/*
* When the player clicks something special like an ass or a foot, we use
* a special sprite animation which speeds up or slows down based on how
* fast they click. There's an animation for the glove, an animation for
* the body part they're clicking, and sometimes an animation for a
* secondary nearby body part which is affected indirectly.
*/
public var _rubHandAnim:FancyAnim; // current glove animation
public var _rubBodyAnim:FancyAnim; // current body part animation
public var _rubBodyAnim2:FancyAnim; // current secondary body part animation
/*
* When the player clicks and holds the mouse to pet the pokemon, we enact
* a speed limit to help it feel more realistic.
*
* handDragSpeed is the speed limit in pixels-per-second
*/
public var handDragSpeed:Float = 100;
public var _pokeWindow:T;
public var _activePokeWindow:PokeWindow; // the currently active window, which might be a toy window
private var _denDestination:String = null; // in the den, we might transition from sex right back into sex, or back into the store. this keeps track of our next destination
private var _hud:FlxGroup;
private var _buttonGroup:FlxGroup = new FlxGroup();
private var _cameraButtonGroup:FlxGroup = new FlxGroup();
private var _backSprites:FlxGroup = new FlxGroup();
private var _frontSprites:FlxTypedGroup<FlxSprite>;
private var _handTween:FlxTween;
private var _interactTween:FlxTween;
private var _toyInteractTween:FlxTween;
private var _prevHandAnim:String;
public var _handSprite:FlxSprite;
/*
* These three satellites are tiny sprites which sit in fixed positions
* around the mouse cursor as the mouse moves. When we're just petting a
* pokemon and showing the generic petting animation, these sprites are
* used to determine whether the hand tilts to the left or to the right.
*/
private var _nwSatellite:FlxSprite;
public var _cSatellite:FlxSprite;
private var _neSatellite:FlxSprite;
public var _satelliteDistance:FlxPoint = FlxPoint.get(40, 20);
public var _backButton:FlxButton;
/*
* Pokemon have a finite amount of hearts they can emit during foreplay and
* sex. This heartBank field keeps track of how many hearts are left
*/
public var _heartBank:HeartBank;
public var totalHeartsEmitted:Float = 0;
/*
* Pokemon have a finite amount of extra hearts they can emit during sex
* toy sequences. This toyBank field keeps track of how many extra hearts
* are left
*/
public var _toyBank:HeartBank;
/*
* When the Pokemon falls below a certain percent of their foreplay heart
* reservoir, they get a boner (or start showing arousal in other ways)
*/
public var _bonerThreshold:Float = 0.44;
/*
* When the Pokemon falls below a certain percent of their "dick reservoir"
* they have an orgasm
*/
public var _cumThreshold:Float = 0.44;
private var wordManager:WordManager = new WordManager();
private var _heartGroup:FlxTypedGroup<LateFadingFlxParticle>; // heart graphics
public var _heartEmitCount:Float = 0; // the total value of hearts emitted this session; used for determining the popularity of Heracross's videos
private var _heartEmitTimer:Float = 0; // hearts won't be emitted until this counts down to 0
private var _heartSpriteCount:Float = 0; // how many heart sprites were emitted this session; used for graphical purposes
private var _rubSfxTimer:Float = 0; // when this counts down to 0, a rubbing sound effect will play
private var _characterSfxTimer:Float = 0; // a pokemon won't make noise until this counts down to 0
private var _characterSfxFrequency:Float = 4; // how often a pokemon should make noise, in seconds
public var specialRubs:Array<String> = []; // "special rubs" the player has performed in the past
public var specialRub:String = ""; // "special rub" the player is performing right now
private var rubSoundCount:Int = 0;
private var dickAngleArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>(); // position and angle for emitting jizz. despite the word "dick" this applies to both male and female characters
public var _blobbyGroup:BlobbyGroup; // spooge/sweat graphics
private var _fluidEmitter:FlxEmitter; // emits particles which get rendered into spooge/sweat
private var _spoogeKludge:FlxSprite; // if we don't include a tiny sprite near the urethra, spooge looks like it's being magically generated near the genitals instead of squirting out of the genitals
private var _cumShots:Array<Cumshot> = []; // queue of cumshots scheduled in advance during an orgasm, or when precumming
private var _pentUpCum:Float = 0; // when precumming, emitting 1 particle every second or two won't show anything at all, after being processed by BlobbyGroup. we save up those particles and emit a bunch at once so they're visible
private var _pentUpCumAccumulating:Bool = false; // true if we're saving up precum; false if we're emitting it
/*
* "shadow glove" covers up cum, so cum doesn't appear in front of our
* glove when we're wrist deep in a vagina
*/
private var _shadowGlove:BouncySprite;
public var _shadowGloveBlackGroup:BlackGroup;
private var _multipleOrgasmDiminishment = 0.9; // for multiple orgasms, the second and third orgasms will be weaker
private var _isOrgasming:Bool = false;
public var _remainingOrgasms = 1;
public var _breathGroup:FlxTypedGroup<BreathParticle>;
private var breathAngleArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>(); // Position and angle for emitting breath poofs
private var _breathlessCount:Int = FlxG.random.int(-2, 1); // how many reward cycles have we gone without emitting a breath poof?
private var _breathTimer:Float = 0; // when this counts down to 0, we'll emit a breath poof
private var _autoSweatRate:Float = 0;
private var _autoSweatTimer:Float = FlxG.random.float(0.5, 1);
private var _sweatTimer:Float = 0;
private var _sweatCount:Int = 0;
/**
* "dick" is used to ejaculate, and there is some logic for erections
* rising/falling. Despite the word "dick", this applies to both male and
* female characters
*/
private var _dick:BouncySprite;
private var _head:BouncySprite; // the sprite which exhales poofs of air
private var encouragementWords:Qord; // phrases the pokemon says when you do something they like
private var pleasureWords:Qord; // phrases the pokemon says when you do something they REALLY like
private var almostWords:Qord; // phrases the pokemon says when they're about to have an orgasm
private var orgasmWords:Qord; // phrases the pokemon says when they have an orgasm
private var boredWords:Qord; // phrases the pokemon says when bored
public var superBoredWordCount:Int = 2; // number drawn-out, "super bored" phrases this character has in boredWords
private var sweatAreas:Array<SweatArea> = []; // area or areas which can emit sweat
public var _male:Bool = false;
private var came:Bool = false; // has the pokemon has had at least one orgasm?
private var _oldCameraPosition:FlxPoint = FlxPoint.get(0, 0);
private var _otherWindows:Array<PokeWindow> = [];
private var mouseTiming:Array<Float> = [];
public var eventStack:EventStack = new EventStack();
public var _toyButtons:FlxGroup;
/*
* Sex toy buttons have meters on them. This map keeps track of which meter
* goes with which button, so we can remove them when removing the button
*/
private var buttonToMeterMap:Map<FlxButton, ReservoirMeter> = new Map<FlxButton, ReservoirMeter>();
private var _toyOffButton:FlxButton;
public var toyButtonsEnabled:Bool = true;
public var toyStartWords:Qord;
public var toyInterruptWords:Qord;
public var toyGroup:FlxGroup = new FlxGroup();
public var _heartEmitFudgeFloor = 0.3; // when emitting hearts, a value of 1.0 will consistently emit the biggest hearts possible.
private var _streamButton:FlxButton;
private var _streamCloseButton:FlxSprite;
private var _tablet:Tablet;
public var popularity:Float = 0.0; // ranges from -1.0 (very unpopular) to 1.0 (very popular) and affects tablet numbers
override public function create():Void
{
if (PlayerData.cursorSmellTimeRemaining > 0)
{
doCursorSmellPenalty();
}
var bonusCapacity:Int = computeBonusCapacity();
_heartBank = new HeartBank(30 + bonusCapacity, foreplayFactor());
_toyBank = new HeartBank(80 + computeBonusToyCapacity(), toyForeplayFactor());
if (!_male)
{
cumTraits4 = [0.99, 0.95, 0.90, 0.84, 0.77, 0.69, 0.60, 0.50, 0.49, 0.37];
}
super.create();
_pokeWindow.setArousal(0);
_backSprites = new FlxGroup();
add(_backSprites);
_backSprites.add(LevelState.newBackdrop());
_hud = new FlxGroup();
add(_hud);
_frontSprites = new FlxTypedGroup<FlxSprite>();
add(_frontSprites);
_hud.add(_pokeWindow);
_hud.add(_buttonGroup);
_hud.add(_cameraButtonGroup);
_backButton = newBackButton(back, _dialogTree);
_buttonGroup.add(_backButton);
addCameraButtons();
_dialogger = new Dialogger();
_hud.add(_dialogger);
_handSprite = new FlxSprite(100, 100);
_frontSprites.add(_handSprite);
wordManager._handSprite = _handSprite;
_neSatellite = new FlxSprite();
_neSatellite.makeGraphic(_satelliteWidth, _satelliteWidth, FlxColor.MAGENTA);
_neSatellite.visible = false;
_neSatellite.offset.x = _neSatellite.offset.y = _satelliteWidth;
_frontSprites.add(_neSatellite);
_nwSatellite = new FlxSprite();
_nwSatellite.makeGraphic(_satelliteWidth, _satelliteWidth, FlxColor.CYAN);
_nwSatellite.visible = false;
_nwSatellite.offset.x = _nwSatellite.offset.y = _satelliteWidth;
_frontSprites.add(_nwSatellite);
_cSatellite = new FlxSprite();
_cSatellite.makeGraphic(_satelliteWidth, _satelliteWidth, FlxColor.GREEN);
_cSatellite.visible = false;
_cSatellite.offset.x = _cSatellite.offset.y = _satelliteWidth;
_frontSprites.add(_cSatellite);
_blobbyGroup = new BlobbyGroup(0, _male ? 0xFFFFEE : 0xFFFFDD, 0x20, _male ? 0xAA : 0x55);
if (!_male)
{
_blobbyGroup._shineOpacity = 0xEE;
}
_idlePunishmentDelay = _rubRewardFrequency / 2;
// Create the particle emitter
_fluidEmitter = new FlxEmitter(0, 0, 410);
for (i in 0..._fluidEmitter.maxSize)
{
var particle:SubframeParticle = new SubframeParticle();
particle.makeGraphic(3, 3, 0xFFFFFFFF);
particle.exists = false;
_fluidEmitter.add(particle);
}
// turn off emitter rotations?
_fluidEmitter.angularVelocity.start.set(0);
_fluidEmitter.acceleration.start.set(new FlxPoint(0, 600 * 2));
_fluidEmitter.start(false, 1.0, 0x0FFFFFFF);
_fluidEmitter.emitting = false;
_spoogeKludge = new FlxSprite();
_spoogeKludge.makeGraphic(3, 3, 0xFFFFFFFF);
_spoogeKludge.offset.x = _spoogeKludge.width / 2;
_spoogeKludge.offset.y = _spoogeKludge.height / 2;
_blobbyGroup.add(_spoogeKludge);
_blobbyGroup.add(_fluidEmitter);
_shadowGlove = new BouncySprite(0, 0, 0, 0, 0, 0);
_shadowGloveBlackGroup = new BlackGroup();
_shadowGloveBlackGroup.add(_shadowGlove);
reinitializeHandSprites();
add(_blobbyGroup);
_armsAndLegsArranger = new ArmsAndLegsArranger(_pokeWindow);
add(wordManager);
_heartGroup = new FlxTypedGroup<LateFadingFlxParticle>();
add(_heartGroup);
_breathGroup = new FlxTypedGroup<BreathParticle>();
add(_breathGroup);
// initialize words to non-null value to avoid NPEs for unfinished SexyState subclasses
orgasmWords = wordManager.newWords();
pleasureWords = wordManager.newWords();
encouragementWords = wordManager.newWords();
boredWords = wordManager.newWords();
toyInterruptWords = wordManager.newWords();
toyStartWords = wordManager.newWords();
AssetKludge.buttonifyAsset(AssetPaths.toy_off_button__png);
_toyOffButton = new FlxButton();
_toyOffButton.loadGraphic(AssetPaths.toy_off_button__png);
{
var toyHandStamp:FlxSprite = new FlxSprite();
CursorUtils.initializeCustomHandBouncySprite(toyHandStamp, AssetPaths.toy_off_hand__png, 96, 96);
_toyOffButton.stamp(toyHandStamp, 0, 0);
}
prepareBackButton(toyOffButtonEvent, _toyOffButton, _dialogTree);
_toyOffButton.setPosition(TOY_BUTTON_POSITIONS[0].x, TOY_BUTTON_POSITIONS[0].y);
_toyButtons = new FlxGroup();
_backSprites.add(_toyButtons);
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_STREAMING_PACKAGE))
{
_streamButton = newBackButton(streamButtonEvent, AssetPaths.tablet_button__png, _dialogTree);
_streamButton.setPosition(667, 5);
_backSprites.add(_streamButton);
_tablet = new Tablet(this);
_tablet.visible = false;
_hud.insert(_hud.members.indexOf(_dialogger), _tablet);
_streamCloseButton = new FlxSprite(734, 116);
_streamCloseButton.loadGraphic(AssetPaths.tablet_close_button__png, true, 30, 30);
_streamCloseButton.exists = false;
_hud.insert(_hud.members.indexOf(_tablet) + 1, _streamCloseButton);
}
// launch the dialog
var tree:Array<Array<Object>> = generateSexyBeforeDialog();
showEarlyDialog(tree);
initializeHitBoxes();
// pre-load any pokemon who enter, so that the game doesn't pause mid-dialog
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
// don't preload; low memory
}
else {
for (t in tree)
{
if (t != null && Std.isOfType(t[0], String) && cast(t[0], String).substring(0, 6) == "%enter")
{
PokeWindow.fromString(cast(t[0], String).substring(6, cast(t[0], String).length - 1));
}
}
}
}
function doCursorSmellPenalty()
{
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "Reservoir");
var newReservoir:Int = reservoir - cursorSmellPenaltyAmount();
if (newReservoir < 0)
{
_heartEmitCount += newReservoir;
newReservoir = 0;
}
else if (newReservoir > 210)
{
newReservoir = 210;
}
else
{
}
Reflect.setField(PlayerData, _pokeWindow._prefix + "Reservoir", newReservoir);
}
/*
* 0-39: power through the smell
* 40-59: short break
* 60-70: leave
*/
function cursorSmellPenaltyAmount():Int
{
return 40;
}
function showEarlyDialog(tree:Array<Array<Object>>)
{
if (_gameState == 200)
{
// no dialog in state 200... the pokemon will get bored while you talk
setState(100);
}
_idlePunishmentTimer = -5;
_pokeWindow.resize(248, 349);
_backButton.visible = false;
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
function addCameraButtons()
{
_cameraButtonGroup.kill();
_cameraButtonGroup.clear();
_cameraButtonGroup.revive();
for (button in _activePokeWindow._cameraButtons)
{
var _cameraButton:FlxButton = newButton(button.image, button.x + _pokeWindow.x, button.y + _pokeWindow.y, 28, 28, button.callback);
_cameraButtonGroup.add(_cameraButton);
}
}
public function prepare(prefix:String):Void
{
if (PlayerData.detailLevel == PlayerData.DetailLevel.Low || PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
// clear cached bitmap assets to save memory
FlxG.bitmap.dumpCache();
}
if (PlayerData.level < 3)
{
// should only be here on level 3... otherwise pokewindows won't display right
PlayerData.level = 3;
}
Main.overrideFlxGDefaults();
this._male = Reflect.field(PlayerData, prefix + "Male");
if (prefix == "luca")
{
_pokeWindow = cast(new poke.luca.LucarioSexyWindow(256, 0, 248, 426));
}
else {
_pokeWindow = cast(PokeWindow.fromString(prefix, 256, 0, 248, 426));
}
_activePokeWindow = _pokeWindow;
_dick = _pokeWindow._dick;
_head = _pokeWindow._head;
}
function dialogTreeCallback(Msg:String):String
{
if (Msg == "%den-game%" || Msg == "%den-sex%" || Msg == "%den-quit%")
{
_denDestination = Msg;
}
if (Msg.substring(0, 5) == "%fun-")
{
/*
* Dialog strings like %fun-nude2% have an effect on a
* PokemonWindow instance. PokemonWindow subclasses can override
* the doFun method to define special behavior, such as taking off
* a Pokemon's hat, having them give a thumbs up or make a silly
* face.
*/
_pokeWindow.doFun(Msg.substring(5, Msg.length - 1));
}
if (Msg.substring(0, 6) == "%enter")
{
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
// low memory; don't enter
}
else
{
var newWindow:PokeWindow;
if (_otherWindows.length == 0)
{
newWindow = PokeWindow.fromString(substringBetween(Msg, "%enter", "%"), 512, 0, 248, 325);
}
else
{
newWindow = PokeWindow.fromString(substringBetween(Msg, "%enter", "%"), 0, 0, 248, 349);
}
newWindow.setNudity(0);
_hud.insert(0, newWindow);
_otherWindows.push(newWindow);
}
}
if (Msg.substring(0, 5) == "%exit")
{
var window:PokeWindow = _otherWindows.pop();
_hud.remove(window);
FlxDestroyUtil.destroy(window);
}
if (Msg == "%cursor-normal%")
{
PlayerData.cursorType = "default";
reinitializeHandSprites();
}
if (Msg == "")
{
// done; remove any remaining hud windows
while (_otherWindows.length > 0)
{
var window:PokeWindow = _otherWindows.pop();
_hud.remove(window);
FlxDestroyUtil.destroy(window);
}
if (_gameState == 100)
{
setState(200);
// if someone exits without finishing the minigame, we still want to rotate chat.
// we don't want them to get the same "hey why didn't you do this last time" message
// again and again
rotateSexyChat();
}
else
{
if (PlayerData.playerIsInDen)
{
if (_denDestination == "%den-sex%")
{
// automatically restart game in den...
back();
return null;
}
}
setState(420);
}
_pokeWindow.resize(248, 426);
_backButton.visible = true;
}
return null;
}
/**
* Can be overridden for subclasses who need to do something special when rotating chat
*
* @param badThings a list of possible complaints the pokemon has
*/
public function rotateSexyChat(?badThings:Array<Int>):Void
{
LevelIntroDialog.rotateSexyChat(this, badThings);
}
public function reinitializeHandSprites()
{
// initialize cursor
CursorUtils.initializeSystemCursor();
// initialize hand
CursorUtils.initializeHandSprite(_handSprite, AssetPaths.hands__png);
_handSprite.animation.add("default", [0]);
_handSprite.animation.add("rub-right", [4, 5, 6], 6, true);
_handSprite.animation.add("rub-center", [8, 9, 10], 6, true);
_handSprite.animation.add("rub-left", [12, 13, 14], 6, true);
_handSprite.setSize(3, 3);
_handSprite.offset.set(69, 87);
// initialize pokewindow's interact
_pokeWindow.reinitializeHandSprites();
// initialize toy window's interact
if (getToyWindow() != null)
{
getToyWindow().reinitializeHandSprites();
}
// initialize "shadow hand" for females
if (PlayerData.cursorType == "none")
{
_shadowGlove.makeGraphic(1, 1, FlxColor.TRANSPARENT);
_shadowGlove.alpha = 0.75;
_shadowGlove.visible = false;
_blobbyGroup.remove(_shadowGloveBlackGroup);
}
else
{
_shadowGlove.loadGraphicFromSprite(_pokeWindow._interact);
_shadowGlove.alpha = 0.75;
_shadowGlove.visible = false;
if (!_male)
{
_blobbyGroup.add(_shadowGloveBlackGroup);
}
}
}
function setState(state:Int)
{
_gameState = state;
_stateTimer = 0;
}
override public function destroy():Void
{
super.destroy();
_dialogger = FlxDestroyUtil.destroy(_dialogger);
_dialogTree = FlxDestroyUtil.destroy(_dialogTree);
_satelliteDistance = FlxDestroyUtil.put(_satelliteDistance);
sfxEncouragement = null;
sfxPleasure = null;
sfxOrgasm = null;
_clickedSpot = FlxDestroyUtil.put(_clickedSpot);
_rubBodyAnim = null;
_rubBodyAnim2 = null;
_rubHandAnim = null;
_pokeWindow = FlxDestroyUtil.destroy(_pokeWindow);
_hud = FlxDestroyUtil.destroy(_hud);
_buttonGroup = FlxDestroyUtil.destroy(_buttonGroup);
_cameraButtonGroup = FlxDestroyUtil.destroy(_cameraButtonGroup);
_backSprites = FlxDestroyUtil.destroy(_backSprites);
_frontSprites = FlxDestroyUtil.destroy(_frontSprites);
_handTween = FlxTweenUtil.destroy(_handTween);
_interactTween = FlxTweenUtil.destroy(_interactTween);
_toyInteractTween = FlxTweenUtil.destroy(_toyInteractTween);
_handSprite = FlxDestroyUtil.destroy(_handSprite);
_nwSatellite = FlxDestroyUtil.destroy(_nwSatellite);
_cSatellite = FlxDestroyUtil.destroy(_cSatellite);
_neSatellite = FlxDestroyUtil.destroy(_neSatellite);
_backButton = FlxDestroyUtil.destroy(_backButton);
wordManager = FlxDestroyUtil.destroy(wordManager);
_heartGroup = FlxDestroyUtil.destroy(_heartGroup);
_blobbyGroup = FlxDestroyUtil.destroy(_blobbyGroup);
_fluidEmitter = FlxDestroyUtil.destroy(_fluidEmitter);
_spoogeKludge = FlxDestroyUtil.destroy(_spoogeKludge);
_breathGroup = FlxDestroyUtil.destroy(_breathGroup);
_shadowGlove = FlxDestroyUtil.destroy(_shadowGlove);
_shadowGloveBlackGroup = FlxDestroyUtil.destroy(_shadowGloveBlackGroup);
_oldCameraPosition = FlxDestroyUtil.put(_oldCameraPosition);
_otherWindows = FlxDestroyUtil.destroyArray(_otherWindows);
eventStack = null;
_toyButtons = FlxDestroyUtil.destroy(_toyButtons);
_toyOffButton = FlxDestroyUtil.destroy(_toyOffButton);
toyGroup = FlxDestroyUtil.destroy(toyGroup);
_streamButton = FlxDestroyUtil.destroy(_streamButton);
_streamCloseButton = FlxDestroyUtil.destroy(_streamCloseButton);
_tablet = FlxDestroyUtil.destroy(_tablet);
}
public function moveParticlesWithCamera():Void
{
for (particle in _fluidEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _activePokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _activePokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
for (particle in _breathGroup.members)
{
if (particle.alive && particle.exists)
{
particle.x -= _activePokeWindow.cameraPosition.x - _oldCameraPosition.x;
particle.y -= _activePokeWindow.cameraPosition.y - _oldCameraPosition.y;
}
}
}
public function killParticles():Void
{
for (particle in _fluidEmitter.members)
{
if (particle.alive && particle.exists)
{
particle.kill();
}
}
for (particle in _breathGroup.members)
{
if (particle.alive && particle.exists)
{
particle.kill();
}
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
PlayerData.updateTimePlayed();
if (FlxG.mouse.justPressed && !displayingToyWindow())
{
PlayerData.updateCursorVisible();
}
_stateTimer += elapsed;
_characterSfxTimer -= elapsed;
eventStack.update(elapsed);
if (!_activePokeWindow.cameraPosition.equals(_oldCameraPosition))
{
moveParticlesWithCamera();
_activePokeWindow.cameraPosition.copyTo(_oldCameraPosition);
}
// hide the cum/sweat layer if the character is invisible
if (_activePokeWindow._partAlpha == 1 && !_blobbyGroup.visible)
{
_blobbyGroup.visible = true;
}
else if (_activePokeWindow._partAlpha == 0 && _blobbyGroup.visible)
{
_blobbyGroup.visible = false;
}
if (DialogTree.isDialogging(_dialogTree))
{
_buttonGroup.visible = false;
SexyState.canInteractWithToy = false;
}
else {
_buttonGroup.visible = true;
SexyState.canInteractWithToy = true;
}
if (_gameState == 100 || _gameState == 410 || _dialogger._handledClick)
{
_handSprite.setPosition(FlxG.mouse.x, FlxG.mouse.y);
}
else {
if (_activePokeWindow._breakTime > 0)
{
// taking a break... don't allow interaction or graphical stuff. just move the mouse
_handSprite.setPosition(FlxG.mouse.x, FlxG.mouse.y);
_handSprite.animation.play("default");
}
else {
sexyStuff(elapsed);
sprayJizz(elapsed);
}
}
emitHearts(elapsed);
var _handAnim = _activePokeWindow._interact.visible ? _activePokeWindow._interact.animation.name : _handSprite.animation.name;
if (_prevHandAnim != _handAnim)
{
if (_handAnim == "default")
{
_handTween = FlxTweenUtil.retween(_handTween, _handSprite, {alpha:PlayerData.cursorMaxAlpha}, 0.6);
_interactTween = FlxTweenUtil.retween(_interactTween, _activePokeWindow._interact, {alpha:PlayerData.cursorMaxAlpha}, 0.6);
}
else
{
_handTween = FlxTweenUtil.retween(_handTween, _handSprite, {alpha:PlayerData.cursorMinAlpha}, 0.6);
_interactTween = FlxTweenUtil.retween(_interactTween, _activePokeWindow._interact, {alpha:PlayerData.cursorMinAlpha}, 0.6);
}
_prevHandAnim = _handAnim;
}
if (_streamCloseButton != null && _streamCloseButton.exists)
{
// visible?
_streamCloseButton.visible = isPointDistanceToMouseWithin(663, 65, 100) || isPointDistanceToMouseWithin(749, 131, 50);
// clicked?
_streamCloseButton.animation.frameIndex = isPointDistanceToMouseWithin(749, 131, 20) ? 1 : 0;
if (_streamCloseButton.visible && _streamCloseButton.animation.frameIndex == 1 && FlxG.mouse.justPressed)
{
hideStreamEvent();
}
}
}
private function isPointDistanceToMouseWithin(x:Float, y:Float, r:Float)
{
var dx:Float = x - FlxG.mouse.x;
var dy:Float = y - FlxG.mouse.y;
return dx * dx + dy * dy < r * r;
}
public function sexyStuff(elapsed:Float):Void
{
if (displayingToyWindow())
{
handleToyWindow(elapsed);
}
// Maybe play rubby sound?
_rubSfxTimer += elapsed;
if (_handSprite.animation.name != null && _handSprite.animation.name.substring(0, 4) == "rub-")
{
if (_rubSfxTimer > 0)
{
_rubSfxTimer -= 0.4;
playRubSound();
}
}
else {
_rubSfxTimer = Math.min(0, _rubSfxTimer);
}
if (isEjaculating())
{
// we don't want rubRewardTimer to get out of control following a long ejaculation sequence
_rubRewardTimer = 0;
// won't get bored while ejaculating, and will wait a little while after we finish
if (_remainingOrgasms == 0)
{
_idlePunishmentTimer = _idlePunishmentDelay - 0.5;
}
else
{
_idlePunishmentTimer = _rubRewardFrequency * FlxG.random.float( -0.83, -1.20) + _idlePunishmentDelay;
}
}
// Maybe reward/punish hearts?
handleOrgasmReward(elapsed);
if (_gameState >= 200 && _gameState <= 400)
{
if (_rubRewardTimer < 0)
{
_rubRewardTimer = Math.min(0, _rubRewardTimer + elapsed);
}
else
{
if (displayingToyWindow())
{
// toy window visible; boredom is handled differently
}
else if (_pokeWindow._breakTime > 0)
{
// pokemon is on break; shouldn't get bored
}
else
{
if (isInteracting())
{
_rubRewardTimer += elapsed;
if (_rubRewardTimer > _rubRewardFrequency / 2)
{
if (rubSoundCount < _minRubForReward)
{
// they're technically interacting but not doing very much
if (penetrating())
{
// if they're penetrating it's OK to go a little slow
if (rubSoundCount == 0)
{
_rubRewardTimer -= _rubRewardFrequency / 2;
}
}
else
{
_idlePunishmentTimer += _rubRewardFrequency / 2;
_rubRewardTimer -= _rubRewardFrequency / 2;
}
}
else
{
// actively rubbing
_idlePunishmentTimer = 0;
}
rubSoundCount = 0;
}
}
else
{
// Not interacting
_rubRewardTimer = 0;
_idlePunishmentTimer += elapsed;
}
}
if (_idlePunishmentTimer > _idlePunishmentDelay)
{
if (_gameState == 200 && came)
{
// Player stopped interacting with us after we came
endSexyStuff();
}
else if (!_heartBank.isFull() && !_heartBank.isEmpty())
{
if (shouldEndSexyGame())
{
// pokemon doesn't get bored, the game is ending right now
}
else
{
// AFK? Pokemon gets bored
_idlePunishmentTimer = _rubRewardFrequency * FlxG.random.float( -0.83, -1.20) + _rubRewardFrequency / 2;
boredStuff();
}
}
}
}
}
if (_gameState >= 400)
{
_autoSweatRate -= 0.08 * elapsed;
}
_autoSweatRate = FlxMath.bound(_autoSweatRate, 0, 1.0);
_autoSweatTimer = Math.max(0, _autoSweatTimer - elapsed * _autoSweatRate);
if (_autoSweatTimer <= 0)
{
var sweatCount:Int = FlxG.random.int(2, 4);
scheduleSweat(sweatCount);
_autoSweatTimer += FlxG.random.float(0.3, 0.6) * sweatCount;
}
_sweatTimer = Math.max(0, _sweatTimer - elapsed);
if (_sweatTimer <= 0 && _sweatCount > 0)
{
if (FlxG.random.float() < 0.1)
{
// extra 11% sweatiness; this counteracts the default 10% chance that sweat isn't emitted
}
else
{
_sweatCount--;
}
_sweatTimer += FlxG.random.float(0.2, 0.4);
emitSweat();
}
if (shouldEndSexyGame())
{
// the pokemon has ejaculated, and emitted his "happiness remainder" and the player has stopped interacting
interactOff();
_clickedSpot = null;
_handSprite.animation.play("default");
setState(410);
_pokeWindow.resize(248, 349);
_backButton.visible = false;
if (PlayerData.playerIsInDen)
{
PlayerData.denTotalReward += totalHeartsEmitted;
PlayerData.denSexCount++;
}
var tree:Array<Array<Object>> = generateSexyAfterDialog();
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
var badThings = new Array<Int>();
computeChatComplaints(badThings);
rotateSexyChat(badThings);
}
updateHead(elapsed);
_armsAndLegsArranger.update(elapsed);
updateHand(elapsed);
if (_gameState == 200)
{
if (!displayingToyWindow() && _rubRewardTimer > _rubRewardFrequency / 2)
{
_rubRewardTimer = _rubRewardFrequency * FlxG.random.float( -0.83, -1.20) + _rubRewardFrequency / 2;
if (specialRub != null)
{
specialRubs.push(specialRub);
specialRubs.splice(0, specialRubs.length - 100);
}
handleRubReward();
}
}
if (_breathTimer > 0)
{
_breathTimer -= elapsed;
if (_head != null && _breathTimer <= 0)
{
emitBreath();
}
}
}
function shouldEndSexyGame():Bool
{
return _gameState == 400 && _heartBank.isEmpty() && _heartEmitCount <= 0 && (_idlePunishmentTimer > _rubRewardFrequency / 2);
}
public function isInteracting():Bool
{
return _pokeWindow._interact.visible || (_handSprite.animation.name != null && _handSprite.animation.name.substring(0, 4) == "rub-");
}
/**
* Can be overridden if there's unusual dialog
*/
public function generateSexyBeforeDialog():Array<Array<Object>>
{
return LevelIntroDialog.generateSexyBeforeDialog(this);
}
/**
* Can be overridden if there's unusual dialog
*/
public function generateSexyAfterDialog<T:PokeWindow>():Array<Array<Object>>
{
return LevelIntroDialog.generateSexyAfterDialog(this);
}
function boredStuff():Void
{
if (!pastBonerThreshold() || _heartBank._dickHeartReservoir == _heartBank._dickHeartReservoirCapacity)
{
var amount = SexyState.roundUpToQuarter(FlxG.random.float(0.03 * _heartBank._foreplayHeartReservoirCapacity, 0.06 * _heartBank._foreplayHeartReservoirCapacity));
_heartBank._foreplayHeartReservoirCapacity = Math.max(_heartBank._foreplayHeartReservoir, _heartBank._foreplayHeartReservoirCapacity - amount);
}
var amount = SexyState.roundUpToQuarter(FlxG.random.float(0.03 * _heartBank._dickHeartReservoirCapacity, 0.06 * _heartBank._dickHeartReservoirCapacity));
_heartBank._dickHeartReservoirCapacity = Math.max(_heartBank._dickHeartReservoir, _heartBank._dickHeartReservoirCapacity - amount);
_autoSweatRate = Math.max(0, _autoSweatRate - 0.08);
if (wordManager.consecutiveWords(boredWords))
{
maybeEmitWords(boredWords);
}
else {
maybeEmitWords(boredWords, 0, superBoredWordCount);
}
}
function emitHearts(elapsed:Float):Void
{
if (_heartEmitCount > 0)
{
_heartEmitTimer -= elapsed;
if (_heartEmitTimer < 0)
{
FlxSoundKludge.play(AssetPaths.heart_blip__mp3, 0.3);
_heartEmitTimer = Math.max(0, _heartEmitTimer + 0.08);
var heartParticle:LateFadingFlxParticle = _heartGroup.recycle(LateFadingFlxParticle);
if (heartParticle.graphic == null)
{
heartParticle.loadGraphic(AssetPaths.sexy_hearts__png, true, 40, 40);
heartParticle.exists = false;
}
var _heartEmitX = Math.abs(_heartSpriteCount % 60 - 30) / 30 * (504 - 256) + 256 - 20 - 25;
heartParticle.reset(_heartEmitX, 75 + (_heartSpriteCount % 2) * 10 - 5);
heartParticle.alpha = 1;
heartParticle.velocity.y = -30;
heartParticle.lifespan = 2.5;
heartParticle.enableLateFade(5);
FlxTween.tween(heartParticle, { x : heartParticle.x + 50 }, 2.5, { ease: tripleSineInOut } );
_heartSpriteCount++;
var random:Float = Math.ceil(FlxG.random.float(_heartEmitFudgeFloor * _heartEmitCount, 1.0 * _heartEmitCount) * 4) / 4.0;
if (random >= 4)
{
heartParticle.animation.frameIndex = 3;
_heartEmitCount -= 4;
totalHeartsEmitted += 4;
}
else if (random >= 1)
{
heartParticle.animation.frameIndex = 2;
_heartEmitCount -= 1;
totalHeartsEmitted += 1;
}
else
{
heartParticle.animation.frameIndex = 1;
_heartEmitCount -= 0.25;
totalHeartsEmitted += 0.25;
}
_heartGroup.sort(LevelState.byYNulls);
}
}
}
public static inline function tripleSineInOut(t:Float):Float
{
return -Math.cos(Math.PI * t * 3) / 2 + .5;
}
public static function roundUpToQuarter(v:Float):Float
{
return Math.ceil(v * 4) / 4.0;
}
public static function roundDownToQuarter(v:Float):Float
{
return Math.floor(v * 4) / 4.0;
}
public static function newBackButton(Callback:Void->Void, asset:FlxGraphicAsset=AssetPaths.back_button__png, ?dialogTree:DialogTree):FlxButton
{
AssetKludge.buttonifyAsset(asset);
var button:FlxButton = new FlxButton();
button.loadGraphic(asset);
return prepareBackButton(Callback, button, dialogTree);
}
private static function prepareBackButton(Callback:Void->Void, button:FlxButton, ?dialogTree:DialogTree):FlxButton
{
button.allowSwiping = false;
button.setPosition(FlxG.width - button.width - 6, FlxG.height - button.height - 6);
var filter:DropShadowFilter = new DropShadowFilter(3, 90, 0, ShadowGroup.SHADOW_ALPHA, 0, 0);
filter.distance = 3;
var spriteFilter:FlxFilterFramesKludge = FlxFilterFramesKludge.fromFrames(button.frames, 0, 5, [filter]);
spriteFilter.applyToSprite(button, false, true);
button.onDown.callback = function()
{
if (DialogTree.isDialogging(dialogTree))
{
return;
}
filter.distance = 0;
spriteFilter.secretOffset.y = -3;
spriteFilter.applyToSprite(button, false, true);
}
button.onUp.callback = function()
{
if (DialogTree.isDialogging(dialogTree))
{
return;
}
button.onOut.fire();
if (Callback != null)
{
Callback();
}
}
button.onOut.callback = function()
{
if (DialogTree.isDialogging(dialogTree))
{
return;
}
filter.distance = 3;
spriteFilter.secretOffset.y = 0;
spriteFilter.applyToSprite(button, false, true);
}
return button;
}
public function newToyButton(Callback:Void->Void, asset:FlxGraphicAsset, dialogTree:DialogTree):FlxButton
{
return newBackButton(new ToyCallback(this, Callback).doCall, asset, dialogTree);
}
public static function getSexyState():SexyState<Dynamic>
{
if (PlayerData.profIndex == 0)
{
return new AbraSexyState();
}
else if (PlayerData.profIndex == 1)
{
return new BuizelSexyState();
}
else if (PlayerData.profIndex == 2)
{
return new HeraSexyState();
}
else if (PlayerData.profIndex == 3)
{
return new GrovyleSexyState();
}
else if (PlayerData.profIndex == 4)
{
return new SandslashSexyState();
}
else if (PlayerData.profIndex == 5)
{
return new RhydonSexyState();
}
else if (PlayerData.profIndex == 6)
{
return new SmeargleSexyState();
}
else if (PlayerData.profIndex == 8)
{
return new MagnSexyState();
}
else if (PlayerData.profIndex == 9)
{
return new GrimerSexyState();
}
else if (PlayerData.profIndex == 10)
{
return new LucarioSexyState();
}
else {
// default to abra
return new AbraSexyState();
}
}
public function back():Void
{
if (PlayerData.pokemonLibido == 1)
{
// with cookies maxed out, we feed the dickHeartReservoir back into some bonuses they can actually use...
var foreplayCapacityPct:Float = _heartBank._foreplayHeartReservoir / _heartBank._foreplayHeartReservoirCapacity;
if (!Math.isFinite(foreplayCapacityPct))
{
foreplayCapacityPct = 0;
}
// if they used up 50% of the foreplay capacity, we use up 50% of the dick reservoir...
var newDickReservoir:Float = _heartBank._dickHeartReservoirCapacity * foreplayCapacityPct;
if (_heartBank._dickHeartReservoir > newDickReservoir)
{
// feed it into critter bonus
PlayerData.reimburseCritterBonus(Math.floor(_heartBank._dickHeartReservoir - newDickReservoir));
_heartBank._dickHeartReservoir = newDickReservoir;
}
}
// reduce pokemon's libido
var bonusCapacity:Int = computeBonusCapacity();
var bonusToyCapacity:Int = computeBonusToyCapacity();
var bankCapacityPct:Float = (_heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir) / (_heartBank._dickHeartReservoirCapacity + _heartBank._foreplayHeartReservoirCapacity);
var bankToyCapacityPct:Float = (_toyBank._dickHeartReservoir + _toyBank._foreplayHeartReservoir) / (_toyBank._dickHeartReservoirCapacity + _toyBank._foreplayHeartReservoirCapacity);
if (!Math.isFinite(bankCapacityPct))
{
bankCapacityPct = 0;
}
if (!Math.isFinite(bankToyCapacityPct))
{
bankToyCapacityPct = 0;
}
var bonusReservoirUsed:Int = Math.ceil((1 - bankCapacityPct) * bonusCapacity);
var bonusToyReservoirUsed:Int = Math.ceil((1 - bankToyCapacityPct) * bonusToyCapacity);
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "Reservoir");
var toyReservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "ToyReservoir");
var newReservoir:Int = Std.int(FlxMath.bound(reservoir - bonusReservoirUsed, 0, reservoir));
var newToyReservoir:Int = Std.int(FlxMath.bound(toyReservoir - bonusToyReservoirUsed, 0, toyReservoir));
var bonusDeductionAmount:Int = Math.ceil(newReservoir * (0.5 - bankCapacityPct / 2));
newReservoir -= bonusDeductionAmount;
PlayerData.reservoirReward += bonusDeductionAmount;
Reflect.setField(PlayerData, _pokeWindow._prefix + "Reservoir", newReservoir);
Reflect.setField(PlayerData, _pokeWindow._prefix + "ToyReservoir", newToyReservoir);
if (totalHeartsEmitted >= 5)
{
PlayerData.addPokeVideo({name:_pokeWindow._name, reward:totalHeartsEmitted, male:_male});
if (videoWasDirty())
{
PlayerData.videoStatus = PlayerData.VideoStatus.Dirty;
}
else if (PlayerData.videoStatus == PlayerData.VideoStatus.Empty)
{
PlayerData.videoStatus = PlayerData.VideoStatus.Clean;
}
}
var newState:FlxState;
if (PlayerData.playerIsInDen)
{
if (_denDestination == "%den-sex%")
{
if (PlayerData.sfw)
{
// skip sexystate; sfw mode
newState = new ShopState(MainMenuState.fadeInFast());
transOut = MainMenuState.fadeOutSlow();
}
else
{
// sex
newState = SexyState.getSexyState();
}
}
else
{
// shop
newState = new ShopState(MainMenuState.fadeInFast());
transOut = MainMenuState.fadeOutSlow();
}
}
else {
newState = new MainMenuState(MainMenuState.fadeInFast());
transOut = MainMenuState.fadeOutSlow();
}
FlxG.switchState(newState);
}
/**
* Heracross has slightly different comments for dirty videos and clean
* videos. "Dirty" usually means the pokemon orgasmed, but this can be
* overridden for Pokemon where it means something else.
*
* Technically if you just play with a Rhydon's cock and balls for 45
* minutes while he sweats and moans and doesn't orgasm, it's not a
* dirty video. Maybe it's just a medical examination...?
*
* @return true if the video should be treated as "porn" by Heracross
*/
function videoWasDirty():Bool
{
return came;
}
function updateHand(elapsed:Float):Void
{
if (displayingToyWindow())
{
// window is not being displayed; don't interact
return;
}
if (_fancyRub)
{
if (!FlxG.mouse.pressed && _clickedSpot.distanceTo(FlxG.mouse.getWorldPosition()) > 25)
{
interactOff();
}
else
{
_rubBodyAnim.update(elapsed);
if (_rubBodyAnim2 != null)
{
_rubBodyAnim2.update(elapsed);
}
_rubHandAnim.update(elapsed);
if (_rubHandAnim.sfxLength > 0)
{
playRubSound();
}
}
checkSpecialRub(null);
}
else {
if (!FlxG.mouse.pressed)
{
_clickedDuration = 0;
_clickedSpot = null;
}
if (_clickedSpot == null)
{
// did the user just click something interactable?
if (FlxG.mouse.justPressed)
{
_clickedSpot = FlxG.mouse.getWorldPosition();
_rubCheckTimer = RUB_CHECK_FREQUENCY;
}
}
if (_clickedSpot != null)
{
_clickedDuration += elapsed;
var mousePosition:FlxPoint = FlxG.mouse.getWorldPosition();
var mouseDist:Float = mousePosition.distanceTo(_clickedSpot);
if (mouseDist > 1)
{
var dx:Float = (mousePosition.x - _clickedSpot.x) * elapsed * handDragSpeed / mouseDist;
var dy:Float = (mousePosition.y - _clickedSpot.y) * elapsed * handDragSpeed / mouseDist;
// this limiting logic prevents the clickedSpot from jumping past the mousePosition
_clickedSpot.x = dx > 0 ? Math.min(mousePosition.x, _clickedSpot.x + dx) : Math.max(mousePosition.x, _clickedSpot.x + dx);
_clickedSpot.y = dy > 0 ? Math.min(mousePosition.y, _clickedSpot.y + dy) : Math.max(mousePosition.y, _clickedSpot.y + dy);
}
_handSprite.setPosition(_clickedSpot.x, _clickedSpot.y);
_cSatellite.setPosition(_clickedSpot.x, _clickedSpot.y);
_neSatellite.setPosition(_clickedSpot.x + _satelliteDistance.x, _clickedSpot.y - _satelliteDistance.y);
_nwSatellite.setPosition(_clickedSpot.x - _satelliteDistance.x, _clickedSpot.y - _satelliteDistance.y);
var rubCheck:Bool = false;
_rubCheckTimer += elapsed;
if (_rubCheckTimer > RUB_CHECK_FREQUENCY || FlxG.mouse.justPressed)
{
rubCheck = true;
_rubCheckTimer -= RUB_CHECK_FREQUENCY;
}
if (rubCheck)
{
var touchedPart:FlxSprite = getTouchedPart();
if (touchedPart == null)
{
_clickedSpot = null;
}
else
{
var handledTouch:Bool = touchPart(touchedPart);
if (!handledTouch)
{
playMundaneRubAnim(touchedPart);
}
}
specialRub = "";
checkSpecialRub(touchedPart);
}
}
else {
endMundaneRub();
}
}
syncShadowGlove(_shadowGlove, _pokeWindow._interact);
}
public function syncShadowGlove(shadowSprite:BouncySprite, sourceSprite:BouncySprite):Void
{
if (shadowSprite.visible)
{
shadowSprite.synchronize(sourceSprite);
/*
* If the glove is a little transparent, the ShadowGlove is really transparent. We want to see jizz behind the glove.
*/
shadowSprite.alpha = Math.pow(sourceSprite.alpha, 2);
shadowSprite.x = sourceSprite.x + 3;
shadowSprite.y += 3;
shadowSprite.animation.frameIndex = sourceSprite.animation.frameIndex;
}
}
function endMundaneRub():Void
{
_handSprite.setPosition(FlxG.mouse.x, FlxG.mouse.y);
_handSprite.animation.play("default");
}
function playMundaneRubAnim(touchedPart:FlxSprite):Void
{
var touchingNe:Bool = FlxG.pixelPerfectOverlap(_neSatellite, touchedPart, 32);
var touchingNw:Bool = FlxG.pixelPerfectOverlap(_nwSatellite, touchedPart, 32);
if (touchingNe && touchingNw)
{
_handSprite.animation.play("rub-center");
}
else if (touchingNe || !touchingNw && _cSatellite.x < _pokeWindow.x + _pokeWindow.width / 2)
{
_handSprite.animation.play("rub-left");
}
else {
_handSprite.animation.play("rub-right");
}
}
/**
* Overridden to define certain rubs as "special rubs". These rubs are
* given a name like "rub-left-pec" and the player might be rewarded or
* penalized for it
*
* @param touchedPart sprite which the player is clicking
*/
public function checkSpecialRub(touchedPart:FlxSprite):Void
{
}
/**
* Overridden to initialize various "hit boxes" -- places the player can
* click to trigger an action.
*
* This is also a good place to initialize words and sweat areas and other
* stuff which only needs to be initialized once after the sprites are
* loaded
*
* Subclasses will typically use this method to define "polyArrays",
* defining parts of a pokemon like "Abra's forehead" for example. A
* Pokemon might move their head, causing their forehead to change
* location. So the "polyArray" parameter includes a polygon for every
* frame index into the sprite. If the sprite has 60 frames, there will be
* 60 different polygonal regions showing where the forehead is in each of
* the 60 frames.
*/
public function initializeHitBoxes():Void
{
}
/**
* Override to handle a touched part in a special way (gripping, probing, whatever)
*
* @param touchedPart The part that was touched
* @return True if we handled it in a special way
*/
public function touchPart(touchedPart:FlxSprite):Bool
{
return false;
}
/**
* Override to handle letting go of a part in a special way
*
* @param touchedPart The part that was touched
*/
public function untouchPart(touchedPart:FlxSprite):Void
{
if (_gameState >= 400 && _dick != null && touchedPart == _dick)
{
if (_dick.animation.getByName("finished") != null)
{
_dick.animation.play("finished");
_dick.animation.curAnim.curFrame = _dick.animation.curAnim.numFrames - 1;
}
}
}
function getTouchedPart():BouncySprite
{
var touchedPart:FlxSprite = null;
var minDist:Float = FlxG.width;
for (_cameraButton in _activePokeWindow._cameraButtons)
{
var dist:Float = FlxPoint.get(_activePokeWindow.x + _cameraButton.x + 14, _activePokeWindow.y + _cameraButton.y + 14).distanceTo(FlxG.mouse.getPosition());
minDist = Math.min(dist, minDist);
}
if (minDist <= 30)
{
// clicking camera button?
return null;
}
return cast(_activePokeWindow.getOverlappedPart(_cSatellite), BouncySprite);
}
function interactOn(spr:BouncySprite, handAnimName:String, ?bodyAnimName:String):Void
{
_fancyRub = true;
_rubBodyAnim = new FancyAnim(spr, bodyAnimName != null ? bodyAnimName : handAnimName);
_rubHandAnim = new FancyAnim(_pokeWindow._interact, handAnimName);
_pokeWindow._interact.visible = true;
_shadowGlove.visible = true;
_pokeWindow._interact.synchronize(spr);
_handSprite.visible = false;
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(spr) + 1);
}
function interactOff():Void
{
_handSprite.animation.play("default");
if (!_fancyRub)
{
return;
}
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.length);
var oldAnimatedSprite:FlxSprite = _rubBodyAnim._flxSprite;
if (shouldInteractOff(_rubBodyAnim._flxSprite))
{
_rubBodyAnim._flxSprite.animation.play("default");
}
if (_rubBodyAnim2 != null)
{
if (shouldInteractOff(_rubBodyAnim2._flxSprite))
{
_rubBodyAnim2._flxSprite.animation.play("default");
}
}
_pokeWindow._interact.visible = false;
_shadowGlove.visible = false;
_handSprite.visible = true;
_fancyRub = false;
_rubBodyAnim = null;
_rubBodyAnim2 = null;
_rubHandAnim = null;
untouchPart(oldAnimatedSprite);
}
/**
* Normally when the player stops touching a sprite, it snaps back to
* normal. This can be overridden if it shouldn't snap back to normal
* right away
*
* @param targetSprite sprite which is being interacted with
* @return true if the sprite should "snap back to normal"
*/
function shouldInteractOff(targetSprite:FlxSprite):Bool
{
return true;
}
public function precum(amount:Float):Void
{
if (PlayerData.pokemonLibido == 1)
{
// don't emit precum at pokemon libido level 1
return;
}
var tmpAmount:Float = amount + FlxG.random.float( -0.5, 0.5);
pushCumShot( { force : 0, rate : 0, duration : FlxG.random.float(0, 1.5), arousal:-1 } );
pushCumShot( { force : 0.15, rate : 0.045 * tmpAmount, duration : 0.1 * tmpAmount, arousal:-1 } );
pushCumShot( { force : 0.10, rate : 0.035 * tmpAmount, duration : 0.2 * tmpAmount, arousal:-1 } );
pushCumShot( { force : 0.05, rate : 0.025 * tmpAmount, duration : 0.3 * tmpAmount, arousal:-1 } );
}
function pastBonerThreshold():Bool
{
return _heartBank.getForeplayPercent() <= _bonerThreshold;
}
/**
* Determines if the player clicked a certain part of a sprite, e.g a
* Pokemon's forehead.
*
* A Pokemon might move their head, causing their forehead to change
* location. So the "polyArray" parameter includes a polygon for every
* frame index into the sprite. If the sprite has 60 frames, there will be
* 60 different polygonal regions showing where the forehead is in each of
* the 60 frames.
*
* @param touchedPart body part which is being checked
* @param polyArray polygons which define a specific region of the body
* part
* @param clickPosition point which was clicked
* @return true if the clicked point is within the specified polygon,
* relative to the specified body part's location
*/
function clickedPolygon(touchedPart:FlxSprite, polyArray:Array<Array<FlxPoint>>, ?clickPosition:FlxPoint = null):Bool
{
var poly:Array<FlxPoint> = polyArray[touchedPart.animation.frameIndex];
var p:FlxPoint;
if (clickPosition != null)
{
p = FlxPoint.get(clickPosition.x - touchedPart.x + touchedPart.offset.x, clickPosition.y - touchedPart.y + touchedPart.offset.y);
}
else {
p = FlxPoint.get(FlxG.mouse.x - touchedPart.x + touchedPart.offset.x, FlxG.mouse.y - touchedPart.y + touchedPart.offset.y);
}
var result:Bool = polygonContainsPoint(poly, p);
p.put();
return result;
}
public static function polygonContainsPoint(poly:Array<FlxPoint>, test:FlxPoint):Bool
{
if (poly == null)
{
return false;
}
var i:Int = 0;
var j:Int = poly.length - 1;
var c:Bool = false;
while (i < poly.length)
{
if (((poly[i].y > test.y) != (poly[j].y > test.y)) &&
(test.x < (poly[j].x - poly[i].x) * (test.y - poly[i].y) / (poly[j].y - poly[i].y) + poly[i].x))
{
c = !c;
}
j = i++;
}
return c;
}
/**
* Some Pokemon care about how fast/slow you press and release the mouse.
* This method can be overridden for the mouse timing to be recorded to
* the mouseTiming field.
*
* @return true if mouse timing should be recorded
*/
function shouldRecordMouseTiming():Bool
{
return false;
}
public static function average(arr:Array<Float>):Float
{
var total:Float = 0;
for (item in arr)
{
total += item;
}
return total / arr.length;
}
/**
* Returns true if the mouse was just pressed, and the toy should be receptive to mouse clicks
*/
public static function toyMouseJustPressed()
{
return FlxG.mouse.justPressed && canInteractWithToy;
}
public function playRubSound():Void
{
rubSoundCount++;
if (shouldRecordMouseTiming())
{
mouseTiming.push(_rubHandAnim.sfxLength);
}
if (_fancyRub)
{
if (_rubHandAnim.sfxLength > 0.6)
{
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.rub0_slowa__mp3, AssetPaths.rub0_slowb__mp3, AssetPaths.rub0_slowc__mp3]), 0.10);
}
else if (_rubHandAnim.sfxLength > 0.25)
{
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.rub0_mediuma__mp3, AssetPaths.rub0_mediumb__mp3, AssetPaths.rub0_mediumc__mp3]), 0.10);
}
else
{
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.rub0_fasta__mp3, AssetPaths.rub0_fastb__mp3, AssetPaths.rub0_fastc__mp3]), 0.10);
}
}
else {
SoundStackingFix.play(FlxG.random.getObject([AssetPaths.rub0_mediuma__mp3, AssetPaths.rub0_mediumb__mp3, AssetPaths.rub0_mediumc__mp3]), 0.10);
}
}
public function sprayJizz(elapsed:Float)
{
/*
* Debug keys;
*
* Z = emit about 10% of the Pokemon's hearts (pressing this 5-6 times will make them orgasm)
* shift+Z = trigger a "nice thing" multiplier for the Pokemon
* O = trace info on heart reservoirs
* P = continuous stream of jizz
* X = emit sweat
* shift+R = reset the scene from the start
*/
#if debug
if (FlxG.keys.justPressed.Z)
{
// avoid triggering boredom
rubSoundCount = 6;
if (FlxG.keys.pressed.SHIFT)
{
// shift-Z: trigger nice thing
doNiceThing();
}
else
{
_newHeadTimer = 0;
var emitted:Float = 0;
if (!pastBonerThreshold())
{
emitted = Math.min(_heartBank._foreplayHeartReservoir, roundDownToQuarter(0.2 * _heartBank._foreplayHeartReservoirCapacity));
_heartBank._foreplayHeartReservoir -= emitted;
}
else
{
emitted = Math.min(_heartBank._dickHeartReservoir, roundDownToQuarter(0.2 * _heartBank._dickHeartReservoirCapacity));
_heartBank._dickHeartReservoir -= emitted;
}
_heartEmitCount += emitted;
}
}
if (FlxG.keys.justPressed.O)
{
_heartBank.traceInfo();
}
if (FlxG.keys.justPressed.P)
{
trace("total hearts: " + totalHeartsEmitted);
if (_cumShots.length > 0)
{
_cumShots.splice(0, _cumShots.length);
}
else
{
pushCumShot( { force : 1.0, rate : 1.0, duration : 600, arousal:-1 } );
}
}
if (_cumShots.length > 0)
{
if (FlxG.keys.justPressed.Q)
{
_cumShots[0].force += 0.05;
trace(_cumShots[0]);
}
if (FlxG.keys.justPressed.A)
{
_cumShots[0].force -= 0.05;
trace(_cumShots[0]);
}
if (FlxG.keys.justPressed.W)
{
_cumShots[0].rate += 0.005;
trace(_cumShots[0]);
}
if (FlxG.keys.justPressed.S)
{
_cumShots[0].rate -= 0.005;
trace(_cumShots[0]);
}
}
if (FlxG.keys.justPressed.P)
{
if (_head != null)
{
emitBreath();
}
}
if (FlxG.keys.justPressed.X)
{
emitSweat();
}
if (FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.R)
{
PlayerData.profIndex = PlayerData.PROF_PREFIXES.indexOf(_pokeWindow._prefix);
var sexyState:SexyState<Dynamic> = SexyState.getSexyState();
FlxG.switchState(sexyState);
return;
}
#end
var spoogeEmitter:FlxEmitter = getSpoogeEmitter();
if (_cumShots.length > 0)
{
handleCumShots(elapsed);
}
else
{
spoogeEmitter.emitting = false;
}
_spoogeKludge.visible = spoogeEmitter == _fluidEmitter && spoogeEmitter.emitting;
}
function getSpoogeEmitter():FlxEmitter
{
return _fluidEmitter;
}
function handleCumShots(elapsed:Float):Void
{
_cumShots[0].duration -= elapsed;
if (_cumShots[0].duration <= 0)
{
if (_cumShots[0].arousal > -1)
{
if (_cumShots.length == 1 || _cumShots[1].arousal == -1)
{
_isOrgasming = false;
if (_remainingOrgasms > 0)
{
// just finished ejaculating... but have more to go
_heartBank._dickHeartReservoirCapacity = Math.max(1, roundDownToQuarter(0.8 * _heartBank._dickHeartReservoir / _cumThreshold));
}
}
}
_cumShots.splice(0, 1);
}
var spoogeEmitter:FlxEmitter = getSpoogeEmitter();
spoogeEmitter.emitting = _cumShots.length > 0 && _cumShots[0].force > 0;
if (spoogeEmitter.emitting && _cumShots[0].rate < minCumRate)
{
// cumshot rate is too low; how about a slow dribble
_pentUpCum += _cumShots[0].rate * elapsed * 8;
if (_pentUpCumAccumulating)
{
// start building up cum for a drip...
spoogeEmitter.emitting = false;
if (_pentUpCum + _cumShots[0].rate > minCumRate)
{
// drip is big enough
_pentUpCumAccumulating = false;
}
}
else
{
// release the drip
spoogeEmitter.emitting = true;
_pentUpCum -= elapsed * minCumRate * 8;
if (_pentUpCum <= 0)
{
// drip is empty
_pentUpCum = 0;
_pentUpCumAccumulating = true;
}
}
}
if (spoogeEmitter.emitting)
{
var rate:Float = Math.max(_cumShots[0].rate, minCumRate);
spoogeEmitter.frequency = rate == 0 ? 0x0FFFFFFF : 1 / (200 * rate);
var spoogeSource:FlxSprite = getSpoogeSource();
var spoogeAngle:Array<FlxPoint> = getSpoogeAngleArray()[spoogeSource.animation.frameIndex];
if (spoogeAngle == null)
{
spoogeEmitter.emitting = false;
}
else
{
var dickPoint:FlxPoint = spoogeAngle[0];
var dickVelocity:FlxPoint = FlxPoint.get();
dickVelocity.copyFrom(spoogeAngle[1]);
if (spoogeAngle.length > 2)
{
var dickVelocity2:FlxPoint = spoogeAngle[2];
var ratio:Float = FlxG.random.float();
dickVelocity.x = dickVelocity.x * ratio + dickVelocity2.x * (1 - ratio);
dickVelocity.y = dickVelocity.y * ratio + dickVelocity2.y * (1 - ratio);
}
var cumSpread:Float = 0.2 + Math.min(0, (_cumShots[0].force - 1) / 2);
spoogeEmitter.launchMode = FlxEmitterMode.SQUARE;
spoogeEmitter.x = spoogeSource.x - spoogeSource.offset.x + dickPoint.x + 4;
spoogeEmitter.y = spoogeSource.y - spoogeSource.offset.y + dickPoint.y + 4;
spoogeEmitter.velocity.start.min.x = dickVelocity.x * (2 - cumSpread) * _cumShots[0].force + 20 * cumSpread;
spoogeEmitter.velocity.start.max.x = dickVelocity.x * (2 + cumSpread) * _cumShots[0].force - 20 * cumSpread;
spoogeEmitter.velocity.start.min.y = dickVelocity.y * (2 - cumSpread * 1.5) * _cumShots[0].force + 20 * cumSpread;
spoogeEmitter.velocity.start.max.y = dickVelocity.y * (2 + cumSpread * 0.5) * _cumShots[0].force - 20 * cumSpread;
if (!_male)
{
spoogeEmitter.velocity.start.min.x *= 0.16;
spoogeEmitter.velocity.start.min.y *= 0.16;
spoogeEmitter.velocity.start.max.x *= 0.16;
spoogeEmitter.velocity.start.max.y *= 0.16;
}
spoogeEmitter.velocity.end.set(spoogeEmitter.velocity.start.min, spoogeEmitter.velocity.start.max);
_spoogeKludge.x = spoogeEmitter.x;
_spoogeKludge.y = spoogeEmitter.y;
dickVelocity.put();
}
}
}
/**
* Can be overridden for Pokemon which need to emit jizz from a different
* sprite.
*
* This usually happens when the Pokemon drastically changes poses to use a
* sex toy, and a different dick sprite is temporarily visible. But it
* might also happen if Sandslash wants to show off his cool party trick.
*
* @return sprite which should emit jizz
*/
function getSpoogeSource():FlxSprite
{
return _dick;
}
function getSpoogeAngleArray():Array<Array<FlxPoint>>
{
return dickAngleArray;
}
public function updateHead(elapsed:Float):Void
{
_newHeadTimer -= elapsed;
if (_newHeadTimer < 0 && canChangeHead())
{
if (_gameState == 200)
{
if (!pastBonerThreshold())
{
_newHeadTimer = FlxG.random.float(3, 5) * _headTimerFactor;
}
else
{
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
}
}
else if (_gameState >= 400)
{
_newHeadTimer = FlxG.random.float(5, 8) * _headTimerFactor;
}
if (isEjaculating())
{
_activePokeWindow.setArousal(_cumShots[0].arousal);
}
else if (_gameState == 200)
{
if (!_isOrgasming && shouldOrgasm())
{
generateCumshots();
_activePokeWindow.setArousal(_cumShots[0].arousal);
}
else if (_heartBank.getDickPercent() > _cumThreshold)
{
var arousal:Int = determineArousal();
_activePokeWindow.nudgeArousal(arousal);
}
else
{
// done orgasming, but game hasn't ended yet (player is still interacting w/genitals)
_activePokeWindow.nudgeArousal(0);
}
}
else if (_gameState >= 400)
{
_activePokeWindow.nudgeArousal(0);
}
}
}
/**
* Can be overridden if a Pokemon needs to orgasm at an inappropriate time.
* (Looking at you, Heracross)
*
* @return true if the Pokemon should orgasm
*/
public function shouldOrgasm():Bool
{
return _heartBank.getDickPercent() <= _cumThreshold && _remainingOrgasms > 0;
}
/**
* Overridden to determine how aroused a Pokemon's expression should be
*
* 0 = not aroused, 4 = very aroused
*
* @return pokemon's arousal value
*/
public function determineArousal():Int
{
return 0;
}
/**
* Overridden to define times where the Pokemon is doing something where
* it would be inappropriate to smile or look away (e.g brushing their
* teeth)
*
* @return true if a pokemon's expression can be changed
*/
function canChangeHead():Bool
{
return true;
}
function emitSweat()
{
var skipSweatChance:Float = [1.00, 1.00, 0.80, 0.40, 0.20, 0.10, 0.05, 0.00][PlayerData.pokemonLibido];
if (Math.isFinite(skipSweatChance) && FlxG.random.float() <= skipSweatChance)
{
// don't emit sweat for low/no libido
return;
}
var weights:Array<Float> = [];
for (sweatArea in sweatAreas)
{
weights.push(sweatArea.chance);
}
var sweatArea = sweatAreas[FlxG.random.weightedPick(weights)];
if (sweatArea == null)
{
return;
}
if (sweatArea.sprite == null)
{
return;
}
if (!sweatArea.sprite.visible)
{
return;
}
var sweatArray:Array<FlxPoint> = sweatArea.sweatArrayArray[sweatArea.sprite.animation.frameIndex];
if (sweatArray == null)
{
return;
}
var lifespan:Float = FlxG.random.float(3, 6);
var p:FlxPoint = RandomPolygonPoint.randomPolyPoint(sweatArray);
p.add(-sweatArea.sprite.offset.x, - sweatArea.sprite.offset.y);
for (i in 0...6)
{
var newParticle:FlxParticle = _fluidEmitter.recycle(FlxParticle);
newParticle.reset(p.x, p.y);
newParticle.x += sweatArea.sprite.x;
newParticle.y += sweatArea.sprite.y;
newParticle.velocityRange.active = false;
newParticle.accelerationRange.active = false;
newParticle.lifespan = lifespan;
var dx:Float = FlxG.random.float( -7, 7);
var dy:Float = FlxG.random.float( -7, 7);
newParticle.x += dx;
newParticle.y += dy;
newParticle.velocity.x = FlxG.random.float( -5, 5);
newParticle.velocity.y = FlxG.random.float( 5, 10);
newParticle.acceleration.y = 12 + FlxG.random.float( -4, 4);
newParticle.alpha = 1.0;
newParticle.alphaRange.set(1.0, 0.5);
}
}
function emitBreath():Void
{
if (breathAngleArray[_head.animation.frameIndex] == null)
{
return;
}
var breathParticle:BreathParticle = _breathGroup.recycle(BreathParticle);
if (breathParticle.graphic == null)
{
breathParticle.loadGraphic(AssetPaths.breath_puffs__png, true, 96, 96);
}
var breathPoint:FlxPoint = breathAngleArray[_head.animation.frameIndex][0];
var breathVelocity:FlxPoint = breathAngleArray[_head.animation.frameIndex][1];
breathParticle.reset(breathPoint.x, breathPoint.y);
breathParticle.animation.frameIndex = 0;
breathParticle.x += _head.x - _head.offset.x + 4;
breathParticle.y += _head.y - _head.offset.y + 4;
breathParticle.velocity.set(breathVelocity.x, breathVelocity.y);
breathParticle.offset.y = 64;
breathParticle.origin.y = 64;
var angleRadians:Float = Math.atan2(breathParticle.velocity.x, -breathParticle.velocity.y);
var angleInt:Int = (Std.int(Math.round(angleRadians * 8 / Math.PI - 0.5)) + 16) % 16;
breathParticle.angle = Std.int((angleInt + 2) / 4) * 90;
if (angleInt % 4 == 0 || angleInt % 4 == 3)
{
breathParticle.animation.frameIndex = FlxG.random.int(0, 2);
}
else {
breathParticle.animation.frameIndex = FlxG.random.int(3, 5);
}
if (angleInt % 4 == 2 || angleInt % 4 == 3)
{
breathParticle.flipX = true;
breathParticle.origin.x = 64;
breathParticle.offset.x = 64;
}
else {
breathParticle.flipX = false;
breathParticle.offset.x = 32;
breathParticle.origin.x = 32;
}
breathParticle.alpha = 0.75;
breathParticle.drag.x = 100;
breathParticle.drag.y = 100;
breathParticle.lifespan = 1.2;
}
function emitPostOrgasmWords():Void
{
var qord:Qord = null;
if (orgasmWords.timer <= 0 && _cumShots[0].arousal >= 5 && _heartEmitCount + _heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir > 20)
{
qord = orgasmWords;
orgasmWords.timer = orgasmWords.frequency;
}
else if (pleasureWords.timer <= 0 && _cumShots[0].arousal >= 3)
{
qord = pleasureWords;
pleasureWords.timer = 2.0;
}
else if (encouragementWords.timer <= 0)
{
qord = encouragementWords;
encouragementWords.timer = 2.0;
}
if (qord != null)
{
emitWords(qord);
}
}
function handleOrgasmReward(elapsed:Float):Void
{
if (_gameState == 200)
{
if (isEjaculating())
{
if (_cumShots[0].duration - elapsed <= 0 && _cumShots[0].rate == 0)
{
var amount:Float;
var lucky:Float = lucky(0.6, 1.0, cumTraits4[cumTrait4]);
lucky /= (_remainingOrgasms + 1);
amount = roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= amount;
_heartEmitCount += amount;
amount = roundUpToQuarter(lucky * _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= amount;
_heartEmitCount += amount;
if (_heartEmitCount > 0)
{
if (_characterSfxTimer <= 0)
{
if (isEjaculating())
{
_characterSfxTimer = 2.0;
}
else
{
_characterSfxTimer = _characterSfxFrequency;
}
if (_cumShots[0].arousal >= 5)
{
SoundStackingFix.play(FlxG.random.getObject(sfxOrgasm), 0.4);
}
else if (_cumShots[0].arousal >= 3)
{
SoundStackingFix.play(FlxG.random.getObject(sfxPleasure), 0.4);
}
else
{
SoundStackingFix.play(FlxG.random.getObject(sfxEncouragement), 0.4);
}
}
emitPostOrgasmWords();
}
}
}
}
}
function fancyRubbing(Sprite:FlxSprite)
{
return _rubBodyAnim != null && _rubBodyAnim._flxSprite == Sprite;
}
function fancyRubAnimatesSprite(Sprite:FlxSprite)
{
return (_rubBodyAnim != null && _rubBodyAnim._flxSprite == Sprite) || (_rubBodyAnim2 != null && _rubBodyAnim2._flxSprite == Sprite);
}
/**
* Pokemon have things they like, and doing them will multiply the amount
* of hearts they emit. For example, Abra might only emit 60 hearts, but
* if you rub her feet this might increase to 120 hearts. If you recite the
* quadratic formula incorrectly and tell her how much smarter she is than
* you, this might increase to 180 hearts.
*
* @param amount percent the heart reservoir should increase by
*/
function doNiceThing(amount:Float = 0):Void
{
if (amount == 0)
{
/*
* Because male Pokemon have external genitals and "more to do"
* they usually also have more things they want. Both genders have
* the same maximum reward, but most male Pokemon in the game
* require more actions to get there
*/
amount = _male ? 0.66667 : 1.0000;
}
if (!_male && amount > FlxG.random.float())
{
_remainingOrgasms += FlxG.random.weightedPick([5, 80, 15]); // 0, 1 or 2
}
_heartBank._foreplayHeartReservoir += SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.64 * amount);
if (_bonerThreshold > 0)
{
_heartBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.64 * amount / _bonerThreshold);
}
_heartBank._dickHeartReservoir += SexyState.roundUpToQuarter(_heartBank._defaultDickHeartReservoir * amount);
_heartBank._dickHeartReservoirCapacity += SexyState.roundUpToQuarter(_heartBank._defaultDickHeartReservoir * amount);
var emitAmount = SexyState.roundDownToQuarter(_heartBank._defaultForeplayHeartReservoir * 0.36 * amount);
_heartEmitCount += emitAmount;
_breathlessCount = 99;
_autoSweatRate += 0.12 * amount;
}
/**
* Pokemon have things they dislike, and doing them will diminish the
* amount of hearts they emit. For example, Buize might normally emit
* 120 hearts, but if you squeeze his inner tube this might decrease to 90
* hearts. If you then give a 30 minute monologue on why there are only 150
* True Pokemon, he might only feel like emitting 60 hearts today.
*
* @param amount percent penalty which should be applied
*/
function doMeanThing(amount:Float = 1):Void
{
var oldCapacity:Float;
if (_heartBank._foreplayHeartReservoirCapacity > _heartBank._defaultForeplayHeartReservoir)
{
oldCapacity = _heartBank._foreplayHeartReservoirCapacity;
_heartBank._foreplayHeartReservoirCapacity = Math.max(_heartBank._defaultForeplayHeartReservoir, SexyState.roundUpToQuarter(_heartBank._foreplayHeartReservoirCapacity - _heartBank._defaultForeplayHeartReservoir * 0.8 * amount));
_heartBank._foreplayHeartReservoir = SexyState.roundDownToQuarter((_heartBank._foreplayHeartReservoirCapacity / oldCapacity) * _heartBank._foreplayHeartReservoir);
}
if (_heartBank._dickHeartReservoirCapacity > _heartBank._defaultDickHeartReservoir)
{
oldCapacity = _heartBank._dickHeartReservoirCapacity;
_heartBank._dickHeartReservoirCapacity = Math.max(_heartBank._defaultDickHeartReservoir, SexyState.roundUpToQuarter(_heartBank._dickHeartReservoirCapacity - _heartBank._defaultDickHeartReservoir * amount));
_heartBank._dickHeartReservoir = SexyState.roundDownToQuarter((_heartBank._dickHeartReservoirCapacity / oldCapacity) * _heartBank._dickHeartReservoir);
}
_heartEmitCount -= SexyState.roundUpToQuarter(_heartBank._defaultForeplayHeartReservoir * amount * 0.2);
_autoSweatRate -= 0.16 * amount;
}
private function pushCumShot(cumshot:Cumshot):Void
{
if (PlayerData.pokemonLibido == 1)
{
// don't push cumshots at libido level 1
return;
}
_cumShots.push(cumshot);
}
function generateCumshots():Void
{
came = true;
// ensure the first cumshot makes a sound
orgasmWords.timer = 0;
pleasureWords.timer = 0;
encouragementWords.timer = 0;
_characterSfxTimer = 0;
// clear away any precum
_cumShots.splice(0, _cumShots.length);
var rawOrgasmPower:Float = (_heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir) * 1.2;
var totalOrgasmPower:Float = rawOrgasmPower;
if (totalOrgasmPower < 60)
{
totalOrgasmPower = (30 + totalOrgasmPower) / 1.5;
}
if (PlayerData.playerIsInDen)
{
var profIndex = PlayerData.PROF_PREFIXES.indexOf(_pokeWindow._prefix);
var denSexResilience:Float = PlayerData.DEN_SEX_RESILIENCE[profIndex];
totalOrgasmPower *= (denSexResilience / (denSexResilience + PlayerData.denSexCount));
}
var orgasmPower:Float = totalOrgasmPower;
if (_remainingOrgasms > 1)
{
orgasmPower *= _multipleOrgasmDiminishment / _remainingOrgasms;
}
pushCumShot( { force : 0.0, rate : 0.0, duration : 0.1, arousal:5 } );
while (orgasmPower > (_male ? 4 : 6))
{
var cumshotPower:Float = orgasmPower * cumTraits4[cumTrait4] * FlxG.random.float(0.6, 1.0);
orgasmPower -= cumshotPower;
var cumQuantity:Float = Math.log(cumshotPower + 8) / Math.log(8) - 1;
cumQuantity *= 2.1 * cumTraits0[cumTrait0];
var cumshotFrequency = cumTraits2[cumTrait2];
var cumshot:Cumshot = { duration:cumshotFrequency * cumTraits3[cumTrait3] * FlxG.random.float(0.9, 1.11), rate:0, force:0, arousal:0 };
while (cumQuantity > 2)
{
var r = FlxG.random.float(0.7, 0.9);
cumQuantity *= r;
cumshot.duration /= Math.pow(r, 2);
}
if (orgasmPower > 60)
{
cumshot.arousal = 5;
}
else if (orgasmPower > 30)
{
cumshot.arousal = 4;
}
else if (orgasmPower > 15)
{
cumshot.arousal = 3;
}
else if (orgasmPower > 8)
{
cumshot.force *= 0.66;
cumshot.arousal = 2;
cumshot.duration *= 1.25;
}
else
{
cumshot.force *= 0.33;
cumshot.arousal = 1;
cumshot.duration *= 2;
}
var forceRateRatio = FlxG.random.float(0.89, 1.13);
cumshot.force = Math.max(0.1, cumQuantity * forceRateRatio);
cumshot.rate = Math.max(0.2, cumQuantity / forceRateRatio);
pushCumShot(cumshot);
var cumshotDuration:Float = cumshot.duration;
while (cumshot.duration > 0.5)
{
var newDuration:Float = FlxG.random.float(0.1, 0.15);
cumshot.duration -= newDuration;
pushCumShot( { force:Math.max(0.1, _cumShots[_cumShots.length - 1].force * 0.85), rate:Math.max(0.2, _cumShots[_cumShots.length - 1].rate * 0.85), duration:newDuration, arousal:cumshot.arousal } );
}
pushCumShot( { force:0, rate:0, duration:Math.max(0.1, cumshotFrequency - Math.max(cumshotDuration, cumshotFrequency * 0.3)), arousal:cumshot.arousal } );
}
if (rawOrgasmPower < 36)
{
for (cumshot in _cumShots)
{
cumshot.force *= Math.pow(rawOrgasmPower / 36, 0.5);
}
}
for (cumshot in _cumShots)
{
if (cumshot.force > 0)
{
cumshot.force = Math.max(0.1, cumshot.force * cumTraits1[cumTrait1]);
cumshot.rate = Math.max(0.2, cumshot.rate * cumTraits1[cumTrait1]);
}
}
_remainingOrgasms--;
_isOrgasming = true;
}
function emitCasualEncouragementWords():Void
{
if (_heartEmitCount > 0)
{
if (encouragementWords.timer < _characterSfxTimer)
{
maybeEmitWords(encouragementWords);
}
}
}
/**
* @param left Number of leftmost words to omit
* @param right Number of rightmost words to omit
*/
function maybeEmitWords(qord:Qord, ?left:Int = 0, ?right:Int = 0):Array<WordParticle>
{
if (qord != null && qord.timer <= 0)
{
return emitWords(qord, left, right);
}
return [];
}
/**
* @param left Number of leftmost words to omit
* @param right Number of rightmost words to omit
*/
function emitWords(qord:Qord, ?left:Int = 0, ?right:Int = 0):Array<WordParticle>
{
encouragementWords.timer = encouragementWords.frequency;
boredWords.timer = boredWords.frequency;
return wordManager.emitWords(qord, left, right);
}
/**
* Override to define penetrative actions, where it's OK to go slower
*
* @return true if the current action is penetrative
*/
function penetrating():Bool
{
return false;
}
public function maybeScheduleBreath():Void
{
if (++_breathlessCount > 1)
{
scheduleBreath();
}
}
public function scheduleBreath():Void
{
_breathlessCount = FlxG.random.int(-2, 0);
_breathTimer = FlxG.random.float(0, 1.5);
}
function scheduleSweat(sweatCount:Int):Void
{
if (_sweatCount == 0)
{
_sweatTimer += FlxG.random.float(0, 1.5);
_sweatCount = sweatCount;
}
}
/**
* After a pokemon ejaculates, there's a tiny bit of hearts left in his heart bank, and we're still in the "jerking off" animation,
* so it's awkward to transition directly to the the dialog state. This function handles the "in between" stuff.
*/
function endSexyStuff():Void
{
setState(400);
_heartEmitCount += roundUpToQuarter((_heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir) / (_remainingOrgasms + 1.0));
_heartBank._dickHeartReservoir = 0;
_heartBank._foreplayHeartReservoir = 0;
maybeEndSexyRubbing();
}
function maybeEndSexyRubbing():Void
{
if (_male && _dick != null && fancyRubbing(_dick) && _rubHandAnim._flxSprite.animation.name == "jack-off")
{
_rubBodyAnim.setAnimName("rub-dick");
_rubHandAnim.setAnimName("rub-dick");
}
}
function isEjaculating():Bool
{
return _cumShots.length > 0 && _cumShots[0].arousal != -1;
}
/**
* Overridden to append a list of complains the pokemon might have. These
* complaints are numeric indexes into the "sexyBeforeBad" field in their
* Dialog class.
*
* @param complaints complaints array to append to
*/
public function computeChatComplaints(complaints:Array<Int>):Void
{
}
function maybePlayPokeSfx(?sfxArray:Array<FlxSoundAsset>):Void
{
if (_characterSfxTimer <= 0)
{
_characterSfxTimer = _characterSfxFrequency;
if (sfxArray != null)
{
FlxSoundKludge.play(FlxG.random.getObject(sfxArray), 0.4);
}
else
{
if (!pastBonerThreshold())
{
FlxSoundKludge.play(FlxG.random.getObject(sfxEncouragement), 0.4);
}
else
{
FlxSoundKludge.play(FlxG.random.getObject(sfxPleasure), 0.4);
}
}
}
}
function maybeEmitPrecum():Void
{
if (PlayerData.pokemonLibido == 1)
{
// don't emit precum at libido level 1
return;
}
var precumAmount:Int = computePrecumAmount();
if (precumAmount > 0)
{
precum(precumAmount);
scheduleSweat(FlxG.random.int(2, 2 + precumAmount));
if (precumAmount >= 2)
{
_autoSweatRate += 0.03 * precumAmount;
}
}
}
/**
* Override to define the amount of precum emitted
*/
function computePrecumAmount():Int
{
return 0;
}
/**
* Override to define the amount of precum emitted
*/
function handleRubReward():Void
{
}
/**
* Override to define how much the character enjoys foreplay
*
* 0 = they don't enjoy foreplay at all
* 1 = they don't enjoy sex at all
*/
function foreplayFactor():Float
{
return _male ? 0.25 : 0.5;
}
/**
* Override if the toy uses "foreplay" in some weird way
*/
function toyForeplayFactor():Float
{
return 0;
}
function lucky(Min:Float, Max:Float, Scalar:Float = 1)
{
var result:Float = FlxG.random.float(Min * Scalar, Max * Scalar);
if (PlayerData.pokemonLibido < 4)
{
result = Math.min(result, FlxG.random.float(Min * Scalar, Max * Scalar));
}
return result;
}
function computeBonusCapacity():Int
{
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "Reservoir");
var bonusCapacity:Int = 0;
if (reservoir >= 210)
{
bonusCapacity = 210;
}
else if (reservoir >= 90)
{
bonusCapacity = 90;
}
else if (reservoir >= 30)
{
bonusCapacity = 30;
}
return bonusCapacity;
}
function computeBonusToyCapacity():Int
{
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "ToyReservoir");
var bonusCapacity:Int = 0;
if (reservoir >= 180)
{
bonusCapacity = 180;
}
else if (reservoir >= 120)
{
bonusCapacity = 120;
}
else if (reservoir >= 60)
{
bonusCapacity = 60;
}
return bonusCapacity;
}
public function createToyMeter(toyButton:FlxSprite, pctNerf:Float=1.0):ReservoirMeter
{
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "ToyReservoir");
if (reservoir == -1)
{
reservoir = FlxG.random.int(0, 59);
}
reservoir = Std.int(reservoir * pctNerf);
var toyPct:Float = Math.pow(reservoir / 180, 0.5);
var toyReservoirStatus:ReservoirStatus = ReservoirStatus.Green;
if (reservoir >= 180)
{
toyReservoirStatus = ReservoirStatus.Emergency;
}
else if (reservoir >= 120)
{
toyReservoirStatus = ReservoirStatus.Red;
}
else if (reservoir >= 60)
{
toyReservoirStatus = ReservoirStatus.Yellow;
}
return new ReservoirMeter(toyButton, toyPct, toyReservoirStatus, 70, 63);
}
/**
* @param pctNerf A number from 0.10-0.59 for toys the pokemon doesn't like.
*/
public function addToyButton(toyButton:FlxButton, pctNerf:Float=1.0)
{
var position:FlxPoint = TOY_BUTTON_POSITIONS[Std.int(_toyButtons.members.length / 2)];
toyButton.setPosition(position.x, position.y);
var meter:ReservoirMeter = createToyMeter(toyButton, pctNerf);
buttonToMeterMap[toyButton] = meter;
_toyButtons.add(toyButton);
_toyButtons.add(meter);
}
public function removeToyButton(toyButton:FlxButton)
{
_toyButtons.remove(toyButton);
_toyButtons.remove(buttonToMeterMap[toyButton]);
buttonToMeterMap.remove(toyButton);
}
public function isFinishedSexyStuff():Bool
{
return _gameState >= 400;
}
function newButton(Graphic:Dynamic, X:Float, Y:Float, Width:Int, Height:Int, Callback:Void->Void):FlxButton
{
AssetKludge.buttonifyAsset(Graphic);
var button:FlxButton = new FlxButton(X, Y);
button.loadGraphic(Graphic, true, Width, Height);
button.animation.frameIndex = 1;
button.allowSwiping = false;
var filter:DropShadowFilter = new DropShadowFilter(3, 90, 0, ShadowGroup.SHADOW_ALPHA, 0, 0);
filter.distance = 3;
var spriteFilter:FlxFilterFramesKludge = FlxFilterFramesKludge.fromFrames(button.frames, 0, 5, [filter]);
spriteFilter.applyToSprite(button, false, true);
button.onDown.callback = function()
{
filter.distance = 0;
spriteFilter.secretOffset.y = -3;
spriteFilter.applyToSprite(button, false, true);
}
button.onUp.callback = function()
{
button.onOut.fire();
if (_buttonGroup.visible)
{
Callback();
}
}
button.onOut.callback = function()
{
filter.distance = 3;
spriteFilter.secretOffset.y = 0;
spriteFilter.applyToSprite(button, false, true);
}
return button;
}
function specialRubsInARow():Int
{
var inARow:Int = 0;
var i:Int = specialRubs.length - 1;
while (i >= 0 && specialRubs[i] == specialRub)
{
inARow++;
i--;
}
return inARow;
}
public function eventShowToyWindow(args:Array<Dynamic>)
{
if (_hud.members.indexOf(toyGroup) != -1)
{
// already shown?
return;
}
_hud.insert(_hud.members.indexOf(_pokeWindow), toyGroup);
CursorUtils.useSystemCursor();
_frontSprites.remove(_handSprite);
_backSprites.remove(_toyButtons);
_backSprites.add(_toyOffButton);
_idlePunishmentTimer = -5;
var toyWindow:PokeWindow = getToyWindow();
if (toyWindow != null)
{
// toy involves a completely new pokewindow... swap it in
_activePokeWindow = toyWindow;
toyWindow.setArousal(_pokeWindow._arousal);
_hud.remove(_pokeWindow);
addCameraButtons();
_dick = toyWindow._dick;
_head = toyWindow._head;
// different dick/head, different hitboxes...
initializeHitBoxes();
killParticles();
}
}
/*
* Can be overridden to return the toy window
*/
public function getToyWindow():PokeWindow
{
return null;
}
public function eventHideToyWindow(args:Array<Dynamic>)
{
if (_hud.members.indexOf(toyGroup) == -1)
{
// already hidden?
return;
}
var toyWindow:PokeWindow = getToyWindow();
if (toyWindow != null)
{
// toy involves a completely new pokewindow... swap the regular pokewindow back in
_activePokeWindow = _pokeWindow;
_hud.insert(_hud.members.indexOf(toyGroup), _pokeWindow);
_hud.remove(toyGroup);
_pokeWindow.setArousal(toyWindow._arousal);
addCameraButtons();
_dick = _pokeWindow._dick;
_head = _pokeWindow._head;
// different dick/head, different hitboxes...
initializeHitBoxes();
killParticles();
}
else
{
_hud.remove(toyGroup);
}
_idlePunishmentTimer = -5;
CursorUtils.initializeSystemCursor();
_frontSprites.add(_handSprite);
_backSprites.remove(_toyOffButton);
}
public function playButtonClickSound():Void
{
SoundStackingFix.play(AssetPaths.click1_00cb__mp3, 0.6);
}
public function streamButtonEvent():Void
{
playButtonClickSound();
_tablet.visible = true;
_backSprites.remove(_streamButton);
eventStack.addEvent({time:eventStack._time + 2.0, callback:eventEnableStreamCloseButton});
}
public function hideStreamEvent():Void
{
playButtonClickSound();
_tablet.exists = false;
_streamCloseButton.exists = false;
}
public function eventEnableStreamCloseButton(args:Dynamic)
{
_streamCloseButton.exists = true;
}
public function toyOffButtonEvent():Void
{
if (!toyButtonsEnabled)
{
return;
}
if (finalOrgasmLooms())
{
// in the middle of the final orgasm; it would be awkward to swap now
return;
}
playButtonClickSound();
toyButtonsEnabled = false;
if (shouldEmitToyInterruptWords())
{
maybeEmitWords(toyInterruptWords);
}
else {
// already naturally finished using the toy
}
var time:Float = eventStack._time;
if (getToyWindow() != null)
{
// need to transition between two pokewindows; we do this by
// having the go out of frame and come back
eventStack.addEvent({time:time + 0.8, callback:eventTakeBreak, args:[2.5]});
time += 0.5;
}
eventStack.addEvent({time:time += 0.5, callback:eventHideToyWindow});
if (getToyWindow() == null)
{
// need to reset pokewindow's alpha, just in case player was mousing over it
FlxTween.tween(_pokeWindow._canvas, {alpha:1.0}, 0.5, {startDelay:time - eventStack._time});
}
eventStack.addEvent({time:time += 2.2, callback:eventEnableToyButtons});
}
/**
* Can be overridden to define when it is/isn't appropriate to comment upon switching toy states
*/
public function shouldEmitToyInterruptWords():Bool
{
return false;
}
/**
* @return true if we're in the middle of our last orgasm... or we're about to have our last orgasm.
*/
public function finalOrgasmLooms():Bool
{
return _gameState == 200 && (_remainingOrgasms == 0 || _remainingOrgasms == 1 && shouldOrgasm());
}
public function eventEnableToyButtons(args:Array<Dynamic>):Void
{
toyButtonsEnabled = true;
}
public function eventTakeBreak(args:Array<Dynamic>):Void
{
var breakTime:Float = args[0];
_pokeWindow.takeBreak(breakTime);
if (getToyWindow() != null)
{
getToyWindow().takeBreak(breakTime);
}
}
public function displayingToyWindow():Bool
{
return _hud.members.indexOf(toyGroup) != -1;
}
/**
* Can be overriden to define all behavior which should happen when the toy window is showing
*/
public function handleToyWindow(elapsed:Float):Void
{
var toyWindow:PokeWindow = _activePokeWindow;
// fade out mouse if cursor is nearby...
var shouldFade:Bool = false;
if (toyWindow._canvas.overlapsPoint(FlxG.mouse.getPosition()))
{
var minDist:Float = FlxG.width;
for (_cameraButton in toyWindow._cameraButtons)
{
var dist:Float = FlxPoint.get(toyWindow.x + _cameraButton.x + 14, toyWindow.y + _cameraButton.y + 14).distanceTo(FlxG.mouse.getPosition());
minDist = Math.min(dist, minDist);
}
if (minDist <= 30)
{
// too close to a camera button; don't fade out
shouldFade = false;
}
else
{
shouldFade = true;
}
}
if (shouldFade)
{
toyWindow._canvas.alpha = Math.max(0.3, toyWindow._canvas.alpha - 3.0 * elapsed);
}
else {
toyWindow._canvas.alpha = Math.min(1.0, toyWindow._canvas.alpha + 3.0 * elapsed);
}
// increment reward/punishment timer...
if (toyWindow._breakTime > 0)
{
// hasn't settled down yet...
}
else {
if (_remainingOrgasms > 0)
{
// before the final orgasm, let the player take their time
_idlePunishmentTimer += elapsed * TOY_TIME_DILATION;
}
else {
_idlePunishmentTimer += elapsed;
}
_rubRewardTimer += elapsed;
}
}
public function maybeEmitToyWordsAndStuff()
{
_idlePunishmentTimer = 0;
if (_rubRewardTimer > _rubRewardFrequency / 2)
{
_rubRewardTimer = _rubRewardFrequency * FlxG.random.float( -0.83, -1.20) + _rubRewardFrequency / 2;
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybePlayPokeSfx();
}
}
}
public function obliterateCursor()
{
_pokeWindow._interact.visible = false;
_shadowGlove.visible = false;
FlxG.mouse.useSystemCursor = true;
PlayerData.cursorType = "none";
PlayerData.cursorSmellTimeRemaining = 0;
}
}
class ToyCallback<T:PokeWindow>
{
var callback:Void->Void;
var sexyState:SexyState<T>;
public function new(sexyState:SexyState<T>, callback:Void->Void)
{
this.sexyState = sexyState;
this.callback = callback;
}
public function doCall()
{
if (sexyState._activePokeWindow._partAlpha == 0)
{
// toy buttons don't work if the pokemon is gone
return;
}
if (!sexyState.toyButtonsEnabled)
{
return;
}
if (sexyState.finalOrgasmLooms())
{
// in the middle of the final orgasm; it would be awkward to swap now
return;
}
if (sexyState._gameState != 200)
{
// maybe we're in state 400, or something funny. we shouldn't start anal beads after we've orgasmed
return;
}
callback();
}
}
typedef Cumshot =
{
force:Float,
rate:Float,
duration:Float,
arousal:Int
}
/**
* Area which can emit sweat, something like "the top part of the forehead in between the eyes"
*/
typedef SweatArea =
{
chance:Int, // likelihood of emitting sweat relative to the other SweatAreas
sprite:FlxSprite, // sprite which emits sweat
/*
* Polygonal region of the FlxSprite which can emit sweat. Includes a
* different polygon for every frame, as a Pokemon might move their head
* around causing their forehead to change positions
*/
sweatArrayArray:Array<Array<FlxPoint>>
}
|
argonvile/monster
|
source/poke/sexy/SexyState.hx
|
hx
|
unknown
| 96,106 |
package poke.sexy;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import kludge.BetterFlxRandom;
import poke.sexy.WordManager.Word;
import poke.sexy.WordManager.Qord;
/**
* WordManager is responsible for displaying the word sprites which show up
* during the sex scenes. The words appear as though they're being typed out on
* a typewriter, then they sit in the air for a few seconds and fade away.
*/
class WordManager extends FlxTypedGroup<WordParticle> {
private var qords:Array<Qord> = [];
private var _previousWords:Array<Array<Word>> = [];
public var _handSprite:FlxSprite;
public function new() {
super();
}
public function newWords(?Frequency=4.0):Qord {
qords.push({words : [], frequency : Frequency, timer : 0});
return qords[qords.length - 1];
}
override public function update(elapsed:Float) {
super.update(elapsed);
for (qord in qords) {
qord.timer -= elapsed;
}
}
public function consecutiveWords(qord:Qord):Bool
{
return _previousWords.length > 0 && qord.words.indexOf(_previousWords[_previousWords.length - 1]) != -1;
}
public function wordsInARow(qord:Qord):Int
{
var inARow:Int = 0;
var i:Int = _previousWords.length - 1;
while (i >= 0 && qord.words.indexOf(_previousWords[i]) != -1) {
inARow++;
i--;
}
return inARow;
}
/**
* @param left Number of leftmost words to omit
* @param right Number of rightmost words to omit
*/
public function emitWords(qord:Qord, ?left:Int=0, ?right:Int=0):Array<WordParticle>
{
qord.timer = qord.frequency;
if (qord.words.length == 0) {
return [];
}
var words:Array<Word> = BetterFlxRandom.getObject(qord.words, null, left, qord.words.length - right - 1);
_previousWords.push(words);
_previousWords.splice(0, _previousWords.length - 100);
var leftX:Int = 256 + FlxG.random.int(0, 20);
var rightX:Int = 504 - ((words[0].width == null) ? 128 : words[0].width) - FlxG.random.int(0, 20);
var wordX:Int;
if (words[0].width >= 256) {
// no such thing as "left" or "right"; just drop it in the middle
wordX = Std.int(384 - words[0].width / 2 + FlxG.random.int( -40, 40));
} else if (_handSprite != null && _handSprite.x < 256 + 80) {
wordX = rightX;
} else if (_handSprite != null && _handSprite.x > 504 - 80) {
wordX = leftX;
} else {
wordX = FlxG.random.getObject([leftX, rightX]);
}
// long sentences stay on the screen for awhile
var lastWord:Word = words[words.length - 1];
var startFade:Float = ((lastWord.width == null) ? 128 : lastWord.width) * (1 + ((lastWord.delay == null) ? 0 : lastWord.delay)) * 0.06 / ((lastWord.chunkSize == null) ? 10 : lastWord.chunkSize);
var wordY:Int = Std.int(FlxG.random.float(125, 175));
var wordIndex:Int = 0;
var wordBottom:Int = 0;
for (word in members) {
if (word.alive) {
wordBottom = Std.int(Math.max(wordBottom, word.y + word.height));
}
}
var wordParticles:Array<WordParticle> = [];
for (word in words) {
word.width = word.width == null ? 128 : word.width;
word.height = word.height == null ? 32 : word.height;
word.chunkSize = word.chunkSize == null ? 10 : word.chunkSize;
word.yOffset = word.yOffset == null ? 0 : word.yOffset;
var wordsParticle:WordParticle = recycle(WordParticle);
wordsParticle.reset(wordX, wordY + word.yOffset);
wordsParticle.alpha = 1;
wordsParticle.loadWordGraphic(word.graphic, word.width, word.height, word.frame, word.chunkSize);
if (word.delay != null) {
wordsParticle.delay(word.delay);
}
wordsParticle.velocity.y = -15;
wordsParticle.lifespan = 2.1 + startFade;
wordsParticle.enableLateFade(2.1 + startFade);
if (wordIndex++ == 0 && FlxG.overlap(wordsParticle, this)) {
wordY = wordBottom;
wordsParticle.y = wordY + word.yOffset;
}
wordParticles.push(wordsParticle);
}
return wordParticles;
}
/**
* Stop emitting a specific phrase
*
* @param wordParticles wordparticles which should be interrupted
*/
public function interruptWords(wordParticles:Array<WordParticle>) {
for (wordParticle in wordParticles) {
wordParticle.interruptWord();
}
}
}
/**
* A Qord is the definition of a set of related graphical phrases -- such as
* all the different things a Pokemon might say when you pat their head.
*/
typedef Qord = {
words:Array<Array<Word>>,
frequency:Float,
timer:Float
}
/**
* A Word defines properties for a dialog sprite.
*
* A phrase like "am i doing it wrong?" might actually have three Word
* instances -- one for each row in the phrase.
*
* To generate an FlxSprite for just the middle part, "doing it", we would need
* to know which region of which PNG has that part in it, how long we should
* wait before displaying it, how fast it should display, and things like that.
* All that metadata is stored in a Word instance.
*/
typedef Word = {
graphic:Dynamic,
?width:Int,
?height:Int,
frame:Int,
?chunkSize:Int,
?yOffset:Int,
?delay:Float,
}
|
argonvile/monster
|
source/poke/sexy/WordManager.hx
|
hx
|
unknown
| 5,207 |
package poke.sexy;
import openfl.geom.ColorTransform;
import openfl.geom.Rectangle;
import openfl.display.BitmapData;
import flash.display.InterpolationMethod;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxParticle;
import flixel.util.FlxColor;
import flixel.util.FlxSpriteUtil;
import kludge.LateFadingFlxParticle;
import openfl.display.BlendMode;
/**
* WordParticle represents a single row of text which appears during the sex
* scenes. For example, the phrase "can you set it on low? ...or maybe off!"
* might create four WordParticle instances, one above the other.
*/
class WordParticle extends LateFadingFlxParticle
{
var wordGraphics:FlxSprite = new FlxSprite();
var textAppearTimer:Float = 0;
var textAppearX:Int = 0;
var chunkSize:Int = 0;
public function new()
{
super();
}
override public function reset(X:Float, Y:Float):Void
{
super.reset(X, Y);
textAppearTimer = 0;
textAppearX = 0;
}
override public function update(elapsed:Float):Void
{
FlxSpriteUtil.fill(this, FlxColor.TRANSPARENT);
textAppearTimer += elapsed;
while (textAppearTimer > 0)
{
textAppearTimer -= 0.06;
textAppearX += chunkSize;
}
stamp(wordGraphics);
#if flash
FlxSpriteUtil.drawRect(this, textAppearX, 0, width, height, FlxColor.BLACK, null, {blendMode:BlendMode.ERASE});
#else
var data:BitmapData = pixels.clone();
data.colorTransform(new Rectangle(textAppearX, 0, width, height), new ColorTransform(0,0,0,-1,0,0,0,255));
pixels = data;
#end
super.update(elapsed);
}
public function loadWordGraphic(Graphic:Dynamic, width:Int, height:Int, frameIndex:Int, chunkSize:Int)
{
makeGraphic(width, height, FlxColor.TRANSPARENT, true);
wordGraphics.loadGraphic(Graphic, true, width, height);
wordGraphics.animation.frameIndex = frameIndex;
this.chunkSize = chunkSize;
}
public function delay(DelayAmount:Float)
{
textAppearTimer = -width * DelayAmount * 0.06 / chunkSize;
}
public function interruptWord()
{
if (textAppearX == 0)
{
exists = false;
}
lifespan = age + 2.1;
enableLateFade(age + 2.1);
}
}
|
argonvile/monster
|
source/poke/sexy/WordParticle.hx
|
hx
|
unknown
| 2,189 |
package poke.smea;
import MmStringTools.*;
import PlayerData.hasMet;
import critter.Critter;
import flixel.FlxG;
import kludge.BetterFlxRandom;
import minigame.scale.ScaleGameState;
import minigame.tug.TugGameState;
import openfl.utils.Object;
import minigame.GameDialog;
import minigame.MinigameState;
import poke.sexy.SexyState;
import puzzle.ClueDialog;
import puzzle.PuzzleState;
import puzzle.RankTracker;
/**
* Smeargle is canonically male. Smeargle and Kecleon first had their debut in
* a picture series from 2010. Kecleon and a few of his friends had sex with
* Smeargle in a sort of impersonal way. But then Kecleon sort of fell in love
* with him and they have been a couple ever since.
*
* Smeargle is asexual. He enjoys occasional sexual acts but doesn't have
* sexual feelings towards anybody in particular. But, he loves kissing and
* cuddling and being romantic with Kecleon.
*
* Smeargle doesn't usually orgasm when he and Kecleon have sex; he just
* focuses on getting Kecleon off.
*
* Smeargle doesn't really know Abra personally. Kecleon heard about Abra's
* puzzle-and-sex thing from Grovyle, and encouraged Smeargle to try it out. He
* thinks the anonymous one-way nature of the sexual experience might help
* Smeargle become more comfortable with his own body, or that Smeargle might
* enjoy sex more if he's not obsessing over the best way to reciprocate
*
* Smeargle feels lonely having to sit separately from Kecleon for the duration
* of the puzzles. He wears a kecleon-colored sweater as a way of staying
* close to him when they are separated.
*
* Smeargle is abysmal at the puzzles. He is smart, but he finds these kinds of
* static puzzles boring to think about.
*
* Out of all the Pokemon in the game, Smeargle finds Grimer's smell the most
* offensive and won't even play with you if you've been with Grimer recently.
* You need to wait about 15 minutes first.
*
* As far as minigames go, Smeargle adopts a playfully competitive attitude
* towards these games, but this can be grating because he's actually quite
* good at them, particularly the scale game. At the stair game, you can almost
* always go first if you throw a "1" against him.
*
* ---
*
* When writing dialog, I think it's good to have an inner voice in your head
* for each character so that they behave and speak consistently. Smeargle's
* inner voice was Pam from The Office.
*
* Vocal tics:
* - Ha ha! "super" instead of "really" Harf? ...Thpt? Bleb? Mlem? Arf?
* - Thinks he's "helping you solve". Everything's "we"
*
* Abysmal at puzzles (rank 8)
*/
class SmeargleDialog
{
public static var prefix:String = "smea";
public static var sexyBeforeChats:Array<Dynamic> = [sexyBefore0, sexyBefore1, sexyBefore2, sexyBefore3, sexyBefore4];
public static var sexyAfterChats:Array<Dynamic> = [sexyAfter0, sexyAfter1, sexyAfter2];
public static var sexyBeforeBad:Array<Dynamic> = [badRubBelly, badRubHat, badShouldntRubDick, badShouldntRubTongue, badDislikedHandsDown, badDislikedHandsUp];
public static var sexyAfterGood:Array<Dynamic> = [sexyAfterGood0, sexyAfterGood1];
public static var fixedChats:Array<Dynamic> = [kecleonIntro, lowLibido];
public static var randomChats:Array<Array<Dynamic>> = [
[random00, random01, random02, random03, gift04],
[random10, random11, random12, random13, random14],
[random20, random21, random22, random23, random24]];
public static function getUnlockedChats():Map<String, Bool>
{
var unlockedChats:Map<String, Bool> = new Map<String, Bool>();
unlockedChats["smea.randomChats.2.2"] = hasMet("rhyd");
unlockedChats["smea.randomChats.2.3"] = hasMet("hera");
unlockedChats["smea.randomChats.0.4"] = false;
unlockedChats["smea.randomChats.1.4"] = hasMet("grim");
if (PlayerData.keclGift == 1)
{
// all chats are locked except gift chat
for (i in 0...randomChats[0].length)
{
unlockedChats["smea.randomChats.0." + i] = false;
}
unlockedChats["smea.randomChats.0.4"] = true;
}
return unlockedChats;
}
public static function clueBad(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var clueDialog:ClueDialog = new ClueDialog(tree, puzzleState);
clueDialog.setGreetings(["#smea08#I don't get it, why didn't it work? ...Oh, maybe something's wrong with the <first clue>?",
"#smea08#Wait, that wasn't the answer? ...Oh, huh, I guess the <first clue>'s broken or something?",
"#smea08#I don't really... What? Why did the <first clue> light up? What was that red X? I don't get it...",
]);
if (clueDialog.actualCount > clueDialog.expectedCount)
{
if (clueDialog.expectedCount == 0)
{
clueDialog.pushExplanation("#smea06#Okay wait... Since there's no <hearts> on that clue, that means we shouldn't have any <bugs in the correct position>? I think Abra told me something like that.");
}
else
{
clueDialog.pushExplanation("#smea06#Okay wait... I think <e hearts> means there's supposed to be... <e bugs in the correct position>? I think Abra told me something like that.");
}
clueDialog.pushExplanation("#smea04#So for that <first clue>.... Why isn't it working? I mean we have <a bugs in the correct position>, and we're supposed to have-- Ohhhh, okay, I get it now.");
clueDialog.pushExplanation("#smea10#We need to make it so our answer doesn't have as many <bugs in the correct position> for that clue. ...Wow that actually seems, like, really hard!!");
if (clueDialog.expectedCount == 0)
{
clueDialog.fixExplanation("doesn't have as many", "doesn't have any");
}
clueDialog.pushExplanation("#smea08#...You know, if we're totally stuck, we can always ask Abra for help using that question mark button in the corner. Hmmm...");
}
else
{
clueDialog.pushExplanation("#smea06#Okay wait... I think <e hearts> means there's supposed to be... <e bugs in the correct position>? I think Abra told me something like that.");
clueDialog.pushExplanation("#smea04#So for that <first clue>.... Why isn't it working? I mean we have <a bugs in the correct position>, and we're supposed to have-- Ohhhh, okay, I get it now.");
clueDialog.fixExplanation("we have zero", "we don't have any");
clueDialog.pushExplanation("#smea10#We need to make it so our answer has more <bugs in the correct position> for that clue. ...Wow that actually seems, like, super hard!!");
clueDialog.pushExplanation("#smea08#...You know, if we're totally stuck, we can always ask Abra for help using that question mark button in the corner. Hmmm...");
}
}
public static function newHelpDialog(tree:Array<Array<Object>>, puzzleState:PuzzleState, minigame:Bool=false)
{
var helpDialog:HelpDialog = new HelpDialog(tree, puzzleState);
helpDialog.greetings = [
"#smea05#Oh hi! Did you need anything from me?",
"#smea05#Hello there! Did you need me to help with something?",
"#smea05#Oh hello! What's going on? Did you figure something out?"];
helpDialog.goodbyes = [
"#smea10#Yeah we should ask Abra if " + (PlayerData.abraMale?"he":"she") + " has some easier puzzles!",
"#smea10#Right!? This is WAY too much! I mean is there an easier difficulty we can go to or something?",
"#smea10#Yeah I'm totally stuck!! ...Maybe we bit off too much this time.",
];
helpDialog.neverminds = [
"#smea04#Oh okay, back to the puzzle I guess? Hmmmm... Hmmmmmmm....",
"#smea04#Wait, why does that second clue have... Oh, no, I guess that's right. Hmm...",
"#smea04#Don't worry, I'll let you know if I figure anything out! Hmm. Hmmmm...",
];
helpDialog.hints = [
"#smea02#Good thinking, it's been awhile since we asked for a hint! I'll go get Abra.",
"#smea02#Yeah this puzzle's WAY harder than normal. Abra'll definitely help us this time! I'll go get " + (PlayerData.abraMale ? "him" : "her") + ".",
"#smea06#Hmm do you think it's too soon to ask for a hint? ...I'll go ask anyways. I'll be right back.",
"#smea06#Hmm has it really been long enough? Abra gets grumpy about hints sometimes. I'll go check what kind of mood " + (PlayerData.abraMale ? "he" : "she") + "'s in.",
];
if (minigame)
{
helpDialog.goodbyes = [
"#smea10#Leaving in such a hurry? Aww okay! See you later I guess!!",
"#smea10#But... But we didn't finish our game!"
];
helpDialog.neverminds = [
"#smea04#Oh okay... Well, back to the game!",
"#smea04#Hey don't get distracted! We're in the middle of a game here!"
];
}
return helpDialog;
}
public static function help(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
return newHelpDialog(tree, puzzleState).help();
}
public static function minigameHelp(tree:Array<Array<Object>>, minigameState:MinigameState)
{
gameDialog(Type.getClass(minigameState)).help(tree, newHelpDialog(tree, null, true));
}
public static function gameDialog(gameStateClass:Class<MinigameState>)
{
var manColor:String = Critter.CRITTER_COLORS[0].english;
var comColor:String = Critter.CRITTER_COLORS[1].english;
var g:GameDialog = new GameDialog(gameStateClass);
g.addSkipMinigame(["#smea10#Oh! Not feeling like a game today? Is something wrong?", "#smea04#Well that's okay! As long as I'm spending time with my little <name> buddy... I don't really care what we're doing.", "#smea02#We can do whatever you want to do!"]);
g.addSkipMinigame(["#smea05#Well sure, that's okay! We don't have to play games all the time. I understand if your brain needs a break every once in awhile.", "#smea03#Yeah! Let's do that. Let's take a break."]);
g.addRemoteExplanationHandoff("#smea04#Let me get <leader>, <leaderhe> can explain this better than I can.");
g.addLocalExplanationHandoff("#smea04#Hmm, can you explain this one, <leader>?");
g.addPostTutorialGameStart("#smea04#Hmm sooooo... did you get all that? Should we go ahead and start?");
g.addIllSitOut("#smea05#I almost ALWAYS win this game. Actually... Did you want to play without me? You might have more fun that way.");
g.addIllSitOut("#smea05#I practice this game ALL the time. Actually... This might be kind of unfair, did you want me to drop out?");
g.addIllSitOut("#smea05#Maybe I'll just watch this time, <name>. I've got hooked on this minigame, and well, I've gotten in a TON of practice.");
g.addFineIllPlay("#smea02#Yesssss!! I've been WAITING for someone to play against other than Abra... I can't wait to show you!");
g.addFineIllPlay("#smea02#Oh sure, nobody thinks the DOG is going to win... Anybody want to place some money on it? Any takers?");
g.addFineIllPlay("#smea02#Sure, sure, show me what you got! Harf! I've got a can of whoop-ass with <name>'s name on it!");
g.addGameAnnouncement("#smea05#Oh this is <minigame>! This one's pretty neat.");
g.addGameAnnouncement("#smea05#Neat, it's <minigame>! You remember this one, don't you?");
g.addGameAnnouncement("#smea05#Oh fun, it looks like we're playing <minigame>!");
g.addGameStartQuery("#smea04#Are you ready to get started?");
g.addGameStartQuery("#smea04#...Should we just dive right in?");
if (PlayerData.denGameCount == 0)
{
g.addGameStartQuery("#smea04#You remember how this one works, right?");
}
else
{
g.addGameStartQuery("#smea03#Oooooh you think I'm going to go easy on you? I hope you brought your A-game! Harf?");
}
g.addRoundStart("#smea05#I'm ready for the next round! How about you?", ["Sure, I'm\nready", "I gotta use the\nrestroom first", "No\nproblem"]);
g.addRoundStart("#smea04#Let's start round <round>!", ["Uhh...", "Yeah! I'm\nready", "You're going\ndown!"]);
g.addRoundStart("#smea05#Okay! Ready for round <round>?", ["Yeah, let's\ngo", "Hmm, I\nguess...", "Ready when\nyou are"]);
g.addRoundStart("#smea04#Alright, time for round <round>!", ["Sure, sounds\ngood", "Let's go!", "Oof..."]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#smea02#C'mon, what took you all so long!", ["Hey, that\nwas tough", "You got lucky", "You're really\ngood at this"]);
if (gameStateClass == TugGameState) g.addRoundWin("#smea02#C'mon, why are you moving so slow!", ["Hey, this\nis tough", "You got lucky", "You're really\ngood at this"]);
if (gameStateClass == ScaleGameState) g.addRoundWin("#smea03#Gosh, that one was like SUPER easy!!", ["It didn't seem\nthat easy", "I'll win the\nnext one", "Hmph"]);
if (gameStateClass == TugGameState) g.addRoundWin("#smea03#Ha ha, wow!! ...Maybe you should play against Kecleon instead!", ["What, is\nKecleon worse?", "Hey that's\nnot nice...", "Hmph"]);
if (gameStateClass == ScaleGameState)
{
if (PlayerData.gender == PlayerData.Gender.Boy)
{
g.addRoundWin("#smea02#Don't they have any harder ones?", ["Hey, these are\nhard enough", "I'll get you,\nSmeargle", "Hmph I've got a\nharder one for you"]);
}
else
{
g.addRoundWin("#smea02#Don't they have any harder ones?", ["Hey, these are\nhard enough", "I'll get you,\nSmeargle", "Let's go,\nc'mon"]);
}
}
if (gameStateClass == TugGameState)
{
if (PlayerData.gender == PlayerData.Gender.Boy)
{
g.addRoundWin("#smea02#Can't we make this harder somehow? Like with more chests or bugs or something?", ["Hey, this is\nhard enough", "I'll get you,\nSmeargle", "Hmph I've got\nsomething harder\nfor you"]);
}
else
{
g.addRoundWin("#smea02#Can't we make this harder somehow? Like with more chests or bugs or something?", ["Hey, this is\nhard enough", "I'll get you,\nSmeargle", "Let's go,\nc'mon"]);
}
}
g.addRoundWin("#smea03#Harf! That's the way it's done!", ["Good job", "I'll get\nyou yet", "Teach me your\nways, sensei!"]);
if (gameStateClass == ScaleGameState) g.addRoundLose("#smea12#Hmph, I don't know what that one took me so long! It seems so obvious now...", ["You're doing\ngood", "You gotta up your\ngame, Smeargle", "Let's try\nagain"]);
if (gameStateClass == TugGameState) g.addRoundLose("#smea12#Hmph, I don't know how I miscounted that! I need to pay more attention...", ["You're doing\ngood", "You gotta up your\ngame, Smeargle", "Let's try\nagain"]);
if (gameStateClass == ScaleGameState && PlayerData.pegActivity >= 4) g.addRoundLose("#smea13#No fair, my bugs wouldn't sit still!!", ["Hey I'm using\nthe same bugs", "Excuses,\nexcuses", "Hmm sorry\nabout that"]);
g.addRoundLose("#smea07#Wow <leader>, you're like... REALLY good at this!", ["What's <leaderhis>\nsecret?|Aww you're\ngood too!", "Ehh <leaderhe's> not\nthat fast|There's still room\nfor improvement...", "We'll do better\nthis round|You'll get there\nsome day!"]);
g.addRoundLose("#smea10#<leader>, do you think you can like... maybe give me a head start or something?", ["Yeah, it's kind\nof unfair...|Hmmm,\nokay...", "How is <leaderhe>\nso good!?|I'm not usually\nthis fast", "C'mon, don't\ngive up yet"]);
g.addWinning("#smea02#Sorry! ...I should have warned you, I'm kind of awesome at this.", ["Gwuuhh...", "Oh wow, a\nchallenge!", "How is this\npossible!?"]);
g.addWinning("#smea03#Don't feel bad <name>! I've had like, TONS of practice.", ["Sheesh! I\ncan't compete", "Ugh this\nsucks", "It's not\nover yet!"]);
g.addWinning("#smea04#This is like sooooooooo much easier than those logic puzzles...", ["Not for me\nit isn't!", "Yeah but I've had practice\nat those logic puzzles", "Hmmmm...."]);
g.addWinning("#smea02#Ha! Ha! Maybe you should be MY puzzle sidekick, <name>!", ["Ugh\nwhatever", "I'll never be\na sidekick!", "Hmph, I concede... You're\nway better at this"]);
g.addLosing("#smea07#Gwuhhh! This is like... the ONE thing I'm usually kind of good at!", ["You're really good!\n<leaderHe's> just better|You're really good!\nMaybe this round...", "Heh heh,\nawww...", "Hey don't be so\nhard on yourself"]);
g.addLosing("#smea13#Rrrrr! I can still catch up, I just gotta focus...", ["Yeah! <leaderHe's> not\nthat far ahead|Yeah! I'm not\nthat far ahead", "Ough, it's a long\nshot... But maybe|That'll be\npretty tough", "Maybe next\ntime...|Pshh are you\nkidding me!?"]);
g.addLosing("#smea07#...I'm still in this! I'm still in this!", ["We're so close!\nWe can do it|Heh! Heh! Keep\ntelling yourself that", "Aww relax, it's\njust a game", "Good luck\nlittle buddy~"]);
g.addLosing("#smea08#Wow... I really need to practice more...", ["Promise you won't\nleave me for <leader>!|Hey you're doing\nreally well", "Practice makes\nperfect", "Don't\nsweat it"]);
g.addPlayerBeatMe(["#smea09#Awww... Well congratulations <name>! ...I hope I at least put up a good fight.", "#smea04#I love playing with you, even if I'm not quite at your level yet. I'll practice more and... we'll have a rematch soon, right?"]);
g.addPlayerBeatMe(["#smea15#Awww nutbunnies!... I was THIS close!!", "#smea05#Well I hope we can play again soon! Win or lose, I just sort of like playing with you, you know?", "#smea00#...It's just nice to play!"]);
g.addBeatPlayer(["#smea02#Yes! YES! In your face! Yesss!! SMEAR-GLE! SMEARRR-GLE!! SMEARR-GLE!! UNH! UNH!", "#smea11#I mean... Oh! Oh, I'm sorry!", "#smea10#It's just... It's just good to win sometimes...", "#smea03#...Umm... Good game! Ha! Ha!"]);
g.addBeatPlayer(["#smea03#Oh wait a minute... Did I win!? Really? Well hooray!", "#smea01#I guess every dog has " + (PlayerData.smeaMale ? "his" : "her") + " day, huh? Harf! Harf!! We'll have a rematch soon~"]);
g.addShortWeWereBeaten("#smea05#Rarf, tough match right? We'll get <leaderhim> next time!");
g.addShortWeWereBeaten("#smea02#Hey I hope you had fun! Bark! I always enjoy this game, even when I don't win.");
g.addShortPlayerBeatMe("#smea03#Arf, good game! I'm gonna practice... You won't beat me so easily next time!");
g.addShortPlayerBeatMe("#smea10#Grrarf!? ...<name>, you're supposed to let me win! I'm so cute when I win!");
g.addStairOddsEvens("#smea06#So who goes first... Hmm... How about we throw odds and evens for it? You can be odds, and I'll be evens! Ready?", ["Sure", "I never\nget to\nbe evens...", "Let's go!"]);
g.addStairOddsEvens("#smea06#How about we do odds and evens to see who goes first? You can be odds, and I'll be evens... Alright?", ["Okay!", "Sounds\ngood", "So I'm\nodds..."]);
g.addStairPlayerStarts("#smea03#Well... That's okay! You can go first. I usually let Kecleon go first too, just to make things fair. Are you ready?", ["Yeah,\nlet's go!", "I bet you let\nKecleon finish\nfirst, too~", "Alright"]);
g.addStairPlayerStarts("#smea03#Looks like you're up first, <name>! Let's get this show on the road. Do you know what you're throwing first?", ["Two,\nright?", "Maybe I'll\nthrow a zero...", "I'm not\ntelling you!"]);
g.addStairComputerStarts("#smea05#Oh! So I get to go first? ...I never figured out whether that's actually good in this game. Let's start!", ["Okay,\nI'm ready!", "It makes\nit easy to\ncapture you", "It gives you a\nnice head start"]);
g.addStairComputerStarts("#smea05#Looks like I'm up first? ...Alright! I just need to make sure not to get captured... Hmm, hmm, what should I throw...", ["Let's\nstart", "On three,\nokay?", "Throw out a\none, and\nI'll give\nyou a hug!"]);
g.addStairCheat("#smea06#Umm... Did you see what I put out, before you threw your dice out? That seemed kind of close. ...Why don't we do that over again just to make sure.", ["Oh, I'll be\nmore careful", "Aww, why\nwould I cheat!", "...You\ncheater!"]);
g.addStairCheat("#smea10#Was I counting too fast for you, <name>? I can go slower if that helps. ...It felt like you kind of missed the countdown...", ["Sure, go a\nlittle slower...", "Was I\nlate?", "Fine, fine,\nI'll go faster..."]);
g.addStairReady("#smea04#...Ready?", ["Alright", "Ready!", "Uhh, yeah..."]);
g.addStairReady("#smea05#I'm ready! Are you?", ["Hmm,\nsure...", "Yep! Ready", "Give me\na sec"]);
g.addStairReady("#smea04#Ready?", ["Yep!", "I think\nso...", "Ugh,\nI guess"]);
g.addStairReady("#smea05#On three, okay?", ["Yeah!\nLet's go", "Oof...", "Sounds good"]);
g.addStairReady("#smea04#Hmm, are you ready?", ["Just\ngo...", "Ready!", "Hmm,\nyeah"]);
g.addCloseGame("#smea10#Wow! I'm not used to these games being this close. I'm usually like, super far ahead by now...", ["This seems\neasy!", "I'm no\npushover~", "They usually\nlet you win?"]);
g.addCloseGame("#smea06#Hmm, you've been pretty predictable so far! Maybe I should try something a little risky...", ["...But things\nare going\nso well!", "I wouldn't\ndo it...", "Do it!\nLive life\non the edge"]);
g.addCloseGame("#kecl00#You're doin' great, sugar pumpkin! ...Knock 'em dead!", ["Hey, you\nstay out\nof this!", "That's it! Distract " + (PlayerData.smeaMale ? "him" : "her"), "Don't get your\nhopes up..."]);
g.addCloseGame("#smea06#Hmm, if I throw that, then you'll throw this... But maybe... Hmm, hmm...", ["It's just\nrandom...", "You'll never\noutguess me!", "Don't\noverthink it"]);
g.addStairCapturedHuman("#smea02#Harf! Hwarf! Kecleon falls for that same trick all the time... You really didn't think I was going to put out a <computerthrow>, did you?", ["Hmm, I should\nhave thought\nthat over", "Gah! What\nnow?", "Well, you\ntook a\nhuge risk..."]);
g.addStairCapturedHuman("#smea08#Maybe next game, I can be " + manColor + "? ...I feel super bad for the " + manColor + " ones.", ["Stop\ncapturing\nthem then!", "Ugh, I\ndon't need\nyour pity", "How'd\nyou guess\nthat!?"]);
g.addStairCapturedHuman("#smea02#I can't believe you'd put out a <playerthrow> in that position, <name>! ...What did you think I was going to do?", ["Well,\nit seems\nobvious now...", "C'mon, I\ncouldn't\nhave known!", "You threw\nout <computerthrow>?\nReally?"]);
g.addStairCapturedComputer("#smea11#Ack! ...My little " + comColor + " friend! ...Do you think " + (PlayerData.gender == PlayerData.Gender.Boy ? "he'll" : "she'll") + " be okay?", ["That was\nyour fault!", (PlayerData.gender == PlayerData.Gender.Boy ? "He'll" : "She'll") +"\nsurvive", "Heh! Heh.\nI thought it\nwas funny~"]);
g.addStairCapturedComputer("#smea11#Oh no! ...I think I'm running out of " + comColor + " bugs... What happens if I run out?", ["I don't\nthink you can\nrun out", "You lose,\nI guess?", "I'll win\nbefore that\nhappens..."]);
g.addStairCapturedComputer("#smea11#What? Augh! I really didn't think you'd throw out <playerthrow>... What made you do that!?", ["I thought\nit would fake\nyou out", "It was\nthe obvious\nmove...", "Because\nI've figured\nyou out!"]);
return g;
}
public static function bonusCoin(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#smea02#Whoa! A bonus coin!? Wow that's like... super duper lucky!"];
tree[1] = ["#smea03#Here, I've got the perfect bonus game for you. You'll like this one! ...Well, I mean, I like this one!"];
}
public static function kecleonIntro(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#smea05#Oh hi, it's you! You're <name> right? I don't think we've met. I'm Smeargle!"];
tree[1] = ["#smea04#So I don't know if Abra told you, but the two of us- we get to solve these puzzles together. And if we do a good job, I take off my clothes!"];
tree[2] = ["#smea06#So first off, hmm... You see all those red and white things next to the boxes? That means the answer must have a lot of red and white bugs!"];
tree[3] = ["#smea02#That's a good start. Just go ahead and drop a handful of the red and white ones in the answer! It doesn't matter where."];
tree[4] = ["#kecl06#I uhh, I don't think you got that quite right. No offense <name> but you might be better off solving this one on your own."];
tree[5] = ["#smea12#Oh sorry, I'm not sure if I introduced you to my VERY RUDE BOYFRIEND, Kecleon. Kecleon, this is <name>."];
tree[6] = [25, 30, 15, 20];
tree[15] = ["Hello\nKecleon!"];
tree[16] = [50];
tree[20] = ["Your\nboyfriend?"];
tree[21] = [50];
tree[25] = ["Can we\nstill...?"];
tree[26] = [50];
tree[30] = ["Won't this\nbe weird?"];
tree[31] = [50];
tree[50] = ["#kecl02#Hey ahhhh-- don't worry! Don't worry about me, you two kids have fun."];
tree[51] = ["#kecl00#I'll just be lurking over here -- you know, like a pervert would do. Keck! Kekekekek."];
tree[52] = ["#kecl05#Really though I wouldn't take Smeargle too seriously, he doesn't err uh-- He's still gettin' this puzzle stuff figured out."];
tree[53] = ["#kecl04#I don't think you're gonna see a whole lot of those red or white bugs here."];
tree[54] = ["#smea06#There are TOO a lot of red and white bugs! And see that third clue? It's got... Oh wait, oh okay I see what you mean. Hmmmm..."];
tree[55] = ["#smea04#You know, maybe I'll just watch you solve this first one. I'll join in on the second puzzle once I get the swing of things."];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 5, "RUDE BOYFRIEND", "RUDE GIRLFRIEND");
DialogTree.replace(tree, 20, "boyfriend?", "girlfriend?");
DialogTree.replace(tree, 52, "he doesn't", "she doesn't");
DialogTree.replace(tree, 52, "He's still", "She's still");
}
if (puzzleState._puzzle._easy)
{
DialogTree.replace(tree, 2, "red and white", "white");
DialogTree.replace(tree, 3, "red and white", "white");
DialogTree.replace(tree, 53, "red or white", "white");
DialogTree.replace(tree, 54, "red and white", "white");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["%fun-nude0%"];
tree[1] = ["#kecl05#So ehhhh I notice this nice gentleman solved a puzzle, and yet you still got all your clothes on there."];
tree[2] = ["#smea10#Just give me a moment! These... sleeves are super awkward..."];
tree[3] = ["%fun-nude1%"];
tree[4] = ["#smea04#Anyways speaking of clothes Kecleon, what are you doing naked? You should put some pants on so you can be on camera too!"];
tree[5] = ["#kecl10#Ayyy are you crazy? I'm not puttin' my picture out there on the internet! In a game like this??"];
tree[6] = ["#smea10#What!?"];
tree[7] = ["#kecl08#I mean one second I'm slouching in a position that just MAYBE, just maybe exemplifies my, my more err... gutly qualities,"];
tree[8] = ["#kecl13#and next second WHAM! They've made me into some kinda... portly lizard meme. You know how they are!"];
tree[9] = ["#smea11#They what? Portly lizard meme!?! Ohhhh... now I don't know if I should be doing this either!"];
tree[10] = ["#kecl06#I err, uhh... But I mean you, you're skinny, you got your looks! It's different for someone like me."];
tree[11] = ["#smea09#..."];
tree[12] = ["#kecl06#They're... I mean they're not like that with everyone! It's just..."];
tree[13] = ["#smea09#......"];
tree[14] = ["#kecl12#*sigh* Fine, fine, I'll go get some friggin' clothes on..."];
tree[15] = ["#smea08#Hmmm..."];
tree[16] = ["#smea10#Well gosh, now he has me all distracted thinking about being on camera!! ...I don't know if I'll be very much help on this next puzzle."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 1, "nice gentleman", "nice lady");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 1, "this nice gentleman", "our guest of honor");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 16, "he has me", "she has me");
}
tree[10000] = ["%fun-nude1%"];
}
else if (PlayerData.level == 2)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["%enterkecl%"];
tree[2] = ["%fun-alpha0%"];
tree[3] = ["#kecl12#There, you happy? You got my flabby butt in front of a camera."];
tree[4] = ["%proxykecl%fun-alpha0%"];
tree[5] = ["#smea00#Mmmmm... I LIKE your flabby butt *smooch* *slrp*"];
tree[6] = ["#kecl13#AYY get over there!!! ...You got a job to do!"];
tree[7] = ["%proxykecl%fun-alpha1%"];
tree[8] = ["#smea05#Oh! RIGHT! So I take off my underwear and... Just get on camera? Just like this?"];
tree[9] = ["%fun-alpha1%"];
tree[10] = ["%fun-nude2%"];
tree[11] = ["#smea10#I'm nervous! It's just one person right? This isn't going out to anybody else? ...You're not recording are you?"];
tree[12] = [30, 60, 40, 20];
if (PlayerData.startedTaping)
{
tree[12] = [30, 60, 50, 40, 20];
}
tree[20] = ["It's\njust me"];
tree[21] = [31];
tree[30] = ["I'm not\nrecording"];
tree[31] = ["#smea06#Hmm... Okay as long as you promise!"];
tree[32] = ["%exitkecl%"];
tree[33] = ["#smea04#It's okay if it's just between us, but it would be weird if someone else was watching."];
tree[34] = ["#smea03#...Other than Kecleon, I mean."];
tree[35] = ["#kecl00#Kecl~"];
tree[36] = [100];
tree[40] = ["I'm only\nrecording\nKecleon"];
tree[41] = ["%exitkecl%"];
tree[42] = ["#kecl11#AAHHHH!!! Hide your face! He's with the four chans!!!"];
tree[43] = ["#smea04#Umm.... Kecleon? ...Wait, what did he say?? Is he coming back? Hmm..."];
tree[44] = [100];
tree[50] = ["Heracross\nmight be\nrecording"];
tree[51] = ["#smea04#Oh that's okay, Heracross told me he's DEFINITELY not recording anything, and DEFINITELY not uploading it anywhere for lots and lots of money."];
tree[52] = ["%exitkecl%"];
tree[53] = ["#smea06#...He was weirdly specific about that last part!"];
tree[54] = [100];
tree[60] = ["I'm recording\nEVERYTHING"];
tree[61] = ["%exitkecl%"];
tree[62] = ["#kecl11#AAHHHH!!! Hide your face! He's with the four chans!!!"];
tree[63] = ["#smea04#Umm.... Kecleon? ...Wait, what did you say?? Is he coming back? Hmm..."];
tree[64] = [100];
tree[100] = ["#smea05#Anyway since you took care of the first two puzzles, why don't I finish this last one on my own?"];
tree[101] = ["#smea06#But hmm... You can WATCH me. And give me hints."];
tree[102] = ["#smea04#And also if I'm going too slow feel free to step in."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 42, "He's with", "She's with");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 42, "He's with", "They're with");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 43, "he say", "she say");
DialogTree.replace(tree, 43, "he coming", "she coming");
}
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 51, "me he's", "me she's");
DialogTree.replace(tree, 51, "he's DEFINITELY", "she's DEFINITELY");
DialogTree.replace(tree, 53, "...He was", "...She was");
}
tree[10000] = ["%fun-alpha1%"];
tree[10001] = ["%fun-nude2%"];
}
}
public static function lowLibido(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
if (PlayerData.level == 0)
{
tree[0] = ["#smea04#So by the way- just in case you noticed how I don't always, well, get a boner when we're messing around..."];
tree[1] = ["#smea05#It doesn't mean I'm not enjoying myself! It's just that I don't really..."];
tree[2] = ["#smea06#...I just don't think I get horny the same way other guys do. It's sort of why Kecleon asked me to try this game in the first place!"];
tree[3] = ["%enterkecl%"];
tree[4] = ["#kecl10#Hey, hey, waitaminnit! You're makin' it sound like I brought you here, you know, to FIX you or somethin'."];
tree[5] = ["#kecl06#But it's more like, you never got to play the field the same way I did. And one thing about being in a purely monogamous relationship is like, you're only ever with one guy."];
tree[6] = ["#smea04#...?"];
tree[7] = ["#kecl08#So it's like, what if I was just always goin' too fast, or not fast enough, or not gettin' you ready properly?"];
tree[8] = ["#kecl05#I mean it COULD be you just don't enjoy sex the same way other guys do, but maybe it's just somethin' I'm doin' wrong. ...I just want you to be happy, that sorta thing."];
tree[9] = ["#smea02#Aww of course I'm happy! I think we just show it in different ways."];
tree[10] = ["#kecl02#Yeah there see! If you're happy I'm happy. I'm not tryin' to change you into some kinda full throttle sex machine."];
tree[11] = ["#kecl00#I love my little cuddlepuppy~"];
tree[12] = ["%fun-alpha0%"];
tree[13] = ["#smea14#Cuddle... Cuddlepuppy!?"];
tree[14] = ["%proxykecl%fun-alpha0%"];
tree[15] = ["#kecl02#Ack! ...Down! Down, Cuddlepuppy!"];
tree[16] = ["%exitkecl%"];
tree[17] = ["#smea00#But I'm your cuddlepuppy~~ *kiss* *slrp*"];
tree[18] = ["#self00#..."];
tree[19] = ["#self00#(...Maybe I should just get started.)"];
tree[20] = ["%fun-shortbreak%"];
tree[10000] = ["%fun-shortbreak%"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 0, "get a boner", "get sexually excited");
DialogTree.replace(tree, 2, "other guys", "other girls");
DialogTree.replace(tree, 8, "other guys", "other girls");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 5, "one guy", "one girl");
}
}
else if (PlayerData.level == 1)
{
tree[0] = ["#smea05#So, I think being super into cuddling is OK right?"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl05#...?"];
tree[3] = ["#smea04#I mean, it's OK to be in love with someone but- like- to not want to have sex with them. Isn't that normal for some people?"];
tree[4] = [30, 50, 20, 40, 10];
tree[10] = ["Sure,\nthat's\nnormal"];
tree[11] = ["%setvar-0-4%"];
tree[12] = ["#kecl04#Yeah, we know a few other couples where one of the partners is way more into sex than the other one. I don't think it's anything too unusual."];
tree[13] = ["#kecl05#And I don't mind it this way either, I mean... We're still sexually active!"];
tree[14] = ["#kecl06#It's just sometimes I wish Smeargle could see me the same way I see him."];
tree[15] = ["#smea01#Well... maybe I don't get horny the same way other guys do... But still, I feel things for you I've never felt for anybody else!"];
tree[16] = [101];
tree[20] = ["Well,\nmaybe you\nhave a low\nsex drive"];
tree[21] = ["%setvar-0-2%"];
tree[22] = ["#kecl05#Yeah, that's all I think it is!"];
tree[23] = ["#kecl04#That's one reason I thought it might be good to bring you to a place like this. Maybe something would get flipped on for you or something."];
tree[24] = ["#smea01#Well... maybe I don't get horny the same way other guys do... But I still find you attractive, and my heart still races when you hold my hand..."];
tree[25] = [101];
tree[30] = ["Well,\nmaybe you\ndon't like\nKecleon\nthat way"];
tree[31] = ["%setvar-0-0%"];
tree[32] = ["#kecl06#Ohhh I see, like... Like I'm just a really close friend or somethin'?"];
tree[33] = ["#smea13#What! ...Don't be silly, I definitely see Kecleon as WAY more than a friend."];
tree[34] = ["#smea01#I mean maybe I don't get horny the same way other guys do... But I still find him attractive, and my heart still races when he holds my hand..."];
tree[35] = ["#kecl00#Kecl~"];
tree[36] = [101];
tree[40] = ["Well, maybe\nyou're\nstraight"];
tree[41] = ["%setvar-0-3%"];
tree[42] = ["#smea06#Hmm... maybe? ...But I've never felt sexually attracted to a girl at all."];
tree[43] = ["#smea04#Maybe it would be different if I got to know one up close... But I really don't think so."];
tree[44] = ["#smea02#Like my straight friends talk about hitting a certain age and just being like, WHAM titties! WHAM look at that girl's ass! Like they just knew."];
tree[45] = ["#smea06#They started seeing girls differently, something in their body just \"clicked on\". ...Nothing like that ever happened for me though, like for boys OR for girls."];
tree[46] = ["#kecl06#Hmm... For boys either, huh..."];
tree[47] = [100];
tree[50] = ["Well, maybe\nyou're\nasexual"];
tree[51] = ["%setvar-0-1%"];
tree[52] = ["#kecl06#Asexual? Like not sexually attracted to anybody at all? ...Do you think that's what it is?"];
tree[53] = ["#smea06#Hmm... maybe? It does feel kind of like something never \"clicked on\" for me the way it did for other people when they hit a certain age."];
tree[54] = ["#smea05#Like I'd fall in love with people sometimes, but it was never a sex thing. It was always just how much I liked them and wanted to spend time with them."];
tree[55] = ["#smea04#And I'd get horny sometimes, but it was never about other people. Just sort of, vague feelings of sexual arousal. It's hard to describe."];
tree[56] = ["#smea06#I guess, sort of like how a straight guy might feel if he were born on a deserted island with no girls on it."];
tree[57] = ["#kecl02#Well, maybe you just hadn't met the right guy yet!"];
tree[58] = [100];
tree[100] = ["#smea01#But one thing's for sure, I feel things for Kecleon I've never felt for anyone else!"];
tree[101] = ["#smea00#I see those cheeks and that cute little lizard face..."];
tree[102] = ["#kecl00#Aww! ...Sugarbear..."];
tree[103] = ["%fun-alpha0%"];
tree[104] = ["#smea02#And... I wanna kiss it! *kiss* *smooch* Oh no! There's a surplus at the kiss factory! *lick* *slrp* *kiss*"];
tree[105] = ["%proxykecl%fun-alpha0%"];
tree[106] = ["#kecl03#WAAUGH!! Kiss factory!? Cut it out, you're... You're gettin' your dog slobber all over me!! ...Aagh!"];
tree[107] = ["#smea00#*lick* You can't shut down *slrp* the kiss factory *kiss* without oversight from *smooch* the kiss commissioner! *lick* *slrp*"];
tree[108] = ["#kecl00#Kekekekek! Just a second, lemme get-"];
tree[109] = ["%exitkecl%"];
tree[110] = ["%exitsmea%"];
tree[111] = ["#self00#..."];
tree[112] = ["#self00#(...They turned off the camera?)"];
tree[10000] = ["%exitsmea%"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 14, "see him", "see her");
DialogTree.replace(tree, 15, "other guys", "other girls");
DialogTree.replace(tree, 24, "other guys", "other girls");
DialogTree.replace(tree, 34, "other guys", "other girls");
DialogTree.replace(tree, 56, "straight guy", "straight woman");
DialogTree.replace(tree, 56, "if he", "if she");
DialogTree.replace(tree, 56, "no girls", "no guys");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 34, "find him", "find her");
DialogTree.replace(tree, 34, "when he", "when she");
DialogTree.replace(tree, 42, "to a girl", "to a boy");
DialogTree.replace(tree, 44, " WHAM titties!", "");
DialogTree.replace(tree, 44, "girl's ass", "guy's ass");
DialogTree.replace(tree, 45, "seeing girls", "seeing guys");
DialogTree.replace(tree, 46, "For boys", "For girls");
DialogTree.replace(tree, 57, "right guy", "right girl");
}
if (PlayerData.smeaMale && !PlayerData.keclMale)
{
DialogTree.replace(tree, 40, "straight", "gay");
DialogTree.replace(tree, 44, "Like my straight friends", "My friends who are gay");
DialogTree.replace(tree, 56, "a straight", "a typical");
}
else if (!PlayerData.smeaMale && PlayerData.keclMale)
{
DialogTree.replace(tree, 40, "straight", "a lesbian");
DialogTree.replace(tree, 44, "Like my straight friends", "My friends who are lesbians");
DialogTree.replace(tree, 56, "a straight", "a typical");
}
}
else if (PlayerData.level == 2)
{
tree[0] = ["#smea04#...Kecleon's umm, taking a shower."];
tree[1] = ["#smea05#Don't worry, I didn't... Uhh, I'm still ready for doing stuff later!"];
tree[2] = ["#smea02#I'm ready for puzzles and... Whatever comes after puzzles! Harf!!"];
tree[3] = [40, 20, 30, 10];
tree[10] = ["He's rinsing\noff your\ndog slobber?"];
tree[11] = ["#smea00#Ha ha! Oh we did a little more than slobber on each other."];
tree[12] = ["#smea03#He's rinsing off some of his... Kecleon stuff. But I didn't orgasm or anything, so if you want to try something later, I'm still totally ready."];
tree[13] = [50];
tree[20] = ["You had\nsex?"];
tree[21] = ["#smea00#Yeah! Well Kecleon did umm... Kecleon did most of the sexing. So he's rinsing off some of his... Kecleon stuff."];
tree[22] = ["#smea03#But I didn't orgasm or anything, so if you want to try something again later, I'm still totally ready."];
tree[23] = [50];
tree[30] = ["You didn't\norgasm?"];
tree[31] = ["#smea04#Hmm, well actually I pretty much never get off when Kecleon and I do stuff together."];
tree[32] = [53];
tree[40] = ["Don't worry\nabout me!"];
tree[41] = ["#smea04#Oh it's OK! I didn't go out of my way or anything. I pretty much never orgasm anyways."];
tree[42] = [53];
tree[50] = ["#smea02#Yep! Super ready."];
tree[51] = ["#smea05#..."];
tree[52] = ["#smea04#Actually, I pretty much never get off when Kecleon and I do stuff together."];
tree[53] = ["#smea08#Kecleon used to be more self-conscious about it, at first he thought I wasn't enjoying sex because I didn't orgasm!"];
tree[54] = ["#smea06#...And he worked REALLY hard at it sometimes! We experimented a lot, trying all sorts of different things."];
tree[55] = ["#smea01#Different things which we definitely enjoyed... Mmmmmm... And we still do a lot of our favorite ones. But none of them make me orgasm for whatever reason."];
tree[56] = ["#smea04#Really the only thing which works consistently is... and this will sound sort of weird--"];
tree[57] = ["#smea06#...But if we're doing something like watching TV, where we're both distracted... and I'm jerking off for awhile..."];
tree[58] = ["#smea10#...And he's not doing ANYTHING with my dick at all, and the stars align perfectly? THEN I can orgasm with him sometimes. But only sometimes!"];
tree[59] = ["#smea06#So hmm. But yeah, we still have sex! And I still enjoy sex. And we still love each other. I sort of wish I could cum for him easier."];
tree[60] = [120, 140, 110, 130, 100];
for (i in 0...5)
{
if (PuzzleState.DIALOG_VARS[0] == i)
{
tree[60][i] = cast(tree[60][i], Int) + 50;
}
}
tree[100] = ["All of\nthat sounds\nnormal"];
tree[101] = ["#smea05#Oh, well that's good! Still if there were some way I could just fix it, hmm. I don't know."];
tree[102] = [200];
tree[110] = ["Maybe you\nhave a low\nsex drive"];
tree[111] = ["#smea05#Yeah, it's probably something simple like that. I think that's a good guess."];
tree[112] = [200];
tree[120] = ["Maybe you\ndon't like\nKecleon\nthat way"];
tree[121] = ["#smea10#But... But I love him SO much! Every time I'm around him I just get these feelings, you know?"];
tree[122] = ["#smea08#...They're not sexual feelings, and maybe they don't even have a sexual component to them. But, there's definitely something."];
tree[123] = ["#smea12#If it's not love, then... Well, I might as well call it love because it's the closest I've ever felt to anybody."];
tree[124] = [200];
tree[130] = ["Maybe\nyou're\nstraight"];
tree[131] = ["#smea08#I don't know, I've never felt the same way about a girl that I felt about Kecleon!"];
tree[132] = ["#smea04#Even if it's not in a sexual way, I still think Kecleon and I share a special bond."];
tree[133] = ["#smea08#I don't know if I could bond that way with a girl, it's sort of hard to imagine. It would have to be a super special kind of girl."];
tree[134] = ["#smea09#...I guess technically you could be right though."];
tree[135] = ["#smea06#..."];
tree[136] = [200];
tree[140] = ["Maybe\nyou're\nasexual"];
tree[141] = ["#smea08#I mean, I'll have to do more reading. I guess that sounds like it might describe my feelings towards sex. But... does it matter?"];
tree[142] = ["#smea05#I'm just not sure putting a word like that on it means anything. I still love Kecleon, and I still want us to be together..."];
tree[143] = ["#smea06#And maybe if I'm technically asexual and he's technically gay, maybe that's not supposed to work out. But, it works for us."];
tree[144] = ["#smea02#We're happy, even if maybe the sex is a little clumsy and one-sided. He handles the sex and I handle the kisses, right? Fifty fifty!"];
tree[145] = [200];
tree[150] = ["I still\nthink all\nof that\nsounds\nnormal"];
tree[151] = [101];
tree[160] = ["I still\nthink you\nmight have\na low sex\ndrive"];
tree[161] = ["#smea05#Hmm, yeah! I think you're probably right, it's probably something simple like that."];
tree[162] = [200];
tree[170] = ["I still\nthink you\nmight not\nlike\nKecleon\nthat way"];
tree[171] = [121];
tree[180] = ["I still\nthink you\nmight be\nstraight"];
tree[181] = [131];
tree[190] = ["I still\nthink you\nmight be\nasexual"];
tree[191] = [141];
tree[200] = ["#smea03#Anyways don't worry about it! I just brought all this stuff up so that YOU wouldn't feel like you were doing something wrong."];
tree[201] = ["#smea04#Let's get this last puzzle out of the way! I sort of abandoned you on the last puzzle, but I'm going to give you SO much help this time."];
tree[202] = ["#smea06#..."];
tree[203] = ["#smea05#Ooh I know! Let's just try a rainbow and see if that works."];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 10, "He's rinsing", "She's rinsing");
DialogTree.replace(tree, 12, "He's rinsing", "She's rinsing");
DialogTree.replace(tree, 12, "of his...", "of her...");
DialogTree.replace(tree, 21, "he's rinsing", "she's rinsing");
DialogTree.replace(tree, 21, "of his...", "of her...");
DialogTree.replace(tree, 53, "he thought", "she thought");
DialogTree.replace(tree, 54, "he worked", "she worked");
DialogTree.replace(tree, 58, "he's not", "she's not");
DialogTree.replace(tree, 58, "with him", "with her");
DialogTree.replace(tree, 59, "for him", "for her");
DialogTree.replace(tree, 121, "love him", "love her");
DialogTree.replace(tree, 121, "around him", "around her");
DialogTree.replace(tree, 131, "a girl", "a boy");
DialogTree.replace(tree, 133, "a girl", "a boy");
DialogTree.replace(tree, 133, "of girl", "of boy");
DialogTree.replace(tree, 143, "and he's", "and she's");
DialogTree.replace(tree, 144, "He handles", "She handles");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 57, "jerking off", "fingering myself");
DialogTree.replace(tree, 58, "my dick", "my pussy");
}
if (PlayerData.smeaMale && !PlayerData.keclMale)
{
DialogTree.replace(tree, 130, "straight", "gay");
DialogTree.replace(tree, 180, "straight", "gay");
DialogTree.replace(tree, 143, "gay", "straight");
}
else if (!PlayerData.smeaMale && PlayerData.keclMale)
{
DialogTree.replace(tree, 130, "straight", "lesbian");
DialogTree.replace(tree, 180, "straight", "lesbian");
DialogTree.replace(tree, 143, "gay", "straight");
}
else if (!PlayerData.smeaMale && !PlayerData.keclMale)
{
DialogTree.replace(tree, 143, "gay", "a lesbian");
}
}
}
public static function random00(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#smea03#Oh hi <name>! ...Somehow I KNEW you were going to show up the instant Kecleon stepped away!"];
tree[1] = ["#smea05#He was just getting some food, I'll go grab him."];
tree[2] = ["%fun-longbreak%"];
tree[10000] = ["%fun-longbreak%"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 1, "He was", "She was");
DialogTree.replace(tree, 1, "grab him", "grab her");
}
}
public static function random01(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("smea.randomChats.0.3");
if (count % 6 == 0)
{
tree[0] = ["#smea02#Hello again! Back for more from your favorite... puzzle puppy hmm??"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl03#Ayy, and don't forget about me, your ehh favorite puzzle LIZARD!!"];
tree[3] = ["#kecl06#Well I mean... Puzzle reptile!! ...Puzzle solving uhhh... chameleon!"];
tree[4] = ["#smea10#..."];
tree[5] = ["#kecl12#Well c'mon don't judge me, yours was easy! You start with a 'P'."];
tree[6] = ["%exitkecl%"];
tree[7] = ["#kecl13#Just gimme a sec! ...I'll come up with somethin' good."];
}
else if (count % 6 == 1)
{
tree[0] = ["#smea02#Hello again! Back for more from your favorite... puzzle puppy hmm??"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl03#Ayy, and don't forget about me, your ehh favorite puzzle REPTILE!!!!"];
tree[3] = ["#kecl06#Well I mean... Puzzle chameleon!! ...Mental uhhh... Iguana?"];
tree[4] = ["#smea10#...Logic Lizard?"];
tree[5] = ["#kecl13#Logic lizard!? Gahhh... how did I miss that!? It was right freakin' there!"];
tree[6] = ["#kecl12#Okay okay, that's fine. I'm the Logic Lizard. But still, woulda been kinda nice if I coulda thought of my own name."];
tree[7] = ["#kecl06#I guess words just aren't in my blood or somethin'. I'm not, you know, the... you know. Grammar Iguana. Uhh, the wordplay... Reptile."];
tree[8] = ["#smea04#...Language Lizard?"];
tree[9] = ["%exitkecl%"];
tree[10] = ["#kecl13#Daahhhh whatever!"];
}
else if (count % 6 == 2)
{
tree[0] = ["#smea02#Hello again! Back for more from your favorite... puzzle puppy hmm??"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl03#Ayy, and don't forget about me, the logic lizard!!"];
tree[3] = ["#smea04#Hey <name>, you need a cool puzzle name too! Kecleon, why don't you come up with a good name for <name>."];
tree[4] = ["#kecl10#Ehh? What!? Why me!"];
tree[5] = ["#smea03#Well you know! I thought of both of OUR names. It's your turn now! You can do it! There's a really easy one!"];
tree[6] = ["#kecl06#...Ahh geez. Okay. Gimme... Gimme a minute. I'll get this... You're like, the... The puzzle hand. The uhh, glove of... glove of cleverness."];
tree[7] = ["#kecl02#The cleverness glove! Hey, there we go, I did it! How's that? That's good, right? Cleverness glove? Has a certain ehhh.... ring!"];
tree[8] = ["#smea10#..."];
tree[9] = ["%exitkecl%"];
tree[10] = ["#kecl13#Dahhhh c'mon! Gimme a hint!"];
}
else if (count % 6 >= 3)
{
tree[0] = ["#smea02#Hello again! Back for more from your favorite... puzzle puppy hmm??"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl03#Ayy, and don't forget about me, the logic lizard!!"];
tree[3] = ["#smea05#...And..."];
tree[4] = [FlxG.random.getObject([
"#kecl06#And uhh, our good friend <name>! The uhh... hand of... uhhh...",
"#kecl06#And uhh, our good friend <name>! The uhh, glove of... uhhh... Somethin' starting with G...",
"#kecl06#And uhh, our good friend <name>! The uhh... puzzle-solving, uhh...",
"#kecl06#And uhh, our good friend <name>! Somethin' with... knuckle... uhh, finger...",
])];
tree[5] = ["#smea10#..."];
tree[6] = ["%exitkecl%"];
tree[7] = ["#kecl13#Dahhhh why you gotta torture me like this!"];
}
}
public static function random02(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%enterkecl%"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#kecl05#Ayyy back for more eh? Hey Smeargle c'mere we got a guest!"];
tree[3] = ["%fun-alpha1%"];
tree[4] = ["#smea02#Oh hey <name>! I was wondering when you'd show up again. Let's see what we can do with this first puzzle!"];
tree[5] = ["%exitkecl%"];
tree[6] = ["#smea06#...Hmmm... Hmm, yes I see... Oh! Hmmmm..."];
tree[7] = ["#smea10#Sorry! ...I'm just pretending, I have no idea."];
tree[10000] = ["%fun-alpha1%"];
}
public static function random03(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("smea.randomChats.0.3");
tree[0] = ["#smea03#Hi <name>! Ready for more puzzles?? ...Let's try using more hints this time. Harf!"];
if (count % 3 == 0)
{
tree[1] = ["#smea04#Because, I don't understand why you don't use more hints! ...Abra will practically TELL you the answer if you keep asking for hints."];
tree[2] = ["%enterkecl%"];
tree[3] = ["#kecl06#Well, yeah but he also gives you like barely any prize money if you abuse hints, Smeargle..."];
tree[4] = ["#smea10#Wait, what!? He takes away your money?"];
tree[5] = ["#kecl04#Nah well, he doesn't take anything away so to speak. He just gives ya less."];
tree[6] = ["%fun-shortbreak%"];
tree[7] = ["#smea12#...Well that's not fair! ...I'm going to go tell Abra that's not fair. He didn't tell me he was taking my money..."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 3, "but he", "but she");
DialogTree.replace(tree, 4, "what!? He", "what!? She");
DialogTree.replace(tree, 5, "well, he", "well, she");
DialogTree.replace(tree, 5, "speak. He", "speak. She");
DialogTree.replace(tree, 7, "fair. He", "fair. She");
DialogTree.replace(tree, 7, "me he", "me she");
}
}
else
{
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl06#...Didn't we go over this before? <name> doesn't wanna use hints 'cause they kinda cost money."];
tree[3] = ["#smea08#But like... These puzzles are WAY too hard without hints!"];
tree[4] = ["%exitkecl%"];
tree[5] = ["#smea10#...I'm pretty sure you're supposed to use SOME hints, <name>..."];
}
}
public static function gift04(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%enterkecl%"];
tree[1] = ["#kecl03#Holy smokes <name>! ...How are you so frickin' nice!? Are you kiddin' me?"];
tree[2] = ["#kecl02#I got your present, it was all gift wrapped and set out for me on my usual spot. It's perfect, oh my god! I like, I didn't even know this thing existed."];
tree[3] = ["#kecl05#And I mean even if I DID know it existed wouldn'ta had the smarts to set it up, but this thing's just like, out of the box ready to go..."];
tree[4] = ["#kecl03#...And it's like, it's got SO many games! They're listed out all here in this note, all these old favorites I get to teach Smeargle..."];
tree[5] = ["#kecl07#I mean, can you believe he's never heard of Super Bomberman? C'mon Smeargle, what kinda deprived childhood did you lead to never play frickin' Bomberman!!"];
tree[6] = ["#smea04#Well, I never got any console game stuff until after college! ...It just seemed like everything I really wanted to play was on computers anyways."];
tree[7] = ["#kecl06#Nahh computers... Nah, console gaming's just a way different experience! 'Slike, ehhh, y'know..."];
tree[8] = ["#kecl04#Sittin' shoulder-to-shoulder with your buddies, crowded around a TV, inventin' new curse words to yell at each other, it's a more intimate thing!"];
tree[9] = ["#smea06#Mmm, that sounds fun! ...Newer consoles never have a lot of stuff we can play together. Everything's online now!"];
tree[10] = ["#smea05#...But this sounds different, it sounds really neat~"];
tree[11] = ["%exitkecl%"];
tree[12] = ["#kecl03#...Thanks again <name>! ...You're like, the best! The best! Aaaaaahh! I can't wait to get home and play!"];
tree[13] = ["#smea02#Ha! Ha. He's so cute when he gets excited like this~"];
tree[14] = ["#smea05#But umm... anyways, yeah! It's nice to see you again, <name>! And that was a really nice gesture~"];
tree[15] = ["#smea04#...So, should we get started with some puzzles?"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 5, "believe he's", "believe she's");
}
}
static private function getPopularColor(puzzleState:PuzzleState)
{
var countMap:Map<Int, Int> = new Map<Int, Int>();
var maxColorIndex:Int = 0;
for (color in 0...puzzleState._puzzle._colorCount)
{
countMap[color] = 0;
}
for (guess in puzzleState._puzzle._guesses)
{
for (peg in guess)
{
countMap[peg]++;
if (countMap[peg] > countMap[maxColorIndex])
{
maxColorIndex = peg;
}
}
}
return Critter.CRITTER_COLORS[maxColorIndex].english;
}
public static function random10(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var popularColor:String = getPopularColor(puzzleState);
tree[0] = ["#smea05#Ooh another puzzle, let's see... Oh, there's definitely a " + popularColor + " in the answer this time!"];
tree[1] = ["#kecl06#Ehh, just a little tip Smeargle..."];
tree[2] = ["#kecl05#You might have an easier time giving <name> some actual HELPFUL advice if you waited for the bugs to jump in their little boxes there!"];
tree[3] = ["#smea04#Ehh? But it doesn't even matter which boxes they jump into..."];
tree[4] = ["#smea02#There's SO many " + popularColor + " bugs out there, at least one of them has to be correct. I'm super sure!"];
}
public static function random11(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["#smea06#Hmm! Hmm yes, yes. Very interesting."];
tree[1] = ["#smea05#Do you like that? Those are my thinking sounds."];
}
public static function random12(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var popularColor:String = getPopularColor(puzzleState);
tree[0] = ["#kecl06#Hey wait, uhh, haven't we seen this one before?"];
tree[1] = ["#smea04#No, this one's different! I don't think they'd give us the same one twice. ...I think I'd remember seeing this many " + popularColor + "s in one puzzle."];
}
public static function random13(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var time:Float = RankTracker.RANKS[8] * puzzleState._puzzle._difficulty;
time = Math.max(time, 100);
var timeStr:String = DialogTree.durationToString(time);
var count:Int = PlayerData.recentChatCount("smea.randomChats.1.3");
if (count % 2 == 0)
{
tree[0] = ["#smea04#Are you supposed to solve these puzzles this fast?"];
tree[1] = ["#smea12#I mean they usually take me about " + timeStr + ", I think maybe you're not solving them right."];
}
else if (count % 2 == 1)
{
tree[0] = ["#smea04#Hmm, I sort of think of myself as like, a puzzle connoisseur."];
tree[1] = ["#smea12#Just like how a wine connoisseur wouldn't chug a glass of wine, I think I like taking my time with these puzzles a little more! It's not always a race, right?"];
if (puzzleState.isRankChance())
{
tree[2] = ["#kecl06#Err, well this one's a rank chance. So it's EXACTLY a race."];
tree[3] = ["#smea13#Oh, just... nevermind!!"];
}
else
{
tree[2] = ["#kecl06#Err, well except for those rank chances. Then it's EXACTLY a race."];
tree[3] = ["#smea10#Well, I guess sometimes when you get those rank chances it's a race but..."];
tree[4] = ["#smea13#Oh, just... nevermind!!"];
}
}
}
public static function random14(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%nextden-grim%"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl06#Hey wait, uhh, haven't we seen this one before?"];
tree[3] = ["#smea06#No, this one's different! I don't think they'd give us... (sniff) give us the, ummm... (sniff, sniff)"];
tree[4] = ["%fun-alpha0%"];
tree[5] = ["#smea12#Oh, Kecleon! ...Seriously!"];
tree[6] = ["#kecl04#What!? C'mon, waddaya lookin' at me for!"];
tree[7] = ["%entergrim%"];
tree[8] = ["#grim04#Hey guys! How's it gooing?"];
tree[9] = ["#kecl12#Ehh... It was goo-ing fine 'til you up and drove Smeargle away."];
tree[10] = ["#grim10#Oh uhh... sorry! I'm sorry. I was just wondering about that back room behind Heracross's store..."];
tree[11] = ["#grim06#Is that like... for anybody? Can anybody go back there?"];
tree[12] = ["#kecl05#Ehh? Yeah, go nuts! ...Matter of fact, I encourage it. It'll gimme some time to throw down some Febreze or somethin' out here, get some of your stank out..."];
tree[13] = ["#grim02#Yeah! Good thinking!! Well, if anybody's looking for me, you can tell them I'll be cooped up in that little room, okay?"];
tree[14] = ["#kecl12#... ...I absolutely guarantee you, you will have that small, modestly ventilated room all to your stinky self."];
tree[15] = ["%exitgrim%"];
tree[16] = ["#grim03#...Gloop!"];
tree[17] = ["%exitkecl%"];
tree[18] = ["#kecl06#Now let's see. Where do they keep the Febreze..."];
tree[19] = ["%fun-longbreak%"];
tree[10000] = ["%fun-longbreak%"];
}
public static function random20(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var suggestion0:String = "";
var suggestion1:String = "";
for (i in 0...10)
{
var cute0:String = FlxG.random.getObject(["pomeranian", "poopy|poop", "fetal|fetus", "lint", "squish", "cricket"]);
var cute1:String = FlxG.random.getObject(["fluff", "cuddle", "baby", "poof", "fuzz", "foofy|foof"]);
var food0:String = FlxG.random.getObject(["quiche", "meatball", "loaf", "donut", "pineapple", "burrito"]);
var food1:String = FlxG.random.getObject(["pickle", "pie", "sugar|cake", "pudding", "pumpkin", "peanut"]);
if (FlxG.random.bool())
{
suggestion0 = beforePipe(cute0) + " " + afterPipe(food0);
}
else
{
suggestion0 = beforePipe(food0) + " " + afterPipe(cute0);
}
if (FlxG.random.bool())
{
suggestion1 = beforePipe(cute1) + " " + afterPipe(food1);
}
else
{
suggestion1 = beforePipe(food1) + " " + afterPipe(cute1);
}
}
tree[0] = ["%enterkecl%"];
tree[1] = ["#kecl02#Hey ahhh, if you don't need Smeargle's help I can maybe keep him distracted for a little. Check this out."];
tree[2] = [10, 20, 30];
tree[10] = ["No, don't\ndo it"];
tree[11] = [50];
tree[20] = ["Yes, thank\nyou"];
tree[21] = [50];
tree[30] = ["What do\nyou mean?"];
tree[31] = [50];
tree[50] = ["#kecl03#Ayy! Ayyy Smeargle! How's my little, err, " + suggestion0 + "? You ready for another puzzle?"];
tree[51] = ["#smea04#..." + cap(suggestion0) + "? ...Kecleon, you're just being weird."];
tree[52] = ["#kecl06#Ehh? I don't get it. Usually the guy goes nuts for me when I mix, y'know, a cute word and a food word."];
tree[53] = ["#kecl04#Smeargle, you're truly an enigma."];
tree[54] = ["#smea12#Hmph! I can tell when you're just trying to manipulate me. The yellow loopies around your eyes get all scroogly."];
tree[55] = ["#kecl08#Aww I didn't mean it, " + suggestion1 + ". How can I make it up to you?"];
tree[56] = ["%fun-alpha0%"];
tree[57] = ["#smea14#..." + cap(suggestion1.substr(0, suggestion1.indexOf(" "))) + "... " + cap(suggestion1) + "!?!?!"];
tree[58] = ["%proxykecl%fun-alpha0%"];
tree[59] = ["#kecl00#Keck! Kekekekeke~ C'mere, you!"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 1, "keep him", "keep her");
DialogTree.replace(tree, 52, "the guy", "the girl");
}
tree[10000] = ["%fun-longbreak%"];
}
public static function random21(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = ["%fun-nude1%"];
tree[1] = ["#smea10#Hmm? OH! Right!!"];
tree[2] = ["%fun-nude2%"];
tree[3] = ["#smea03#Ahem, so you solved another puzzle. We! WE! Solved another puzzle. Remember that part where I helped?"];
tree[4] = ["#smea05#You were like REALLY really stuck and I came up with that great idea."];
tree[5] = ["#smea02#...I didn't say it out loud because I thought you were already doing such a good job!"];
}
public static function random22(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
tree[0] = [FlxG.random.getObject(["#smea03#Yeahhhh! We did it! We're like, an unstoppable puzzle team, you and me.",
"#smea03#Woooooo! We did it! Nobody can stop our unstoppable puzzle team. Smeargle and <name>!",
"#smea03#Hooray! Another puzzle down! Nobody stops the unstoppable puzzle duo!"])];
if (PlayerData.recentChatCount("smea.randomChats.2.2") % 2 == 0)
{
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl02#C'mon, be real... <name> here did all the work. If you're gonna steal his credit then I want some credit too!"];
tree[3] = ["#smea04#Sure, that's fine with me! What do you think <name>?"];
tree[4] = [20, 40, 10, 30];
tree[10] = ["Sure, Kecleon\nhelped too"];
tree[11] = ["#kecl03#Yeah that's right! You couldn'ta gotten through that last one without your little lizard buddy."];
tree[12] = ["#kecl05#So ehh, where's my cut?"];
tree[13] = ["#smea12#Tsk, don't be so greedy! We're not in this for the money."];
tree[14] = [50];
tree[20] = ["No, it was\njust us two"];
tree[21] = ["#kecl13#What!!! Ehh c'mon, I did as much as Smeargle here! Gimme a break."];
tree[22] = ["#smea12#Sorry Kecleon. Maybe you're just not puzzley enough for our puzzle team yet!"];
tree[23] = [50];
tree[30] = ["No, I did\neverything"];
tree[31] = ["#smea05#Well! You moved all the bugs around, but we all know I helped too."];
tree[32] = ["#kecl06#Err, I'm pretty sure he said-"];
tree[33] = ["#smea12#Hmph, I HELPED! ...We're a team! You just didn't understand what he meant."];
tree[34] = [50];
tree[40] = ["I don't\ncare"];
tree[41] = ["#smea05#Well if <name> doesn't care, then I say, yes! Welcome to the team!"];
tree[42] = ["#kecl05#Ayy, great! ...So ehh, where's my cut?"];
tree[43] = ["#smea06#Your... cut?"];
tree[44] = ["#kecl03#Yeah, my cut for that puzzle I helped solve! ...I ain't workin' for free!"];
tree[45] = ["#smea12#Tsk, don't be so greedy! We're not in this for the money."];
tree[46] = [50];
tree[50] = ["%exitkecl%"];
tree[51] = ["#smea02#Okay, one last puzzle! Unstoppable puzzle team force, gooooooo!!"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "his credit", "her credit");
DialogTree.replace(tree, 32, "he said", "she said");
DialogTree.replace(tree, 33, "he meant", "she meant");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "his credit", "their credit");
DialogTree.replace(tree, 32, "he said", "they said");
DialogTree.replace(tree, 33, "he meant", "she meant");
}
}
else
{
tree[1] = ["#smea06#Wait, does anybody else hear that... faint rumbling sound?"];
tree[2] = ["%enterkecl%"];
tree[3] = ["#kecl07#Oh god, cover your ears..."];
tree[4] = ["%enterrhyd%"];
tree[5] = ["#RHYD03#Groarrr! What's up <name>! ...Whoa, you're with uhh two Pokemon at once? What, you got some weird three-way thing going?"];
tree[6] = ["#kecl06#Three-way? Nahh, <name>'s just like, a tenth of a person at most. It's really just a 2.1-way if that."];
tree[7] = ["%exitrhyd%"];
tree[8] = ["#RHYD12#Well, whatever. Just try to keep the noise down! I can hear you guys all the way in my room with the door shut."];
tree[9] = ["#kecl10#Um, oh... Okay? ...Sorry?"];
tree[10] = ["#smea10#Wait, what just happened...? Did he come over here... for a noise complaint?"];
tree[11] = ["#kecl06#We got a noise complaint... from Rhydon?"];
if (!PlayerData.rhydMale)
{
DialogTree.replace(tree, 10, "he come", "she come");
}
}
}
static private function random23(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("smea.randomChats.2.3") % 4;
if (count % 4 == 0)
{
tree[0] = ["%enterkecl%"];
tree[1] = ["#kecl00#Ooh! Lookin' good, Smeargle."];
tree[2] = ["#kecl01#Say, why don'tcha turn around! Give 'em a-"];
tree[3] = ["%enterhera%"];
tree[4] = ["#hera03#Oh hey <name>! Hi! So you're playing with... Oowaaaahhhh! What do we have here?"];
tree[5] = ["#hera05#Are you guys doing a little two-for-one dealy? Wait, Kecleon, why aren't you naked?"];
tree[6] = ["#kecl06#Ayyy y'know, I'm one of them... non-participant types! ...I'm just here to watch."];
tree[7] = ["#hera06#Come to think of it, I always see Smeargle playing with <name>, but I've never seen you get a turn. ...That's kind of unfair, isn't it?"];
tree[8] = ["#smea09#Unfair? ... ...Ohhhhhh.... Oh no, I never thought of it that way..."];
tree[9] = ["#kecl06#What? Ehhh c'mon, you crazy? This ain't unfair, this is exactly how I wanted it. You... You take your turn with <name>. See Heracross,"];
tree[10] = ["#kecl04#I'm a little ehh, more well-travelled compared to Smeargle here."];
tree[11] = ["#kecl05#Little more adventurous, little more experienced when it comes to the sex stuff."];
tree[12] = ["#kecl04#So to me, if Smeargle messes around a little, doesn't bother me in the slightest. ...The kid's just playin' catchup, y'know?"];
tree[13] = ["#smea08#... ..."];
tree[14] = ["#kecl05#Other way around though's a different story. Smeargle ain't so secure about that stuff, so I figure, I start messin' around with strangers, gettin' my rocks off,"];
tree[15] = ["#kecl06#...I ain't no fortune teller but I think it'd rouse all sorts of ehh... general icky feelings comin' from his side of things. ... ...'Sjust my guess."];
tree[16] = ["#smea03#Kecleon, if you want a turn you can take a turn! ...I'm like, totally okay with it."];
tree[17] = ["#kecl03#Tsk nahhh, to heck with that! I like our little cooperative puzzle team here. ... ...Why spoil a good thing?"];
tree[18] = ["#kecl02#Anyway, that answer your question Heracross?"];
tree[19] = ["%exithera%"];
tree[20] = ["#hera04#...Yeah, I think I see how it is! You kids have fun~"];
tree[21] = ["%exitkecl%"];
tree[22] = ["#smea01#I am going to have SO MUCH FUN! I am going to put on the best sexy show for you, Kecleon!"];
tree[23] = ["#smea05#...Oh! After we finish this one puzzle. Are you ready, <name>? Goooooo puzzle team!"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 15, "from his", "from her");
}
}
else if (count % 4 == 1)
{
tree[0] = ["%enterkecl%"];
tree[1] = ["#kecl00#Ooh! Lookin' good, Smeargle."];
tree[2] = ["#kecl01#Say, why don'tcha-"];
tree[3] = ["%enterhera%"];
tree[4] = ["#hera03#Oh hey <name>! Hi! ... ...Playing with Smeargle and Kecleon again?"];
tree[5] = ["#hera02#Well, that sounds like fun on a bun! Is there room for one extra hot dog in this fun-bun?"];
tree[6] = ["#kecl06#Eghhh, sorry Heracross. I think you'd be kind of a... fourth wheel, if you catch my drift."];
tree[7] = ["#hera04#What!? Cars have four wheels... ...Everything has four wheels! Four wheels is an ordinary amount of wheels."];
tree[8] = ["#kecl12#D'ehh, okay Mr. Pedantic over there, you'd be more like a, uhhhh... A fourth ninja turt--- no wait, a ehhh... fourth musketeer."];
tree[9] = ["#hera05#...Oooooh! Fourth Musketeer? You mean D'artagnan?"];
tree[10] = ["%exitkecl%"];
tree[11] = ["#kecl13#Gah, just get... Get outta here! C'mon! You're intrudin' on all our sexy times."];
tree[12] = ["%exithera%"];
tree[13] = ["#hera11#Gwehhhhh!"];
tree[14] = ["#kecl05#Pesky bee! ...Alright anyway, so where were we..."];
tree[15] = ["#smea06#...Mmmmm... ...I kind of forget. <name>, do you remember what we were going to do next?"];
if (!PlayerData.heraMale)
{
DialogTree.replace(tree, 5, "hot dog in", "patty on");
DialogTree.replace(tree, 8, "Mr. Pedantic", "Princess Pedantic");
}
}
else
{
tree[0] = ["%enterkecl%"];
tree[1] = ["#kecl00#Ooh! Lookin' good, Smeargle."];
tree[2] = ["#kecl01#Say, why don'tcha turn around! Give e'm a good look of that little puppy keester of yours~"];
tree[3] = ["#smea10#...What? ...No! That's a little too much, Kecleon."];
tree[4] = ["#smea08#Can't I keep my backside a secret? ...<name>'s already seen my entire frontside. There's a lot of very private stuff up there!"];
tree[5] = ["%exitkecl%"];
tree[6] = ["#kecl12#Ehhhh fine, fine, fair enough. You're the boss."];
tree[7] = ["#smea05#Hmmmm yeah! I think I'll keep it a secret for now. ... ...Let's do this final puzzle together, <name>!"];
tree[8] = ["#smea06#..."];
tree[9] = ["#smea04#... ...Don't worry, it's just a normal butt! You're not missing much."];
}
}
static private function random24(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
var count:Int = PlayerData.recentChatCount("smea.randomChats.2.4") % 3;
if (count % 3 == 0)
{
tree[0] = ["#smea02#Not to toot your horn, <name>, but I think you rocked the heck out of that last puzzle! Harf!"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl05#Wait. You're tootin' <name>'s horn!? You can't like... toot someone else's horn. That's not a thing."];
tree[3] = ["#kecl06#Like, you can toot your OWN horn. I've heard of that one. ...But you can't just like, go around tootin' random horns..."];
tree[4] = ["%fun-alpha0%"];
tree[5] = ["#smea13#...Don't YOU tell me what I can toot!"];
tree[6] = ["#kecl11#Gah! Get away from me!"];
tree[7] = ["%proxykecl%fun-alpha0%"];
tree[8] = ["#smea13#Maybe I'll toot you! Toot! Toot!"];
tree[9] = ["#kecl13#Stop it! Aaaaaaaagh!! Bad! ...Bad dog!!!"];
tree[10] = ["%fun-alpha1%"];
tree[11] = ["%proxykecl%fun-alpha1%"];
tree[12] = ["#smea12#Hmph. Telling me what to toot..."];
tree[13] = ["%exitkecl%"];
tree[14] = ["#smea04#Anyways, how many more puzzles do we have, like ten more? That sounds about right! Then we can do the sex stuff after."];
tree[10000] = ["%fun-alpha1%"];
}
else if (count % 3 == 1)
{
tree[0] = ["#smea03#I'm officially tooting your horn again, <name>. Toot! Good job! Toot! Toot!"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl09#Eeeeegh. It doesn't even make any sense..."];
tree[3] = ["#smea13#... ...!"];
tree[4] = ["%exitkecl%"];
tree[5] = ["#kecl10#Okay okay! Eesh! Sorry! ...I forgot we had the freakin' toot police over here."];
tree[6] = ["#smea02#Ha! Ha ha ha. Okay, okay. I think just five more puzzles and I'll be ready! That's okay, right?"];
}
else
{
tree[0] = ["#smea05#That was some fancy puzzle solving, <name>!"];
tree[1] = ["#smea02#I'm going to give you my highest rating. Three toots! Toot! Toot! Toot!"];
tree[2] = ["%enterkecl%"];
tree[3] = ["#kecl13#Three toots!? ...Bah, lookit this guy just givin' away toots now!"];
tree[4] = ["#kecl12#I remember when toots used to mean somethin'..."];
tree[5] = ["#smea00#I remember yourrrrrr first toot~"];
tree[6] = ["#kecl02#...Ehhh!?! Don't you look at me that way!"];
tree[7] = ["#smea01#... ... ..."];
tree[8] = ["#kecl00#Stop iiiiiit!! You're makin' me nervous~"];
tree[9] = ["%exitkecl%"];
tree[10] = ["#smea02#Ha! Ha ha ha. Okay, okay. I think just twenty more puzzles should do it."];
tree[11] = ["#smea03#Twenty more puzzles, and if we run out of time that's okay! ...We can just have sex another time. Harf~"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 3, "this guy", "this girl");
}
}
}
static private function cap(str:String):String
{
return str.substr(0, 1).toUpperCase() + str.substr(1, str.length).toLowerCase();
}
public static function sexyBefore0(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#smea03#So I don't know if Abra told you, but I think after I take all my clothes off... I'm supposed to put them back on so we can solve more puzzles!"];
tree[1] = ["#smea06#...At least that's what I THINK he said. I don't remember if something was supposed to happen in between."];
if (!PlayerData.abraMale)
{
DialogTree.replace(tree, 1, "he said", "she said");
}
}
public static function sexyBefore1(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#smea04#So just because I'm naked doesn't mean we have to do naked stuff!"];
tree[1] = ["#smea05#...We can just do, you know, fun puppy stuff!!"];
var count:Int = PlayerData.recentChatCount("smea.randomChats.2.0");
if (count % 3 == 0)
{
tree[2] = ["#kecl00#Aww! I wanna do fun puppy stuff too!!"];
tree[3] = ["#smea12#Hey fair's fair! <name> earned his fun puppy time by using his brains to solve all those puzzles. When's the last time you solved a puzzle to play with me? Hmm?"];
tree[4] = ["#kecl06#Well, errr... I uh, solved the puzzle of uhh..."];
tree[5] = ["#kecl04#...Like how about when we got that new bottle of lube and the stuff wouldn't come out?"];
tree[6] = ["#smea04#You mean... You're talking about that paper thing they put on the top? I think anybody could have-"];
tree[7] = ["#kecl09#..."];
tree[8] = ["#smea10#...Okay, good job Kecleon. You're smart too."];
tree[9] = ["#kecl00#Kecl~"];
tree[10] = ["#smea05#Anyway <name>, did you have anything planned? Maybe like, an all-over puppy massage this time."];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 3, "his fun", "her fun");
DialogTree.replace(tree, 3, "his brains", "her brains");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 3, "his fun", "their fun");
DialogTree.replace(tree, 3, "his brains", "their brains");
}
}
else
{
tree[2] = ["#kecl00#Aww! I wanna do fun puppy stuff too!! ...With my little smush gr-"];
tree[3] = ["#smea13#-Hey, cut that out! What's <name> going to do if you hypnotize me with your... adorable terms of endearment?"];
tree[4] = ["#kecl06#...Oh yeah! I guess that would be kind of weird if you hopped off camera in the middle of this part."];
tree[5] = ["#kecl03#Alright, you two have your fun. Put on a good show for me, will ya? Keck-kekekek."];
}
}
public static function sexyBefore2(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#smea04#So now that we... Oh! I mean now that we're..."];
tree[1] = ["#smea07#...Sorry <name>, I know he's off-camera but Kecleon's touching himself and it's VERY DISTRACTING."];
tree[2] = ["#kecl01#Hey it ain't my fault! My hands are just doing what err uh, what comes naturally."];
tree[3] = ["#kecl00#It's like they say... Idle hands are the devil's playthings. Anyway maybe y'know, maybe I'd be less distracting if I joined the two of you eh?"];
tree[4] = [60, 10, 40, 30, 20, 50];
tree[4].splice(FlxG.random.int(0, tree[4].length - 1), 1);
tree[4].splice(FlxG.random.int(0, tree[4].length - 1), 1);
tree[10] = ["It's like\nthey say,\ntoo many\ncooks spoil\nthe broth"];
tree[11] = ["#kecl06#Err, oh I get it! You're saying if we REALLY wanna treat Smeargle nice, we gotta work together. You know, so we can spoil him!"];
tree[12] = ["#smea06#I think <name>'s saying you'll only get in the way if you try to help! Isn't that right, <name>?"];
tree[13] = [100, 110, 120, 130];
tree[20] = ["It's like\nthey say,\nabsence\nmakes the\nheart grow\nfonder"];
tree[21] = ["#kecl06#Err, oh I get it! You're warning me that I should hurry up and join you guys, before my heart gets all clogged up with fondness."];
tree[22] = ["#smea06#I think <name>'s saying you'll love me more if you stay over there by yourself for a few minutes! Isn't that right, <name>?"];
tree[23] = [100, 110, 120, 130];
tree[30] = ["It's like\nthey say,\nmany hands\nmake light\nwork"];
tree[31] = ["#kecl06#Err, oh I get it! You're saying it's only half as much effort for the both of us if we tag-team Smeargle here."];
tree[32] = ["#smea10#I think <name>'s saying if the two of us are on camera together, the lights might stop working! Isn't that right, <name>?"];
tree[33] = [100, 110, 120, 130];
tree[40] = ["It's like\nthey say,\nif you can't\nbeat 'em,\njoin em"];
tree[41] = ["#kecl06#Err, oh I get it! You're saying I can't compete with the sexy show you two are about to put on, so I should join in."];
tree[42] = ["#smea10#I think <name>'s warning you that he'll beat you if you join us! Isn't that right, <name>?"];
tree[43] = [100, 110, 120, 140];
tree[50] = ["It's like\nthey say,\nthe squeaky\nwheel gets\nthe grease"];
tree[51] = ["#kecl01#Err, oh I get it! You're saying Smeargle's got a squeaky wheel, and the two of us should grease 'em up."];
tree[52] = ["#smea12#I think <name>'s calling YOU squeaky... Because you're being like, wheely annoying right now! Isn't that right, <name>?"];
tree[53] = [100, 110, 120, 130];
tree[60] = ["It's like\nthey say,\nmighty oaks\nfrom acorns\ngrow"];
tree[61] = ["#kecl06#Err, oh I get it! You're saying it was a good thing I asked, 'cause now we're gonna have this monumental 3-way kinda thing."];
tree[62] = ["#smea06#I think <name>'s explaining how something that seems innocuous at the time might cause problems later! Isn't that right, <name>?"];
tree[63] = [130, 120, 100, 110];
tree[100] = ["You're right,\nSmeargle"];
tree[101] = [150];
tree[110] = ["Kecleon was\nright"];
tree[111] = [150];
tree[120] = ["You're both\nway off"];
tree[121] = [150];
tree[130] = ["...Ehh?"];
tree[131] = [150];
tree[140] = ["Holy shit\nno why\nwould you\neven think\nthat oh my\ngod what"];
tree[141] = [150];
tree[150] = ["#kecl03#Keck-kekekeke. I was just messing with you, <name>, you can have him to yourself this time."];
tree[151] = ["#kecl04#Besides, the camera kinda hates me anyway. Somehow these overhead lights always catch the wrong side of my gross lizard pores."];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 11, "spoil him", "spoil her");
DialogTree.replace(tree, 42, "he'll beat", "she'll beat");
DialogTree.replace(tree, 51, "grease 'em", "grease 'er");
DialogTree.replace(tree, 150, "have him", "have her");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 1, "know he's", "know she's");
DialogTree.replace(tree, 1, "touching himself", "touching herself");
}
}
public static function sexyBefore3(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#smea05#So I know I'm kinda talented at those minigames... But I'm SUPER talented at being cute and naked!"];
}
else
{
tree[0] = ["#smea05#So I know I kind of dropped the ball on the puzzle stuff... But I'm SUPER talented at being cute and naked!"];
}
var count:Int = PlayerData.recentChatCount("smea.sexyBeforeChats.3");
if (count % 3 == 0)
{
tree[1] = ["#smea02#See, we both have our little niche!"];
}
else if (count % 3 == 1)
{
tree[1] = ["#smea06#Unless... Wow, I wonder if you're more talented at being cute and naked too!?"];
tree[2] = ["#smea10#No, no! Don't tell me. Just let me have this."];
}
else
{
tree[1] = ["#kecl02#Hey I'm super talented at being cute and naked too! Here, check this out..."];
tree[2] = ["#smea10#...What are you doing!? Put that thing away!"];
}
}
public static function sexyBefore4(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#smea04#So now that we finished that minigame... I'm all yours, right?"];
}
else
{
tree[0] = ["#smea04#So now that we got through all those puzzles... I'm all yours, right?"];
}
tree[1] = ["#smea02#At least, like, yours to borrow for a few minutes! Just think of it as some kind of a little... dog library. Harf!"];
}
public static function badRubBelly(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#kecl06#Ay Smeargle! You doing okay? You're looking a little... shmoompy. Is something on your-- Ohhhh nevermind, I get it."];
tree[1] = ["#smea12#Hmph! I'm not looking shmoompy! ...What are you getting? There's nothing to get."];
tree[2] = ["#kecl04#You're all shmoompy on account of <name> here didn't rub your belly last time. And you're anxious about maybe missing out on your belly rubs again."];
tree[3] = ["#smea10#N... No, that's not it! He doesn't have to rub my belly EVERY time..."];
tree[4] = ["#smea08#..."];
tree[5] = ["#smea04#Don't listen to him, <name>, you don't have to rub my belly if you don't want to. Kecleon's just being weird!"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 3, "He doesn't", "She doesn't");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 3, "He doesn't", "They don't");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 5, "to him", "to her");
}
}
public static function badRubHat(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#kecl06#Ay Smeargle! You doing okay? You're looking a little... deshmoofed. Did you maybe forget to-- Ohhhh nevermind, I get it."];
tree[1] = ["#smea12#Hmph! What are you talking about! I'm perfectly... shmoofed."];
tree[2] = ["#kecl05#It's just when you go too long without getting your head scritched, you lose some of your shmoofiness. When's the last time your head was scritched?"];
tree[3] = ["#smea10#Tsk! ...It's not like... It's not like I keep a head scritch calendar. I don't remember when my head was scritched last!"];
tree[4] = ["#smea08#..."];
tree[5] = ["#smea04#Don't listen to him, <name>, my head's perfectly scritched. We can do whatever you want to do! Kecleon's just being weird."];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 5, "to him", "to her");
}
}
public static function badShouldntRubDick(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#smea05#Alright! Well that little minigame's over. I guess that means you've totally earned your private puppy time, right?"];
}
else
{
tree[0] = ["#smea05#Alright! Three puzzles down. I guess that means you've totally earned your private puppy time, right?"];
}
tree[1] = ["#smea02#Let's do it! Bark! Let's put on a good show for Kecleon this time. Let's make him like, TOTALLY jealous. Ha! Ha!"];
tree[2] = ["#kecl02#Keck-keke! What's there to be jealous of? What with you freezin' up like a scarecrow every time <name> over there touches your dick. Loosen up a little!"];
tree[3] = ["#smea10#...Well, hey! ...It's... It's just a little weird sometimes, I guess it catches me off guard! I mean everything's so quiet and there's just this floating hand..."];
tree[4] = ["#smea06#Sort of like, when you see your doctor... and he's not telling you what he's about to do? And you're all on guard like, what's he's holding? Where is that going? Will it hurt?"];
tree[5] = ["#smea04#..."];
tree[6] = ["#smea03#I don't know! You can touch my dick, <name>! It's fine. It doesn't bother me. I'll try to loosen up. ...Sorry! Harf!"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 1, "make him", "make her");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 2, "your dick", "your pussy");
DialogTree.replace(tree, 6, "my dick", "my pussy");
}
}
public static function badShouldntRubTongue(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (PlayerData.justFinishedMinigame)
{
tree[0] = ["#smea04#So now that we got through that minigame... I'm all yours, right?"];
}
else
{
tree[0] = ["#smea04#So now that we got through all those puzzles... I'm all yours, right?"];
}
tree[1] = ["#smea02#At least, like, yours to borrow for a few minutes! Just think of it as some kind of a little... dog library. Harf!"];
tree[2] = ["#smea06#Although, what's with you and like... tongues? Is it like... some kind of weird tongue fetish? Or are you just um, hmm..."];
tree[3] = ["#smea04#..."];
tree[4] = ["#smea10#You know what, nevermind. I'm not even going to ask."];
}
public static function badDislikedHandsDown(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#kecl06#Ay Smeargle! You doing okay? You're looking a little... flompy. Are you worried about-- Ohhhh nevermind, I get it."];
tree[1] = ["#kecl05#You're worried <name>'s gonna dive into your more sensitive bits without warming you up first."];
tree[2] = ["#smea12#Hmph! ...<name> can do what he wants, I'm not... I'm not worried! ...I'm just worried about you being a big mood killer."];
tree[3] = ["#kecl03#See, I can tell Smeargle's worried 'cause he's got both his hands there playing goalkeeper for his crotch! Keck-kekekek."];
tree[4] = ["#kecl04#Like, he loves when I rub his feet but sometimes I gotta warm him up first with some scritches and floppy ear rubs. Just thought you could use the heads up, <name>."];
tree[5] = ["#smea13#Tsk! That's..."];
tree[6] = ["#smea04#Don't listen to him, <name>. You rub what you want to rub. ...I love when people rub my feet~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "he wants", "she wants");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "he wants", "they want");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 3, "he's got", "she's got");
DialogTree.replace(tree, 3, "his hands", "her hands");
DialogTree.replace(tree, 3, "his crotch", "her crotch");
DialogTree.replace(tree, 4, "he loves", "she loves");
DialogTree.replace(tree, 4, "his feet", "her feet");
DialogTree.replace(tree, 4, "him up", "her up");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 6, "to him", "to her");
}
}
public static function badDislikedHandsUp(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
tree[0] = ["#kecl06#Ay Smeargle! You doing okay? You're looking a little... blurgish. Are you anxious about-- Ohhhh nevermind, I get it."];
tree[1] = ["#kecl04#You're eager to get your feet rubbed and you're hoping <name> doesn't waste any time getting there."];
tree[2] = ["#smea12#Hmph! ...<name> can rub what he wants, I'm just... I'm just eager in general! ....And I like more things than just my footpaws, you know!"];
tree[3] = ["#kecl03#See, I can tell Smeargle's eager 'cause he's got his one hand hovering awkwardly, like he's trying to keep it out of your way! Keck-kekekek."];
tree[4] = ["#kecl05#Like, he loves when I warm him up by scritching his ears and stuff... But sometimes,"];
tree[5] = ["#kecl00#Sometimes when he's all excited like this I just gotta give him the good stuff right away. Just thought you could use the heads up, <name>."];
tree[6] = ["#smea13#Tsk! You're so..."];
tree[7] = ["#smea04#Don't listen to him, <name>. You rub what you want to rub. ...You don't have to go straight for my feet~"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "he wants", "she wants");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "he wants", "they want");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 3, "he's got", "she's got");
DialogTree.replace(tree, 3, "his one", "her one");
DialogTree.replace(tree, 3, "he's trying", "she's trying");
DialogTree.replace(tree, 4, "he loves", "she loves");
DialogTree.replace(tree, 4, "him up", "her up");
DialogTree.replace(tree, 4, "his ears", "her ears");
DialogTree.replace(tree, 5, "he's all", "she's all");
DialogTree.replace(tree, 5, "him the", "her the");
}
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 7, "to him", "to her");
}
}
public static function sexyAfter0(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (sexyState.dirtyDirtyOrgasm && sexyState.canEjaculate)
{
tree[0] = ["#smea00#Harf... Wow... That's SO rare that someone actually makes me orgasm like that..."];
tree[1] = ["#smea01#Let's do this again soon, okay?"];
}
else if (sexyState.dirtyDirtyOrgasm)
{
tree[0] = ["#smea00#Harf... Wow... Everything still feels all tingly~"];
tree[1] = ["#smea01#Let's do this again soon, okay? Harf~"];
}
else
{
tree[0] = ["#smea00#Nnngg... My head still feels all tingly~"];
tree[1] = ["#smea01#Let's do this again soon, okay?"];
}
}
public static function sexyAfter1(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
var count:Int = PlayerData.recentChatCount("smea.sexyBeforeBad.3") + PlayerData.recentChatCount("smea.sexyBeforeChats.4");
if (count % 3 == 0)
{
tree[0] = ["#smea05#Mmm... I guess that's it for our fun little break. Onto the next puzzle!"];
tree[1] = ["#kecl05#Well hey now, <name>'s not yours to keep all to yourself. You have to share him with the other Pokemon! Let one of them have a turn, too."];
tree[2] = ["#smea09#Aww, phooey! Sharing's super hard, Kecleon. I don't know how you put up with this."];
tree[3] = ["#kecl06#Well it's a little different sharing you I guess. I mean I got you alllll to myself the other twenty-three hours and fifty-five minutes of the day..."];
tree[4] = ["#kecl02#So, it doesn't really hurt so bad to let my little flimpsy-doodle run off by himself for a few minutes."];
tree[5] = ["%fun-alpha0%"];
tree[6] = ["#smea14#...Flimpsy-doodle!?!"];
tree[7] = ["#kecl00#Keck-kekekeke! C'mere you~"];
tree[10000] = ["%fun-alpha0%"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 1, "him with", "her with");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 1, "him with", "them with");
}
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 4, "himself for", "herself for");
}
}
else
{
tree[0] = ["#smea02#Mmm... I guess that's it for our fun little break. Onto the next puzzle!"];
tree[1] = ["#kecl05#Well hey now, <name>'s not yours to keep all to yourself. You have to share him with the other Pokemon! Let one of them have a turn, too."];
tree[2] = ["#smea04#Aww, phooey! Well, I want you back when they're done with you, <name>. They can only have you to borrow for a few minutes!"];
tree[3] = ["#smea02#You know... sort of like a little hand library! ...Harf!"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 1, "him with", "her with");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 1, "him with", "them with");
}
}
}
public static function sexyAfter2(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (sexyState.dirtyDirtyOrgasm)
{
tree[0] = ["#smea00#Phwoof... Harf! You're, you're really good with your hands. I don't usually enjoy that kind of stuff, but you sort of made it work~"];
tree[1] = ["#kecl02#Yeah you two were great! Y'know come to think of it, I should go see if I can bug Heracross about nabbing that recording."];
tree[2] = ["#smea10#But... But Heracross doesn't keep any recordings of me! Don't you remember?"];
tree[3] = ["#kecl00#...Oh uhh, that's right. Keck-kekekeke. Anyway, I'm gonna go uhh, go bug Heracross about something completely different."];
tree[4] = ["#kecl05#Don't follow me."];
tree[5] = ["#smea04#...Well okay, but don't leave me here for too long!"];
tree[6] = ["#smea03#That goes double for you, <name>. Harf!"];
}
else
{
tree[0] = ["#smea00#Phwoof... Harf! You really have a knack for petting... That was just like, the exact way I like to be pet~"];
tree[1] = ["#kecl02#Yeah you two were great! Y'know come to think of it, I should go see if I can bug Heracross about nabbing that recording."];
tree[2] = ["#smea10#But... But Heracross doesn't keep any recordings of me! Don't you remember?"];
tree[3] = ["#kecl00#...Oh uhh, that's right. Keck-kekekeke. Anyway, I'm gonna go uhh, go bug Heracross about something completely different."];
tree[4] = ["#kecl05#Don't follow me."];
tree[5] = ["#smea04#...Well okay, but don't leave me here for too long!"];
tree[6] = ["#smea03#That goes double for you, <name>. Harf!"];
}
}
public static function sexyAfterGood1(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (sexyState.dirtyDirtyOrgasm && sexyState.canEjaculate)
{
tree[0] = ["#kecl01#Holy... Smokes... That was SO hot, you two. Smeargle! When's the last time you shot a load like that!?! That was like... a porn star quality cumshot right there."];
tree[1] = ["#smea15#...Hah ...Hahh ...Phwooph ...Ahhhh ...So... So messy..."];
tree[2] = ["#kecl00#Yeah I know whatcha mean, I made a bit of a mess over here myself. I'm gonna go grab a few paper towels."];
tree[3] = ["#smea15#...Mmmmngh... Ngghhh... Hahh... Need to... Need to just rest... Rest for..."];
tree[4] = ["#kecl06#On second thought, maybe a mop..."];
tree[5] = ["#smea01#...Don't ...Mmmffff.... We can just... Haff... Harrffff..."];
tree[6] = ["#kecl12#You know what, screw it I'll just flip this cushion over to the other side. What am I, the fuckin' housekeeper?"];
tree[7] = ["#smea00#...Mnffh ...Hahh..."];
tree[8] = ["#kecl11#Oh god, the other side's worse! THE OTHER SIDE'S WORSE!!"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 0, "shot a load", "squirted");
DialogTree.replace(tree, 0, "That was like... a porn star quality cumshot", "Those were like... some porn star quality cumshots");
}
}
else if (sexyState.dirtyDirtyOrgasm)
{
tree[0] = ["#kecl01#Holy... Smokes... That was SO hot, you two. Smeargle! Wow! You got really into it that time, I really thought you might actually cum..."];
tree[1] = ["#smea15#...Hah ...Hahh ...Phwooph ...Ahhhh ...So... So good..."];
tree[2] = ["#kecl00#Yeah I mean I gotta confess I made a bit of a mess over here. I'm gonna go grab a few paper towels."];
tree[3] = ["#smea15#...Mmmmngh... Ngghhh... Hahh... Need to... Need to just rest... Rest for..."];
tree[4] = ["#kecl06#On second thought, maybe a mop..."];
tree[5] = ["#smea01#...Don't ...Mmmffff.... We can just... Haff... Harrffff..."];
tree[6] = ["#kecl12#You know what, screw it I'll just flip this cushion over to the other side. What am I, the fuckin' housekeeper?"];
tree[7] = ["#smea00#...Mnffh ...Hahh..."];
tree[8] = ["#kecl11#Oh god, the other side's worse! THE OTHER SIDE'S WORSE!!"];
}
else
{
tree[0] = ["#kecl08#Ay! Smeargle!"];
tree[1] = ["#smea15#...Gllg..."];
tree[2] = ["#kecl08#Smeargle are you feeling okay? Your eyes look all... swibbly..."];
tree[3] = ["#smea00#...Nghh... Haafff... Glrrgl..."];
tree[4] = ["#kecl12#Hmph well, I hope you're happy with yourself, <name>. You scrambled his brain all up what with your overly affectionate petting."];
tree[5] = ["%fun-alpha0%"];
tree[6] = ["#kecl08#C'mon smeargle, let's go get you a glass of water or something."];
tree[7] = ["#smea00#...Glrrb ...Glrrrbbll..."];
tree[10000] = ["%fun-alpha0%"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 4, "his brain", "her brain");
}
}
}
public static function sexyAfterGood0(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
if (sexyState.dirtyDirtyOrgasm && sexyState.canEjaculate)
{
tree[0] = ["#kecl07#I'm... I'm not really sure what I just witnessed over here..."];
tree[1] = ["#kecl06#I mean, did that... You... You fuckin' shot a load bigger than anything I've ever seen before."];
tree[2] = ["#smea15#Gwaaaaahhh... Yeah usually, my body just kinda... Hahh... I don't know, something was just... Haarrrfff~"];
tree[3] = ["#kecl01#I mean is it... Do you wanna go another round? Do you think it's..."];
tree[4] = ["#smea00#Oooghh..."];
tree[5] = ["#smea01#My dick's... soooo so sensitive right now. Hahh... Just, gwoof.... Maybe another time... Harf~"];
tree[6] = ["#kecl00#Aww, alright. But you and me, we got some experimenting to do. Keck-kekekekeke~"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 1, "shot a load bigger", "squirted more than");
DialogTree.replace(tree, 5, "My dick", "My pussy");
}
}
else if (sexyState.dirtyDirtyOrgasm)
{
tree[0] = ["#kecl10#I'm... I'm not really sure what I just witnessed over here..."];
tree[1] = ["#kecl06#I mean, did that... Did you orgasm? Did that feel good or not? It looked kinda weird..."];
tree[2] = ["#smea15#Gwaaaaahhh... Yeah kinda like... Hahh... Maybe not a full orgasm but, something super intense... Haarrrfff~"];
tree[3] = ["#kecl06#Do you want me to see if I can like, finish you off or-"];
tree[4] = ["#smea13#No! My dick is..."];
tree[5] = ["#smea00#My dick's... soooo so sensitive right now. Hahh... Just, gwoof.... Give me a few minutes... Harf~"];
tree[6] = ["#kecl10#O- Okay?"];
if (!PlayerData.smeaMale)
{
DialogTree.replace(tree, 4, "dick is", "pussy is");
DialogTree.replace(tree, 5, "My dick", "My pussy");
}
}
else
{
tree[0] = ["#kecl10#I'm... I'm not really sure what I just witnessed over here..."];
tree[1] = ["#kecl06#What was that, did you just like-- orgasm from head scritches or something?"];
tree[2] = ["#smea15#Gwaaaaahhh... I don't think... Hahh... Maybe not an orgasm, I don't... It just felt... Reeeeeeeally good... Haarrrfff~"];
tree[3] = ["#kecl06#Can... Can I try? Maybe if i-"];
tree[4] = ["#smea13#No! My head is..."];
tree[5] = ["#smea00#My head's... soooo so sensitive right now. Hahh... Just, gwoof.... Give me a few minutes... Harf~"];
tree[6] = ["#kecl10#O- Okay?"];
}
}
public static function snarkyBeads(tree:Array<Array<Object>>)
{
if (PlayerData.recentChatCount("smeaSnarkyBeads") == 0)
{
tree[0] = ["#smea05#Oooh are those Bocce balls? I'm so good at Bocce! Are you playing too, Kecleon?"];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl06#Ayy uhhh Smeargle, those ain't Bocce balls. Those look more like ehh... yeesh."];
tree[3] = ["#kecl08#Y'know on second thought, you probably don't wanna know what those are."];
tree[4] = ["#smea02#I know what they are! ...They're your one-way ticket to loser central! C'mon, I'll let you throw the first ball!"];
tree[5] = ["#kecl07#Trust me Smeargle, you don't want none of this. You're still on the bunny slopes and this is like, some double black diamond stuff right here."];
tree[6] = ["#smea03#Oh so what, they're some sort of weird sex thing?? Just tell me! I've been around. I can handle it!"];
tree[7] = ["#kecl05#(whisper, whisper)"];
tree[8] = ["#smea07#What!? They're for WHAT!? Ew! EWWW! And... OWW! ..What? What the heck!?! There's... There's no way! That's... they're TOTALLY too big for that!"];
tree[9] = ["#smea13#Wait a minute... You're just making that up so you don't lose at Bocce! Hmph! Let's go <name>, you two can be on a team."];
tree[10] = ["#kecl06#... ...Tell ya what, you REALLY wanna know what these are, how 'bout later you and me can... We'll go online, I'll show you some pictures,"];
tree[11] = ["#kecl04#Maybe order somethin' small off the internet and you and me can mess around, you know. Get some practice in first. Build up to the big stuff. That sound good?"];
tree[12] = ["#smea08#Wait, what? Hmm... Maybe?"];
tree[13] = ["%exitkecl%"];
tree[14] = ["#smea10#<name>, what did you get me into!?"];
}
else
{
tree[0] = ["#smea12#Eww! I'm not playing Bocce with Kecleon! ...His version of Bocce is super gross and weird."];
tree[1] = ["%enterkecl%"];
tree[2] = ["#kecl00#Keck! Kekekeke. Ayy I was the one tryin' to talk you out of it, but you kept insisting..."];
tree[3] = ["#smea04#Tsk well, whatever! I'm STILL going to get better than you eventually. I just need some time to practice by myself..."];
tree[4] = ["%exitkecl%"];
tree[5] = ["#kecl06#By yourself? Aww c'mon that's no fun~"];
if (!PlayerData.keclMale)
{
DialogTree.replace(tree, 0, "...His version", "...Her version");
}
}
PlayerData.quickAppendChatHistory("smeaSnarkyBeads");
}
public static function denDialog(sexyState:SmeargleSexyState = null, victory:Bool = false):DenDialog
{
var denDialog:DenDialog = new DenDialog();
denDialog.setGameGreeting([
"#smea05#Oh, <name>! What are you doing back here? Kecleon and I were practicing <minigame> but, well... I think " + (PlayerData.keclMale ? "he" : "she") + " could use a little break.",
"#kecl13#Damn right I could use a break! I'm here playin' against the freakin'... Garry Kasparov of stupid minigames. Why you gotta take these things so serious!",
"#smea03#Ha! Ha ha ha. I love you too, honey~",
]);
denDialog.setSexGreeting([
"#smea04#You didn't come back here just to give me puppy cuddles did you?",
"#smea02#...Because if you did, that's totally okay! I'm like, super in the mood for puppy cuddles right now~",
]);
denDialog.addRepeatSexGreeting([
"#smea02#More... more fun puppy rubs with <name>? Really? Aaaaa! I'm so lucky~",
"#smea00#Make sure to get my tummy this time!"
]);
denDialog.addRepeatSexGreeting([
"#smea05#I hope Kecleon's not feeling left out! Kecleon, are you doing okay?",
"#kecl00#Ya kiddin' me? Don't slow down on my account! ...I want you to push this puppy to " + (PlayerData.smeaMale ? "his" : "her") + " limits~",
]);
denDialog.addRepeatSexGreeting([
"#smea01#Ah... Everything still feels all tingly from last time~",
]);
denDialog.addRepeatSexGreeting([
"#smea04#Okay, I'm back! ...Are you really going to do this again? You're not tired?",
]);
denDialog.setTooManyGames([
"#kecl12#Ahhh, I think I see how you're doin' it! Lemme have a turn against Smeargle. I think I can actually beat 'em this time.",
"#smea04#Oh sure! Is that okay <name>? You and I played a lot! I think we should let Kecleon have a turn.",
"#kecl03#Sorry to steal my " + (PlayerData.smeaMale ? "boyfriend" : "girlfriend") + " away from ya! ...You can have my sloppy seconds later. Keck-kekekek~",
]);
denDialog.setTooMuchSex([
"#kecl05#Sheesh, I'm starvin' over here! I'ma go grab a bite to eat. You two kids have fun without me~",
"#smea04#Oh okay, wait! I'll join you. ...Is that okay <name>? We've been at this awhile!",
"#smea05#...I'll be back after we finish eating! It might be a little while though. Why don't you go see what the other Pokemon are up to!",
"#smea00#Thanks for all the attention today~",
]);
denDialog.addReplayMinigame([
"#smea03#I really enjoy this game! Win or lose, I always feel like I learn a little bit every time I play. Harf!",
"#smea06#...Did you want to go one more round? Or, we could always do something else..."
],[
"One more\nround!",
"#smea02#Yessssss! I was hoping you'd say that~"
],[
"Something...\nlike what?",
"#kecl03#Ayyy I got some ideas for what you could do next. Keck-kekekekeke~",
"#smea04#Ohh, be quiet Kecleon! We're not going to do THAT...",
"#smea06#Well I mean, I guess we CAN do that, if you want...",
],[
"Actually\nI think I\nshould go",
"#smea05#Oh that's fine! Thanks for playing with me <name>! We'll have to do it again soon~",
"#kecl12#Wait, what? You mean you two aren't even gonna DO anything? G'ahhh, what was I waitin' here for!",
]);
denDialog.addReplayMinigame([
"#smea03#Oof! You're a fierce little competitor, <name>. Did you want to play again?",
"#smea05#We don't have to play again, you know! There's always other stuff we could do back here."
],[
"Let's play\nagain",
"#smea02#Yay!"
],[
"I want to do\nsomething else",
"#smea06#Something else, hmm? Hmm! Hmm..."
],[
"I think I'll\ncall it a day",
"#smea04#Yeah okay! ...Well it was nice hanging out. See you later!",
"#kecl04#Later, <name>!"
]);
denDialog.addReplayMinigame([
"#smea03#See, Kecleon? That's what the game is SUPPOSED to look like!",
"#kecl06#Ehhh, whatever! Like, that's ONE way to play it.",
"#smea04#You want to go one more time? I think Kecleon can learn a lot more from watching us than from trying to play..."
],[
"Yeah! One\nmore time",
"#smea02#Pay attention this time, Kecleon!",
"#kecl05#Yeaaaahhhhh alright, I'm watchin', I'm watchin'...",
],[
"Actually, maybe\nwe can try\nsomething\ndifferent?",
"#smea04#\"Something different\" hmm? ...How suspiciously vague!",
"#smea02#Okay okay, whatever! I'll TRY to act surprised.",
],[
"Hmm, I\nshould go",
"#smea05#Oops! Did I run out of <name> minutes?? ...Ha! Ha!",
"#smea02#Let's play again soon, okay?",
]);
if (sexyState != null && (sexyState.dirtyDirtyOrgasm))
{
denDialog.addReplaySex([
"#smea00#Harf... Wow... Everything still feels all tingly~",
"#smea04#I'm going to go get some orange juice! I'll be right back, okay? ...Did you want to keep going?"
],[
"Sure, I'm\nup for it!",
"#smea02#Yay! I'll be back in like ONE minute! Just sit tight okay?"
],[
"Ahh, I'm good\nfor now",
"#kecl05#Aww well thanks for the show! You did good tonight~",
"#smea05#Ha! Ha! Yeah, this was nice. See you around, <name>~",
]);
denDialog.addReplaySex([
"#kecl01#Nnngh, that was a good one. Lookit " + (PlayerData.smeaMale?"'em":"'er") + " though, I think " + (PlayerData.smeaMale?"he's":"she's") + " still got some puppy energy left in " + (PlayerData.smeaMale?"'em":"'er") + "! Whaddaya say Smeargle, you up for another round?",
"#smea00#Hahh... Phew... I just need to use the restroom really quick, but I can go again! ...What do you think, <name>, you're not tired are you?"
],[
"Yeah! I'm\nnot tired~",
"#smea05#Okay! I'll be right back...",
],[
"Oh, I think\nI'll head out",
"#kecl12#What! Ahhhh c'mon. Ya quitters! Just when it was gettin' good...",
"#smea02#Ha! Ha! Don't worry about it. We'll wrap this up another time, won't we <name>?",
]);
denDialog.addReplaySex([
"#smea00#Phwoof... Harf! You're, you're really good with your hands. ...I'm going to go grab a little snack...",
"#kecl06#Hey waitaminnit, where you think you're goin'!",
"#kecl05#Ahh whatever. You're stickin' around though, right <name>?",
],[
"Yeah!\nI'll stay",
"#kecl03#That's what I wanted to hear! Hopefully Smeargle's just makin' somethin' quick."
],[
"I should\ngo...",
"#kecl04#Keck! Keck. Yeah alright, well thanks for payin' us a visit back here. See ya around."
]);
}
else {
denDialog.addReplaySex([
"#smea00#Harf... Wow... My head still feels all tingly~",
"#smea04#I'm going to go get some orange juice! I'll be right back, okay? ...Did you want to keep going?"
],[
"Sure, I'm\nup for it!",
"#smea02#Yay! I'll be back in like ONE minute! Just sit tight okay?"
],[
"Ahh, I'm good\nfor now",
"#kecl05#Aww well thanks for the show! You did good tonight~",
"#smea05#Ha! Ha! Yeah, this was nice. See you around, <name>~",
]);
denDialog.addReplaySex([
"#kecl00#Aww, lookit " + (PlayerData.smeaMale?"'em":"'er") + "! I think " + (PlayerData.smeaMale?"he's":"she's") + " still got some puppy energy left in " + (PlayerData.smeaMale?"'em":"'er") + ". Whaddaya say Smeargle, you up for another round?",
"#smea00#Hahh... I just need to use the restroom really quick, but I can go again! ...What do you think, <name>, you're not tired are you?"
],[
"Yeah! I'm\nnot tired~",
"#smea05#Okay! I'll be right back...",
],[
"Oh, I think\nI'll head out",
"#kecl12#What! Ahhhh c'mon. Ya quitters! Just when it was gettin' good...",
"#smea02#Ha! Ha! Don't worry about it. We'll wrap this up another time, won't we <name>?",
]);
denDialog.addReplaySex([
"#smea00#Phwoof... Harf! You really have a knack for petting. ...I'm going to go grab a little snack...",
"#kecl06#Hey waitaminnit, where you think you're goin'!",
"#kecl05#Ahh whatever. You're stickin' around though, right <name>?",
],[
"Yeah!\nI'll stay",
"#kecl03#That's what I wanted to hear! Hopefully Smeargle's just makin' somethin' quick."
],[
"I should\ngo...",
"#kecl04#Keck! Keck. Yeah alright, well thanks for payin' us a visit back here. See ya around."
]);
}
return denDialog;
}
public static function cursorSmell(tree:Array<Array<Object>>, sexyState:SmeargleSexyState)
{
var count:Int = PlayerData.recentChatCount("smea.cursorSmell");
if (count == 0)
{
tree[0] = ["#smea10#So now that we... (sniff) Oh! Oh no. WHAT!? (sniff, sniff)"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#smea11#What is that... What is that SMELL!? -cough- Aaaagh, it smells like someone microwaved a zoo!!! -cough- -horrk-"];
tree[3] = ["#smea07#Oh my GOD <name>, what did you DO!?! That is SO GROSS!!!"];
tree[4] = ["#kecl10#Shmoopsy-pie? ...Where you goin'!"];
tree[5] = ["#self05#(...)"];
tree[6] = ["#self04#(...Hello? ... ...Kecleon? ... ... ...Anybody?)"];
tree[10000] = ["%fun-alpha0%"];
}
else
{
tree[0] = ["#smea10#So now that we... (sniff) Oh! Oh no. WHAT!? (sniff, sniff) There's that SMELL again!"];
tree[1] = ["%fun-alpha0%"];
tree[2] = ["#smea11#Oh my god... -hurrk- It smells worse than that time Spinda got drunk and peed on the electric stove!!! -cough- -hurrk-"];
tree[3] = ["#smea07#<name>, what... What did you do!?! -cough- Why do you keep DOING it!? EWWWW!!!"];
tree[4] = ["#kecl08#Sugar pie? ...You gonna be okay?"];
tree[5] = ["#kecl06#...Ehh, yeah, sorry 'bout that. Turns out Smeargle's got a weird thing about smells. I think maybe it's a dog thing?"];
tree[6] = ["#kecl05#So ehhh. ... ...What's new, <name>? How 'bout this weather, eh?"];
tree[10000] = ["%fun-alpha0%"];
}
}
static public function snarkyHugeDildo(tree:Array<Array<Object>>)
{
tree[0] = ["#smea10#Oh, wow! Kecleon, isn't that umm... Isn't that the dildo we saw in the news?"];
tree[1] = ["#kecl13#<name>, what the heck do you think you're doin'!? ...Put that thing away before you scare the kid."];
}
static public function unwantedElectricVibe(tree:Array<Array<Object>>)
{
var count:Int = PlayerData.recentChatCount("smea.unwantedElectricVibe");
if (count == 0)
{
tree[0] = ["#smea11#Oww! ... ...That egg thingy zapped me!!"];
tree[1] = ["#kecl06#Ehhh? What happened? ...Did <name> do somethin' wrong?"];
tree[2] = ["#smea04#Well... I don't think the toy has some sort of \"puppy electrocution\" button. ...It's probably just broken or something."];
tree[3] = ["#smea05#Let's just stick to regular puppy stuff today, okay? I don't really like those toys anyways~"];
}
else if (count % 3 == 0)
{
tree[0] = ["#smea11#Oww! ... ...That egg thingy zapped me again!!"];
tree[1] = ["#kecl06#Ehhh? What happened? ...Did <name> do somethin' wrong?"];
tree[2] = ["#smea04#Well... I don't think the toy has some sort of \"puppy electrocution\" button. ...It's probably still broken."];
tree[3] = ["#smea05#Let's just stick to regular puppy stuff today, okay? I don't really like those toys anyways~"];
}
else if (count % 3 == 1)
{
tree[0] = ["#smea07#Yeowww!!!"];
tree[1] = ["#smea13#Did you do that on purpose <name>!? ...That's like... really annoying!!"];
tree[2] = ["#kecl05#Ahhh I'm sure his finger just slipped or somethin'. Isn't that right <name>?"];
tree[3] = [20, 40, 10, 30];
tree[10] = ["I'm still\ntrying to\nfigure this\nthing out"];
tree[11] = ["#smea04#Well can't you test it out on someone else? I don't like being your laboratory rat!"];
tree[12] = ["#kecl00#Wouldn't it be more like ehh... ... a laboratory retriever? Keck-kekekek~"];
tree[13] = ["#smea12#..."];
tree[14] = ["#kecl06#Yeesh! Tough audience."];
tree[20] = ["Oops!\nSorry,\nSmeargle"];
tree[21] = ["#smea04#Hmph! I'm not going to forgive you so easily."];
tree[22] = ["#smea02#You owe me like... twenty puppy pets!"];
tree[30] = ["I didn't\npress\nanything"];
tree[31] = ["#smea05#Well... don't worry about it. Let's just put that thing away for now! It seems kind of dangerous."];
tree[40] = ["I thought\nit might\nfeel good\nthis time"];
tree[41] = ["#smea04#...Well it doesn't feel good. It feels bad. Stop doing that!"];
tree[42] = ["#smea05#I thought you already figured out what feels good! I like things being rubbed, or stroked, or patted."];
tree[43] = ["#smea03#Why are you trying to make it into something complicated? This is simple stuff! Harf!"];
if (PlayerData.gender == PlayerData.Gender.Girl)
{
DialogTree.replace(tree, 2, "his finger", "her finger");
}
else if (PlayerData.gender == PlayerData.Gender.Complicated)
{
DialogTree.replace(tree, 2, "his finger", "their finger");
}
}
else if (count % 3 == 2)
{
tree[0] = ["#smea13#OW! Hey!!!"];
tree[1] = ["#smea12#...Is that the stupid Elekid toy again? Ugh. I thought we were done with that thing..."];
tree[2] = ["#smea04#Doesn't it at least have a mode where it like... doesn't zap me ever? Can't you just leave it on that mode next time?"];
}
}
}
|
argonvile/monster
|
source/poke/smea/SmeargleDialog.hx
|
hx
|
unknown
| 118,009 |
package poke.smea;
/**
* Various asset paths for Smeargle. These paths toggle based on Smeargle's
* gender
*/
class SmeargleResource
{
public static var dick: Dynamic;
public static var undies: Dynamic;
public static var dickVibe: Dynamic;
public static function initialize():Void
{
dick = PlayerData.smeaMale ? AssetPaths.smear_dick__png : AssetPaths.smear_dick_f__png;
undies = PlayerData.smeaMale ? AssetPaths.smear_boxers__png : AssetPaths.smear_panties__png;
dickVibe = PlayerData.smeaMale ? AssetPaths.smear_dick_vibe__png : AssetPaths.smear_dick_vibe_f__png;
}
}
|
argonvile/monster
|
source/poke/smea/SmeargleResource.hx
|
hx
|
unknown
| 604 |
package poke.smea;
import ReservoirMeter.ReservoirStatus;
import flixel.util.FlxDestroyUtil;
import poke.abra.AbraSexyState;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.ui.FlxButton;
import openfl.utils.Object;
import poke.grov.VibeInterface;
import poke.sexy.ArmsAndLegsArranger;
import poke.sexy.SexyState;
import poke.sexy.WordManager.Qord;
import poke.grov.VibeInterface.vibeString;
/**
* Sex sequence for Smeargle
*
* Smeargle isn't usually interested in having sex. If his "horniness meter" is
* yellow or higher then he'll be interested in sex, but otherwise he won't.
* His horniness meter will usually only rise into the yellow if you play with
* him correctly.
*
* To make smeargle happy when he's not interested in sex, you need to rapidly
* rub his hat. When you rub it fast enough for the first time he should moan.
* If you keep rubbing it, he'll eventually have something sort of resembling
* an orgasm.
*
* When both of smeargle's hands are covering his crotch area, he wants you to
* rub anything above his belly. (His belly is fine too.)
*
* When one of smeargle's hands is away from his crotch, he wants you to rub
* anything below his belly. (His belly is fine too.)
*
* When smeargle's really enjoying himself, he'll start moving his arms
* unpredictably, or covering his face with his hands things like that. You
* don't have to worry about what you're rubbing when he does that, he's
* enjoying himself.
*
* Smeargle has about a dozen areas he likes having rubbed, including his
* arms, chest, belly, neck, head, ears, hat, calves, thighs and feet. He is
* sensitive everywhere! If you rub 7 different things he likes, (and the
* position of his arms is correct,) then you'll make him very happy.
*
* If you rub one of Smeargle's sensitive areas 3 times in a row, (such as
* rubbing his neck 3 times when his arms are covering his crotch,) then
* you'll also make him very happy.
*
* Smeargle dislikes having his tongue pulled. Yes it's cute, but don't do it.
*
* Smeargle likes the Venonat Vibrator sometimes, but only when the meter is
* yellow or higher. If he's not in the mood, you shouldn't use it.
*
* There is a specific setting he likes, but this changes each time so you need
* to explore. He especially likes if you can find the perfect vibrator setting
* within 30 seconds of turning the toy on.
*
* The specific setting involves both a speed (1-5) and a mode (oscillating,
* sustained, pulse). When you get the speed or mode correct, Smeargle will
* precum and sweat. He will never precum otherwise, so you can use this to
* deduce his favorite speed and mode.
*
* Additionally, the first time you get the speed or mode correct, Smeargle
* will blush. But he will only blush every once in awhile, so this is a slow
* deduction method.
*
* When you get both the speed and mode correct for a few seconds, Smeargle
* will moan and emit a ridiculous amount of precum. This will increase the
* power of his orgasm later. (Or you can just let him orgasm with the
* vibrator, by leaving it on even longer.)
*/
class SmeargleSexyState extends SexyState<SmeargleWindow>
{
private var _vagTightness:Float = 5;
private var torsoSweatArray:Array<Array<FlxPoint>>;
private var headSweatArray:Array<Array<FlxPoint>>;
private var tonguePolyArray:Array<Array<FlxPoint>>;
private var leftFootPolyArray:Array<Array<FlxPoint>>;
private var rightFootPolyArray:Array<Array<FlxPoint>>;
private var hatPolyArray:Array<Array<FlxPoint>>;
private var leftHatPolyArray:Array<Array<FlxPoint>>;
private var leftArmPolyArray:Array<Array<FlxPoint>>;
private var leftEarPolyArray:Array<Array<FlxPoint>>;
private var rightEarPolyArray:Array<Array<FlxPoint>>;
private var leftLegPolyArray:Array<Array<FlxPoint>>;
private var vagPolyArray:Array<Array<FlxPoint>>;
private var electricPolyArray:Array<Array<FlxPoint>>;
private var tongueWords:Qord;
private var fasterHatWords:Qord;
private var bellyRubWords:Qord;
private var earRubWords:Qord;
private var thighRubWords:Qord;
private var toyStopWords:Qord;
private var niceRubs:Array<Array<String>> = [
["left-arm", "right-arm", "chest", "belly", "neck", "head", "left-ear", "right-ear", "hat"],
["belly", "left-foreleg", "left-thigh", "left-foot", "right-foreleg", "right-thigh", "right-foot"]
];
private var dislikedRubs:Array<String> = ["left-arm", "right-arm", "chest", "belly", "neck", "head", "left-ear", "right-ear", "hat", "left-foreleg", "left-thigh", "left-foot", "right-foreleg", "right-thigh", "right-foot", "balls", "tongue", "rub-dick", "jack-off"];
private var niceRubsIndex:Int = 0;
private var niceRubsCountdown:Int = 3;
private var niceRubsCountdowns:Array<Int> = [2, 3, 4];
private var niceRubsCountdownsIndex:Int = 0;
private var uniqueLikedRubCount:Int = 0;
private var uniqueDislikedRubCount:Int = 0;
private var dislikedRubCombo:Int = 0;
private var dislikedPenalty:Float = 0.1;
private var heartBankruptcy:Float = 0; // number of hearts owed at the end
/*
* niceThings[0] = rub seven of Smeargle's favorite places
* niceThings[1] = rub one of Smeargle's favorite places three times in a row
* niceThings[2] = rub Smeargle's hat quickly
*/
private var niceThings:Array<Bool> = [true, true, true];
/*
* meanThings[0] = rub three of Smeargle's unfavorite places
* meanThings[1] = rub one of Smeargle's unfavorite places twice in a row
*/
private var meanThings:Array<Bool> = [true, true];
private var smeargleMood0:Int = FlxG.random.int(0, 11); // what order does smeargle like being petted in?
private var smeargleMood1:Int = 0; // is smeargle horny?
private var smeargleMood2:Int = FlxG.random.int(0, 3); // what kind of hint (3 == fast hat hint, 4 == body hint, 5 == both hint)
private var blushTimer:Float = 0;
public var hatgasm:Bool = false;
public var dirtyDirtyOrgasm:Bool = false; // two kinds of orgasms; hatgasms and the other kind
public var canEjaculate:Bool = false;
private var dislikedHandsDown:Bool = false; // smeargle disliked something you did when his hands were down
private var dislikedHandsUp:Bool = false; // smeargle disliked something you did when his hands were up
private var xlDildoButton:FlxButton;
private var _largeGreyBeadButton:FlxButton;
private var _vibeButton:FlxButton;
private var _elecvibeButton:FlxButton;
private var _toyInterface:VibeInterface;
private var perfectVibe:String;
private var goodVibes:Array<String> = [];
private var dickVibeAngleArray:Array<Array<FlxPoint>> = new Array<Array<FlxPoint>>();
private var unguessedVibeSettings:Map<String, Bool> = new Map<String, Bool>();
private var lastFewVibeSettings:Array<String> = [];
private var vibeRewardFrequency:Float = 1.8;
private var vibeRewardTimer:Float = 0;
private var vibeReservoir:Float = 0;
private var consecutiveVibeCount:Int = 0;
private var vibeGettingCloser:Bool = false; // just made a new guess which had something in common with the good vibe setting
private var addToyHeartsToOrgasm:Bool = false; // successfully found the target vibe setting
private var vibeChecked:Bool = false;
private var vibeCheckTimer:Float = 0;
private var perfectVibeChoices:Array<Array<Dynamic>> = [
[VibeSfx.VibeMode.Sustained, 1],
[VibeSfx.VibeMode.Sustained, 2],
[VibeSfx.VibeMode.Sustained, 3],
[VibeSfx.VibeMode.Sustained, 4],
[VibeSfx.VibeMode.Sustained, 5],
[VibeSfx.VibeMode.Pulse, 1],
[VibeSfx.VibeMode.Pulse, 2],
[VibeSfx.VibeMode.Pulse, 3],
[VibeSfx.VibeMode.Pulse, 4],
[VibeSfx.VibeMode.Pulse, 5],
[VibeSfx.VibeMode.Sine, 1],
[VibeSfx.VibeMode.Sine, 2],
[VibeSfx.VibeMode.Sine, 3],
[VibeSfx.VibeMode.Sine, 4],
[VibeSfx.VibeMode.Sine, 5],
];
override public function create():Void
{
prepare("smea");
// Shift Smeargle down so he's framed in the window better
_pokeWindow.shiftVisualItems(20);
super.create();
_toyInterface = new VibeInterface(_pokeWindow._vibe);
toyGroup.add(_toyInterface);
_headTimerFactor = 1.5;
if (PlayerData.smeaReservoir >= 60)
{
// being horny puts smeargle in a horny mood
smeargleMood1 = 1;
}
if (PlayerData.smeaSexyBeforeChat == 1)
{
// talking about hat rubs makes smeargle start with his arms down
smeargleMood0 = smeargleMood0 % 6;
}
if (PlayerData.smeaSexyBeforeChat == 2 && smeargleMood1 == 1)
{
// talking about dick rubs makes smeargle start with his arms up
smeargleMood0 = smeargleMood0 % 6 + 6;
}
if (PlayerData.smeaSexyBeforeChat == 4)
{
// talking about "he hates these things when his arms are down" makes smeargle start with his arms down
smeargleMood0 = smeargleMood0 % 6;
}
if (PlayerData.smeaSexyBeforeChat == 5)
{
// talking about "he hates these things when his arms are up" makes smeargle start with his arms up
smeargleMood0 = smeargleMood0 % 6 + 6;
}
niceRubsCountdowns = [[2, 3, 4], [4, 3, 2], [2, 2, 5]][smeargleMood0 % 3];
niceRubsCountdownsIndex = Std.int((smeargleMood0 % 6) / 3);
niceRubsCountdown = niceRubsCountdowns[niceRubsCountdownsIndex] - 1;
niceRubsIndex = Std.int(smeargleMood0 / 6);
_pokeWindow._comfort = niceRubsIndex;
_armsAndLegsArranger = new ArmsAndLegsArranger(_pokeWindow, 12, 18);
_pokeWindow.arrangeArmsAndLegs();
if (smeargleMood1 == 1)
{
niceRubs[1].push("rub-dick");
niceRubs[1].push("jack-off");
niceRubs[1].push("balls");
}
if (smeargleMood2 == 5)
{
// only one hint...
fasterHatWords.frequency = 1000000;
bellyRubWords.frequency = 1000000;
earRubWords.frequency = 1000000;
thighRubWords.frequency = 1000000;
}
sfxEncouragement = [AssetPaths.smea0__mp3, AssetPaths.smea1__mp3, AssetPaths.smea2__mp3, AssetPaths.smea3__mp3];
sfxPleasure = [AssetPaths.smea4__mp3, AssetPaths.smea5__mp3, AssetPaths.smea6__mp3];
sfxOrgasm = [AssetPaths.smea7__mp3, AssetPaths.smea8__mp3, AssetPaths.smea9__mp3];
popularity = -0.1;
cumTrait0 = 7;
cumTrait1 = 2;
cumTrait2 = 6;
cumTrait3 = 1;
cumTrait4 = 7;
sweatAreas.push({chance:3, sprite:_head, sweatArrayArray:headSweatArray});
sweatAreas.push({chance:7, sprite:_pokeWindow._torso0, sweatArrayArray:torsoSweatArray});
_bonerThreshold = 0.66;
_cumThreshold = 0.35;
for (perfectVibeChoice in perfectVibeChoices)
{
unguessedVibeSettings[vibeString(perfectVibeChoice[0], perfectVibeChoice[1])] = true;
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_LARGE_GREY_BEADS))
{
_largeGreyBeadButton = newToyButton(largeGreyBeadButtonEvent, AssetPaths.xlbeads_grey_button__png, _dialogTree);
addToyButton(_largeGreyBeadButton, 0.31);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_VIBRATOR))
{
_vibeButton = newToyButton(vibeButtonEvent, AssetPaths.vibe_button__png, _dialogTree);
addToyButton(_vibeButton);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_HUGE_DILDO))
{
xlDildoButton = newToyButton(xlDildoButtonEvent, AssetPaths.dildo_xl_button__png, _dialogTree);
addToyButton(xlDildoButton, 0.31);
}
if (ItemDatabase.getPurchasedMysteryBoxCount() >= 8)
{
_elecvibeButton = newToyButton(elecvibeButtonEvent, AssetPaths.elecvibe_button__png, _dialogTree);
addToyButton(_elecvibeButton);
}
}
public function xlDildoButtonEvent():Void
{
playButtonClickSound();
removeToyButton(xlDildoButton);
var tree:Array<Array<Object>> = [];
SmeargleDialog.snarkyHugeDildo(tree);
showEarlyDialog(tree);
}
public function largeGreyBeadButtonEvent():Void
{
playButtonClickSound();
removeToyButton(_largeGreyBeadButton);
var tree:Array<Array<Object>> = [];
SmeargleDialog.snarkyBeads(tree);
showEarlyDialog(tree);
}
public function vibeButtonEvent():Void
{
playButtonClickSound();
toyButtonsEnabled = false;
maybeEmitWords(toyStartWords);
var time:Float = eventStack._time;
eventStack.addEvent({time:time, callback:eventShowToyWindow});
eventStack.addEvent({time:time += 1.7, callback:eventEnableToyButtons});
}
public function elecvibeButtonEvent():Void
{
_toyInterface.setElectric(true);
_pokeWindow._vibe.setElectric(true);
insert(members.indexOf(_breathGroup), _toyInterface.smallSparkEmitter);
insert(members.indexOf(_breathGroup), _toyInterface.largeSparkEmitter);
vibeButtonEvent();
}
override public function toyOffButtonEvent():Void
{
super.toyOffButtonEvent();
if (!shouldEmitToyInterruptWords() && _remainingOrgasms > 0)
{
emitWords(toyStopWords);
}
}
override public function shouldEmitToyInterruptWords():Bool
{
return _toyBank.getForeplayPercent() == 1.0 && _toyBank.getDickPercent() == 1.0;
}
override function toyForeplayFactor():Float
{
/*
* 30% of the toy hearts are available for doing random stuff. the
* other 70% are only available if you hit the right spot
*/
return 0.3;
}
override public function handleToyWindow(elapsed:Float):Void
{
super.handleToyWindow(elapsed);
if (_toyInterface.lightningButtonDuration > 0)
{
_toyInterface.doLightning(this, electricPolyArray);
}
if (_toyInterface.lightningButtonDuration > 1)
{
// reduce Smeargle's toy meter for next time
_toyBank._dickHeartReservoir = SexyState.roundDownToQuarter(_toyBank._dickHeartReservoir * 0.4);
_toyBank._foreplayHeartReservoir = SexyState.roundDownToQuarter(_toyBank._foreplayHeartReservoir * 0.4);
doMeanThing();
var tree:Array<Array<Object>> = [];
SmeargleDialog.unwantedElectricVibe(tree);
PlayerData.appendChatHistory("smea.unwantedElectricVibe");
showEarlyDialog(tree);
// turn off the toy, but don't emit any words
super.toyOffButtonEvent();
}
vibeGettingCloser = false;
if (_gameState != 200)
{
// no rewards after done orgasming
return;
}
if (isEjaculating())
{
// no rewards while ejaculating
return;
}
if (_remainingOrgasms == 0)
{
// no rewards after ejaculating
return;
}
if (!_pokeWindow._vibe.vibeSfx.isVibratorOn())
{
lastFewVibeSettings.splice(0, lastFewVibeSettings.length);
consecutiveVibeCount = 0;
vibeChecked = false;
if (!came && smeargleMood1 == 0)
{
if (_pokeWindow._uncomfortable == true)
{
setUncomfortable(false);
}
}
return;
}
// accumulate rewards in vibeReservoir...
vibeRewardTimer += elapsed;
_idlePunishmentTimer = 0; // pokemon doesn't get bored if the vibrator's on
if (lastFewVibeSettings.length > 0)
{
vibeCheckTimer += elapsed;
}
if (vibeRewardTimer >= vibeRewardFrequency)
{
// When the vibrator's on, we accumulate 1-3% hearts in the reservoir...
vibeRewardTimer -= vibeRewardFrequency;
var foreplayPct:Float = [0.010, 0.015, 0.020, 0.025, 0.03][_pokeWindow._vibe.vibeSfx.speed - 1];
var amount:Float = SexyState.roundUpToQuarter(_toyBank._foreplayHeartReservoirCapacity * foreplayPct);
if (!pastBonerThreshold() && _heartBank._foreplayHeartReservoirCapacity < 1000)
{
// bump up foreplay heart capacity, to give a boner faster
_heartBank._foreplayHeartReservoirCapacity += 3 * amount;
}
if (amount > 0 && _toyBank._foreplayHeartReservoir > 0 )
{
// first, try to get these hearts from the toy bank...
var deductionAmount:Float = Math.min(amount, _toyBank._foreplayHeartReservoir);
amount -= deductionAmount;
_toyBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount * (smeargleMood1 == 0 ? 0.5 : 1.0);
}
if (amount > 0 && !pastBonerThreshold() && _heartBank._foreplayHeartReservoir > 0)
{
// if the toy bank's empty, get them from the foreplay heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._foreplayHeartReservoir);
amount -= deductionAmount;
_heartBank._foreplayHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount * (smeargleMood1 == 0 ? 0.5 : 1.0);
}
if (amount > 0 && pastBonerThreshold() && _heartBank._dickHeartReservoir > 0)
{
// if the toy bank's empty, get them from the dick heart reservoir...
var deductionAmount:Float = Math.min(amount, _heartBank._dickHeartReservoir);
amount -= deductionAmount;
_heartBank._dickHeartReservoir -= deductionAmount;
vibeReservoir += deductionAmount * (smeargleMood1 == 0 ? 0.5 : 1.0);
}
}
if (vibeReservoir > 0 && _pokeWindow._vibe.vibeSfx.isVibrating())
{
// emit hearts from vibe reservoir
_heartEmitCount += vibeReservoir;
if (!came && smeargleMood1 == 0)
{
if (_pokeWindow._vibe.vibeSfx.isVibratorOn())
{
if (_pokeWindow._uncomfortable == false)
{
setUncomfortable(true);
}
}
}
// normal vibrator activity
matchVibeHearts();
maybeAccelerateVibeReward();
checkPerfectVibeSpot();
maybeEmitPrecum();
if (_remainingOrgasms > 0)
{
if (_heartBank.getDickPercent() < 0.5 && almostWords.timer <= 0)
{
blushTimer = FlxMath.bound(blushTimer + 12, 0, 18);
// warn them ahead of time...
maybeEmitWords(almostWords);
}
}
maybeEmitToyWordsAndStuff();
if (shouldOrgasm())
{
_newHeadTimer = 0; // make sure they orgasm before their reservoir is empty
consecutiveVibeCount = 0; // reset consecutiveVibeCount in case they multiple orgasm; start fresh
}
vibeReservoir = 0;
}
}
/**
* If 5 hearts were in the vibe reservoir, we might also "match" 2.5
* hearts from the heartbank. This makes it so Smeargle will eventually cum
* from just using the vibrator.
*/
function matchVibeHearts()
{
var heartMatchPct:Float = 0;
if (_toyBank.getForeplayPercent() <= 0 )
{
heartMatchPct = 0.20;
}
else if (_toyBank.getForeplayPercent() <= 0.25)
{
heartMatchPct = 0.16;
}
else if (_toyBank.getForeplayPercent() <= 0.50)
{
heartMatchPct = 0.13;
}
else if (_toyBank.getForeplayPercent() <= 0.75)
{
heartMatchPct = 0.10;
}
if (heartMatchPct > 0)
{
if (!pastBonerThreshold())
{
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._foreplayHeartReservoir);
_heartBank._foreplayHeartReservoir -= deductionAmount;
_heartEmitCount += SexyState.roundUpToQuarter(deductionAmount * (smeargleMood1 == 0 ? 0.5 : 1.0));
}
else
{
var deductionAmount:Float = Math.min(SexyState.roundUpToQuarter(vibeReservoir * heartMatchPct), _heartBank._dickHeartReservoir);
_heartBank._dickHeartReservoir -= deductionAmount;
_heartEmitCount += SexyState.roundUpToQuarter(deductionAmount * (smeargleMood1 == 0 ? 0.5 : 1.0));
}
}
}
/**
* If the player's lingering on the same spot for multiple time, the
* vibrator becomes more effective...
*/
function maybeAccelerateVibeReward()
{
lastFewVibeSettings.push(vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed));
lastFewVibeSettings.splice(0, lastFewVibeSettings.length - 5);
// reduce the timer lower than 1.8s, if the player is lingering on the current setting...
if (lastFewVibeSettings.length >= 2 && lastFewVibeSettings[lastFewVibeSettings.length - 1] == lastFewVibeSettings[lastFewVibeSettings.length - 2])
{
consecutiveVibeCount++;
}
else
{
consecutiveVibeCount = 0;
vibeChecked = false;
}
var accelFactor:Float = 2.4;
switch (_pokeWindow._vibe.vibeSfx.speed)
{
case 1: accelFactor = 0.8;
case 2: accelFactor = 1.0;
case 3: accelFactor = 1.4;
case 4: accelFactor = 1.8;
case 5: accelFactor = 2.4;
}
var minFrequency:Float = 0.30;
switch (_pokeWindow._vibe.vibeSfx.speed)
{
case 1: minFrequency = 1.00;
case 2: minFrequency = 0.74;
case 3: minFrequency = 0.55;
case 4: minFrequency = 0.41;
case 5: minFrequency = 0.30;
}
vibeRewardFrequency = FlxMath.bound(10 / (6 + accelFactor * consecutiveVibeCount), minFrequency, 1.6);
}
/**
* Check whether the player is getting closer to the perfect vibe spot...
*/
function checkPerfectVibeSpot()
{
var isBlushGuess:Bool = consecutiveVibeCount == 1 && vibeCheckTimer >= 10.0;
var isGuessGuess:Bool = FlxG.random.int(0, 3) < consecutiveVibeCount;
if ((isBlushGuess || isGuessGuess) && vibeChecked == false && perfectVibeChoices.length > 0)
{
// did they find the magic spot?
if (isGuessGuess)
{
vibeChecked = true;
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] != _pokeWindow._vibe.vibeSfx.mode || choice[1] != _pokeWindow._vibe.vibeSfx.speed; });
if (perfectVibeChoices.length == 0)
{
if (vibeCheckTimer < 30)
{
// no penalty
}
else
{
_toyBank._dickHeartReservoir = SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * Math.pow(0.7, (vibeCheckTimer - 30) * 0.15));
}
// yes; found the magic spot
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.25, 0.35) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
// dump remaining toy "reward hearts" into toy "automatic hearts"
_toyBank._foreplayHeartReservoir += _toyBank._dickHeartReservoir;
// increase capacity too, since vibrator throughput scales on capacity
_toyBank._foreplayHeartReservoirCapacity += SexyState.roundUpToQuarter(_toyBank._dickHeartReservoir * 0.2);
_toyBank._dickHeartReservoir = 0;
maybeEmitWords(pleasureWords);
maybePlayPokeSfx();
precum(FlxMath.bound(10 * Math.pow(0.7, FlxMath.bound(vibeCheckTimer - 20, 0, 9999) * 0.10), 1, 10)); // silly amount of precum
addToyHeartsToOrgasm = true;
}
}
if (perfectVibeChoices.length > 0)
{
// no; give them a hint
var possibleVibeChoice:Array<Dynamic> = FlxG.random.getObject(perfectVibeChoices);
// do they have the mode or speed correct?
if (possibleVibeChoice[0] == _pokeWindow._vibe.vibeSfx.mode || possibleVibeChoice[1] == _pokeWindow._vibe.vibeSfx.speed)
{
vibeGettingCloser = true;
if (isBlushGuess)
{
blushTimer = FlxMath.bound(blushTimer + 12, 0, 18);
}
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] == _pokeWindow._vibe.vibeSfx.mode || choice[1] == _pokeWindow._vibe.vibeSfx.speed; });
if (unguessedVibeSettings[vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed)] == true)
{
unguessedVibeSettings[vibeString(_pokeWindow._vibe.vibeSfx.mode, _pokeWindow._vibe.vibeSfx.speed)] = false;
var rewardAmount:Float = SexyState.roundUpToQuarter(lucky(0.04, 0.08) * _toyBank._dickHeartReservoir);
_toyBank._dickHeartReservoir -= rewardAmount;
_heartEmitCount += rewardAmount;
}
}
else
{
if (isBlushGuess)
{
blushTimer = 0;
}
perfectVibeChoices = perfectVibeChoices.filter(function(choice) {return choice[0] != _pokeWindow._vibe.vibeSfx.mode && choice[1] != _pokeWindow._vibe.vibeSfx.speed; });
}
}
}
}
override public function sexyStuff(elapsed:Float):Void
{
super.sexyStuff(elapsed);
if (blushTimer > 0)
{
blushTimer -= elapsed;
_pokeWindow._blush.visible = true;
}
else {
blushTimer = 0;
_pokeWindow._blush.visible = false;
}
if (pastBonerThreshold() && _gameState == 200)
{
if (fancyRubbing(_dick) && _rubBodyAnim._flxSprite.animation.name == "rub-dick" && _rubBodyAnim.nearMinFrame())
{
_rubBodyAnim.setAnimName("jack-off");
_rubHandAnim.setAnimName("jack-off");
}
}
if (niceRubsIndex == 0)
{
// should rub top part of body
_pokeWindow._comfort = 0;
}
else {
if (_pokeWindow._arousal >= 4)
{
_pokeWindow._comfort = 3;
}
else if (_pokeWindow._arousal >= 3)
{
_pokeWindow._comfort = 2;
}
else {
_pokeWindow._comfort = 1;
}
}
if (!fancyRubAnimatesSprite(_dick))
{
setInactiveDickAnimation();
}
}
private function setUncomfortable(uncomfortable:Bool):Void
{
_pokeWindow._uncomfortable = uncomfortable;
if (uncomfortable)
{
_pokeWindow._arousal = 0;
if (_armsAndLegsArranger._armsAndLegsTimer > 1)
{
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(0, 1);
}
if (_newHeadTimer > 2)
{
_newHeadTimer = FlxG.random.float(1, 2);
}
}
else {
if (_armsAndLegsArranger._armsAndLegsTimer > 2)
{
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1, 2);
}
if (_newHeadTimer > 2)
{
_newHeadTimer = FlxG.random.float(1, 2);
}
}
}
override function shouldRecordMouseTiming():Bool
{
return _rubHandAnim != null;
}
override public function touchPart(touchedPart:FlxSprite):Bool
{
mouseTiming = [];
if (FlxG.mouse.justPressed && touchedPart == _dick || (!_male && (touchedPart == _pokeWindow._torso0 || touchedPart == _pokeWindow._legs0) && clickedPolygon(_pokeWindow._torso0, vagPolyArray)))
{
if (_gameState == 200 && pastBonerThreshold())
{
interactOn(_dick, "jack-off");
}
else
{
interactOn(_dick, "rub-dick");
}
if (!came && _pokeWindow._comfort <= 1 && smeargleMood1 == 0)
{
setUncomfortable(true);
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _pokeWindow._balls)
{
interactOn(_pokeWindow._balls, "rub-balls");
_pokeWindow.reposition(_pokeWindow._interact, _pokeWindow.members.indexOf(_pokeWindow._dick) + 1);
if (_pokeWindow._comfort <= 1 && smeargleMood1 == 0)
{
setUncomfortable(true);
}
return true;
}
if (FlxG.mouse.justPressed && touchedPart == _head)
{
if (clickedPolygon(touchedPart, tonguePolyArray))
{
interactOn(_pokeWindow._tongue, "pull-tongue");
_pokeWindow._tongue.visible = true;
_head.animation.play("tongue-s");
_pokeWindow.updateBlush();
return true;
}
}
if (touchedPart == _pokeWindow._legs1 && _clickedDuration > 0.4)
{
if (clickedPolygon(touchedPart, leftFootPolyArray))
{
// raise left leg
_pokeWindow.playNewAnim(_pokeWindow._legs0, ["4-0", "4-1"]);
_pokeWindow.avoidWonkyArmLegCombo();
_pokeWindow.syncArmsAndLegs();
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
if (clickedPolygon(touchedPart, rightFootPolyArray))
{
// raise right leg
_pokeWindow.playNewAnim(_pokeWindow._legs0, ["4-2", "4-3"]);
_pokeWindow.avoidWonkyArmLegCombo();
_pokeWindow.syncArmsAndLegs();
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(4, 6);
}
}
if (touchedPart == _pokeWindow._legs2)
{
if (_pokeWindow._legs2.animation.name == "4-0" || _pokeWindow._legs2.animation.name == "4-1")
{
interactOn(_pokeWindow._legs2, "rub-left-foot0");
_rubBodyAnim.addAnimName("rub-left-foot2");
_rubHandAnim.addAnimName("rub-left-foot2");
_rubBodyAnim.addAnimName("rub-left-foot1");
_rubHandAnim.addAnimName("rub-left-foot1");
_rubBodyAnim.addAnimName("rub-left-foot2");
_rubHandAnim.addAnimName("rub-left-foot2");
_rubBodyAnim.addAnimName("rub-left-foot0");
_rubHandAnim.addAnimName("rub-left-foot0");
_rubBodyAnim.addAnimName("rub-left-foot1");
_rubHandAnim.addAnimName("rub-left-foot1");
return true;
}
if (_pokeWindow._legs2.animation.name == "4-2" || _pokeWindow._legs2.animation.name == "4-3")
{
interactOn(_pokeWindow._legs2, "rub-right-foot0");
_rubBodyAnim.addAnimName("rub-right-foot2");
_rubHandAnim.addAnimName("rub-right-foot2");
_rubBodyAnim.addAnimName("rub-right-foot1");
_rubHandAnim.addAnimName("rub-right-foot1");
_rubBodyAnim.addAnimName("rub-right-foot2");
_rubHandAnim.addAnimName("rub-right-foot2");
_rubBodyAnim.addAnimName("rub-right-foot0");
_rubHandAnim.addAnimName("rub-right-foot0");
_rubBodyAnim.addAnimName("rub-right-foot1");
_rubHandAnim.addAnimName("rub-right-foot1");
return true;
}
}
if (touchedPart == _head)
{
if (clickedPolygon(touchedPart, hatPolyArray))
{
if (clickedPolygon(touchedPart, leftHatPolyArray))
{
interactOn(_pokeWindow._hat, "scritchhat-c");
}
else
{
interactOn(_pokeWindow._hat, "palmhat-c");
}
_pokeWindow.setArousal(_pokeWindow._arousal);
_newHeadTimer = FlxG.random.float(2, 4) * _headTimerFactor;
_pokeWindow.updateBlush();
_pokeWindow._hat.visible = true;
return true;
}
}
return false;
}
override public function untouchPart(touchedPart:FlxSprite):Void
{
super.untouchPart(touchedPart);
if (_pokeWindow._uncomfortable)
{
setUncomfortable(false);
}
if (touchedPart == _pokeWindow._tongue)
{
_pokeWindow._tongue.visible = false;
_head.animation.play("0-s");
_pokeWindow.updateBlush();
_newHeadTimer = FlxG.random.float(0.1, 0.5);
}
else if (touchedPart == _pokeWindow._hat)
{
_pokeWindow._hat.visible = false;
if (_pokeWindow._arousal >= 3)
{
_head.animation.play("4-c");
}
else if (_pokeWindow._arousal >= 2)
{
_head.animation.play("2-c");
}
else
{
_head.animation.play("1-c");
}
_pokeWindow.updateBlush();
}
else if (touchedPart == _pokeWindow._legs2)
{
_pokeWindow._legs2.animation.play(_pokeWindow._legs0.animation.name);
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(1, 2);
}
}
override public function initializeHitBoxes():Void
{
tonguePolyArray = new Array<Array<FlxPoint>>();
tonguePolyArray[0] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
tonguePolyArray[1] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
tonguePolyArray[2] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
tonguePolyArray[3] = [new FlxPoint(164, 229), new FlxPoint(172, 196), new FlxPoint(209, 204), new FlxPoint(198, 247)];
tonguePolyArray[4] = [new FlxPoint(164, 229), new FlxPoint(172, 196), new FlxPoint(209, 204), new FlxPoint(198, 247)];
tonguePolyArray[5] = [new FlxPoint(164, 229), new FlxPoint(172, 196), new FlxPoint(209, 204), new FlxPoint(198, 247)];
tonguePolyArray[6] = [new FlxPoint(156, 240), new FlxPoint(144, 206), new FlxPoint(185, 206), new FlxPoint(199, 247)];
tonguePolyArray[7] = [new FlxPoint(156, 240), new FlxPoint(144, 206), new FlxPoint(185, 206), new FlxPoint(199, 247)];
tonguePolyArray[8] = [new FlxPoint(156, 240), new FlxPoint(144, 206), new FlxPoint(185, 206), new FlxPoint(199, 247)];
tonguePolyArray[12] = [new FlxPoint(203, 240), new FlxPoint(197, 194), new FlxPoint(238, 189), new FlxPoint(249, 242)];
tonguePolyArray[13] = [new FlxPoint(203, 240), new FlxPoint(197, 194), new FlxPoint(238, 189), new FlxPoint(249, 242)];
tonguePolyArray[14] = [new FlxPoint(203, 240), new FlxPoint(197, 194), new FlxPoint(238, 189), new FlxPoint(249, 242)];
tonguePolyArray[15] = [new FlxPoint(231, 234), new FlxPoint(223, 184), new FlxPoint(259, 178), new FlxPoint(282, 232)];
tonguePolyArray[16] = [new FlxPoint(231, 234), new FlxPoint(223, 184), new FlxPoint(259, 178), new FlxPoint(282, 232)];
tonguePolyArray[17] = [new FlxPoint(231, 234), new FlxPoint(223, 184), new FlxPoint(259, 178), new FlxPoint(282, 232)];
tonguePolyArray[18] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[19] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[20] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[21] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[22] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[23] = [new FlxPoint(165, 236), new FlxPoint(168, 187), new FlxPoint(200, 184), new FlxPoint(213, 236)];
tonguePolyArray[50] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
tonguePolyArray[53] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
tonguePolyArray[56] = [new FlxPoint(170, 230), new FlxPoint(163, 194), new FlxPoint(200, 192), new FlxPoint(210, 229)];
leftFootPolyArray = new Array<Array<FlxPoint>>();
leftFootPolyArray[0] = [new FlxPoint(114, 449), new FlxPoint(113, 376), new FlxPoint(192, 366), new FlxPoint(190, 454)];
leftFootPolyArray[1] = [new FlxPoint(60, 381), new FlxPoint(159, 381), new FlxPoint(165, 458), new FlxPoint(60, 458)];
leftFootPolyArray[2] = [new FlxPoint(113, 374), new FlxPoint(178, 349), new FlxPoint(203, 436), new FlxPoint(136, 448)];
leftFootPolyArray[3] = [new FlxPoint(133, 456), new FlxPoint(134, 360), new FlxPoint(196, 368), new FlxPoint(199, 454)];
leftFootPolyArray[4] = [new FlxPoint(41, 396), new FlxPoint(148, 367), new FlxPoint(169, 442), new FlxPoint(60, 465)];
leftFootPolyArray[5] = [new FlxPoint(10, 406), new FlxPoint(128, 411), new FlxPoint(124, 464), new FlxPoint(10, 465)];
leftFootPolyArray[6] = [new FlxPoint(10, 406), new FlxPoint(128, 411), new FlxPoint(124, 464), new FlxPoint(10, 465)];
leftFootPolyArray[10] = [new FlxPoint(30, 403), new FlxPoint(122, 415), new FlxPoint(120, 465), new FlxPoint(30, 465)];
leftFootPolyArray[11] = [new FlxPoint(35, 405), new FlxPoint(141, 372), new FlxPoint(162, 440), new FlxPoint(64, 460)];
rightFootPolyArray = new Array<Array<FlxPoint>>();
rightFootPolyArray[0] = [new FlxPoint(189, 446), new FlxPoint(195, 348), new FlxPoint(278, 357), new FlxPoint(267, 455)];
rightFootPolyArray[1] = [new FlxPoint(215, 387), new FlxPoint(331, 388), new FlxPoint(334, 465), new FlxPoint(224, 464)];
rightFootPolyArray[2] = [new FlxPoint(241, 424), new FlxPoint(344, 381), new FlxPoint(388, 465), new FlxPoint(252, 465)];
rightFootPolyArray[3] = [new FlxPoint(241, 424), new FlxPoint(344, 381), new FlxPoint(388, 465), new FlxPoint(252, 465)];
rightFootPolyArray[4] = [new FlxPoint(206, 349), new FlxPoint(269, 368), new FlxPoint(246, 451), new FlxPoint(179, 443)];
rightFootPolyArray[5] = [new FlxPoint(228, 393), new FlxPoint(296, 394), new FlxPoint(343, 465), new FlxPoint(207, 465)];
rightFootPolyArray[6] = [new FlxPoint(191, 376), new FlxPoint(240, 370), new FlxPoint(257, 455), new FlxPoint(177, 461)];
rightFootPolyArray[8] = [new FlxPoint(205, 354), new FlxPoint(271, 370), new FlxPoint(248, 454), new FlxPoint(180, 433)];
rightFootPolyArray[9] = [new FlxPoint(239, 370), new FlxPoint(249, 449), new FlxPoint(186, 453), new FlxPoint(177, 380)];
hatPolyArray = new Array<Array<FlxPoint>>();
hatPolyArray[0] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[1] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[2] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[3] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[4] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[5] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[6] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[7] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[8] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[9] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[10] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[11] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[12] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[13] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[14] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[15] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[16] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[17] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[18] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[19] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[20] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[24] = [new FlxPoint(106, 125), new FlxPoint(134, 134), new FlxPoint(176, 135), new FlxPoint(224, 148), new FlxPoint(256, 138), new FlxPoint(275, 38), new FlxPoint(92, 46)];
hatPolyArray[25] = [new FlxPoint(106, 125), new FlxPoint(134, 134), new FlxPoint(176, 135), new FlxPoint(224, 148), new FlxPoint(256, 138), new FlxPoint(275, 38), new FlxPoint(92, 46)];
hatPolyArray[26] = [new FlxPoint(106, 125), new FlxPoint(134, 134), new FlxPoint(176, 135), new FlxPoint(224, 148), new FlxPoint(256, 138), new FlxPoint(275, 38), new FlxPoint(92, 46)];
hatPolyArray[27] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[28] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[29] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[30] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[31] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[32] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[33] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[34] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[35] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[36] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[37] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[38] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[39] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[40] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[41] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[42] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[43] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[44] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[48] = [new FlxPoint(106, 125), new FlxPoint(134, 134), new FlxPoint(176, 135), new FlxPoint(224, 148), new FlxPoint(256, 138), new FlxPoint(275, 38), new FlxPoint(92, 46)];
hatPolyArray[49] = [new FlxPoint(106, 125), new FlxPoint(134, 134), new FlxPoint(176, 135), new FlxPoint(224, 148), new FlxPoint(256, 138), new FlxPoint(275, 38), new FlxPoint(92, 46)];
hatPolyArray[50] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[51] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[52] = [new FlxPoint(112, 153), new FlxPoint(173, 128), new FlxPoint(217, 138), new FlxPoint(258, 110), new FlxPoint(274, 45), new FlxPoint(69, 42), new FlxPoint(90, 143)];
hatPolyArray[53] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[54] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[55] = [new FlxPoint(119, 127), new FlxPoint(149, 131), new FlxPoint(182, 150), new FlxPoint(218, 155), new FlxPoint(237, 151), new FlxPoint(263, 158), new FlxPoint(313, 38), new FlxPoint(93, 37)];
hatPolyArray[56] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[57] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[58] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[60] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[61] = [new FlxPoint(99, 160), new FlxPoint(133, 171), new FlxPoint(172, 155), new FlxPoint(234, 107), new FlxPoint(247, 39), new FlxPoint(60, 45)];
hatPolyArray[63] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[64] = [new FlxPoint(91, 133), new FlxPoint(129, 146), new FlxPoint(188, 134), new FlxPoint(236, 133), new FlxPoint(263, 120), new FlxPoint(271, 41), new FlxPoint(97, 44)];
hatPolyArray[66] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
hatPolyArray[67] = [new FlxPoint(107, 157), new FlxPoint(139, 130), new FlxPoint(175, 128), new FlxPoint(220, 119), new FlxPoint(244, 132), new FlxPoint(301, 42), new FlxPoint(57, 41)];
leftLegPolyArray = new Array<Array<FlxPoint>>();
leftLegPolyArray[0] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[1] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[2] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[3] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[4] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[5] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[6] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[7] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[8] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[9] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[10] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[11] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[12] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[13] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[14] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[15] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[16] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[17] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[18] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftLegPolyArray[19] = [new FlxPoint(190, 460), new FlxPoint(184, 0), new FlxPoint(0, 0), new FlxPoint(0, 463)];
leftArmPolyArray = new Array<Array<FlxPoint>>();
leftArmPolyArray[0] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[1] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[2] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[3] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[4] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[5] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[6] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[7] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[8] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[9] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[10] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[11] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[12] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[13] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[14] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[15] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[16] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[17] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[18] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[19] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftArmPolyArray[20] = [new FlxPoint(0, 0), new FlxPoint(168, 0), new FlxPoint(181, 154), new FlxPoint(191, 464), new FlxPoint( 0, 464)];
leftEarPolyArray = new Array<Array<FlxPoint>>();
leftEarPolyArray[0] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[1] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[2] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[3] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[4] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[5] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[6] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[7] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[8] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[9] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[10] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[11] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[12] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[13] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[14] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[15] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[16] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[17] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[18] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[19] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[20] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[21] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[22] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[23] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[27] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[28] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[29] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[30] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[31] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[32] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[33] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[34] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[35] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[36] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[37] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[38] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[39] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[40] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[41] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[42] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[43] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[44] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[50] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[51] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[52] = [new FlxPoint(66, 178), new FlxPoint(142, 128), new FlxPoint(156, 196), new FlxPoint(148, 234), new FlxPoint(71, 238)];
leftEarPolyArray[53] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[54] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[55] = [new FlxPoint(73, 206), new FlxPoint(126, 117), new FlxPoint(149, 119), new FlxPoint(151, 200), new FlxPoint(125, 230)];
leftEarPolyArray[56] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[57] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[58] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[60] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[61] = [new FlxPoint(61, 152), new FlxPoint(109, 155), new FlxPoint(129, 194), new FlxPoint(150, 212), new FlxPoint(150, 254), new FlxPoint(75, 253)];
leftEarPolyArray[63] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[64] = [new FlxPoint(114, 134), new FlxPoint(128, 137), new FlxPoint(160, 131), new FlxPoint(156, 174), new FlxPoint(126, 223), new FlxPoint(73, 195)];
leftEarPolyArray[66] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
leftEarPolyArray[67] = [new FlxPoint(106, 158), new FlxPoint(127, 128), new FlxPoint(130, 137), new FlxPoint(138, 203), new FlxPoint(132, 227), new FlxPoint(97, 227)];
rightEarPolyArray = new Array<Array<FlxPoint>>();
rightEarPolyArray[0] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[1] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[2] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[3] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[4] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[5] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[6] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[7] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[8] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[9] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[10] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[11] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[12] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[13] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[14] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[18] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[19] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[20] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[21] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[22] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[23] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[24] = [new FlxPoint(203, 132), new FlxPoint(228, 140), new FlxPoint(250, 132), new FlxPoint(298, 202), new FlxPoint(280, 237), new FlxPoint(216, 192), new FlxPoint(204, 163)];
rightEarPolyArray[25] = [new FlxPoint(203, 132), new FlxPoint(228, 140), new FlxPoint(250, 132), new FlxPoint(298, 202), new FlxPoint(280, 237), new FlxPoint(216, 192), new FlxPoint(204, 163)];
rightEarPolyArray[26] = [new FlxPoint(203, 132), new FlxPoint(228, 140), new FlxPoint(250, 132), new FlxPoint(298, 202), new FlxPoint(280, 237), new FlxPoint(216, 192), new FlxPoint(204, 163)];
rightEarPolyArray[27] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[28] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[29] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[30] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[31] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[32] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[33] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[34] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[35] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[39] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[40] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[41] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[42] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[43] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[44] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[48] = [new FlxPoint(203, 132), new FlxPoint(228, 140), new FlxPoint(250, 132), new FlxPoint(298, 202), new FlxPoint(280, 237), new FlxPoint(216, 192), new FlxPoint(204, 163)];
rightEarPolyArray[49] = [new FlxPoint(203, 132), new FlxPoint(228, 140), new FlxPoint(250, 132), new FlxPoint(298, 202), new FlxPoint(280, 237), new FlxPoint(216, 192), new FlxPoint(204, 163)];
rightEarPolyArray[50] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[51] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[52] = [new FlxPoint(229, 197), new FlxPoint(239, 183), new FlxPoint(248, 152), new FlxPoint(271, 156), new FlxPoint(291, 240), new FlxPoint(233, 215)];
rightEarPolyArray[53] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[54] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[55] = [new FlxPoint(214, 206), new FlxPoint(233, 185), new FlxPoint(253, 142), new FlxPoint(265, 150), new FlxPoint(264, 238), new FlxPoint(215, 212)];
rightEarPolyArray[56] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[57] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[58] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[60] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[61] = [new FlxPoint(197, 126), new FlxPoint(225, 105), new FlxPoint(284, 229), new FlxPoint(206, 206), new FlxPoint(197, 177)];
rightEarPolyArray[66] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
rightEarPolyArray[67] = [new FlxPoint(226, 116), new FlxPoint(248, 127), new FlxPoint(273, 181), new FlxPoint(271, 224), new FlxPoint(231, 206)];
leftHatPolyArray = new Array<Array<FlxPoint>>();
leftHatPolyArray[0] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[1] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[2] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[3] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[4] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[5] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[6] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[7] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[8] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[9] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[10] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[11] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[12] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[13] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[14] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[15] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[16] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[17] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[18] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[19] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[20] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[24] = [new FlxPoint(190, 45), new FlxPoint(186, 69), new FlxPoint(137, 94), new FlxPoint(126, 153), new FlxPoint(78, 146), new FlxPoint(66, 51)];
leftHatPolyArray[25] = [new FlxPoint(190, 45), new FlxPoint(186, 69), new FlxPoint(137, 94), new FlxPoint(126, 153), new FlxPoint(78, 146), new FlxPoint(66, 51)];
leftHatPolyArray[26] = [new FlxPoint(190, 45), new FlxPoint(186, 69), new FlxPoint(137, 94), new FlxPoint(126, 153), new FlxPoint(78, 146), new FlxPoint(66, 51)];
leftHatPolyArray[27] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[28] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[29] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[30] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[31] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[32] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[33] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[34] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[35] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[36] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[37] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[38] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[39] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[40] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[41] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[42] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[43] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[44] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[48] = [new FlxPoint(190, 45), new FlxPoint(186, 69), new FlxPoint(137, 94), new FlxPoint(126, 153), new FlxPoint(78, 146), new FlxPoint(66, 51)];
leftHatPolyArray[49] = [new FlxPoint(190, 45), new FlxPoint(186, 69), new FlxPoint(137, 94), new FlxPoint(126, 153), new FlxPoint(78, 146), new FlxPoint(66, 51)];
leftHatPolyArray[51] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[52] = [new FlxPoint(145, 45), new FlxPoint(178, 64), new FlxPoint(220, 108), new FlxPoint(217, 153), new FlxPoint(84, 192), new FlxPoint(67, 48)];
leftHatPolyArray[54] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[55] = [new FlxPoint(196, 155), new FlxPoint(218, 89), new FlxPoint(225, 41), new FlxPoint(83, 43), new FlxPoint(84, 150)];
leftHatPolyArray[57] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[58] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[60] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[61] = [new FlxPoint(112, 47), new FlxPoint(130, 91), new FlxPoint(148, 177), new FlxPoint(74, 177), new FlxPoint(61, 55)];
leftHatPolyArray[63] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[64] = [new FlxPoint(168, 43), new FlxPoint(181, 70), new FlxPoint(228, 95), new FlxPoint(241, 149), new FlxPoint(62, 158), new FlxPoint(62, 46)];
leftHatPolyArray[66] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
leftHatPolyArray[67] = [new FlxPoint(161, 45), new FlxPoint(177, 150), new FlxPoint(67, 196), new FlxPoint(68, 42)];
vagPolyArray = new Array<Array<FlxPoint>>();
vagPolyArray[0] = [new FlxPoint(204, 379), new FlxPoint(176, 380), new FlxPoint(174, 349), new FlxPoint(202, 348)];
if (_male)
{
dickAngleArray[0] = [new FlxPoint(177, 375), new FlxPoint(87, 245), new FlxPoint(-87, 245)];
dickAngleArray[1] = [new FlxPoint(155, 356), new FlxPoint(-216, 144), new FlxPoint(-260, 15)];
dickAngleArray[2] = [new FlxPoint(148, 330), new FlxPoint(-240, -99), new FlxPoint(-138, -220)];
dickAngleArray[3] = [new FlxPoint(152, 351), new FlxPoint(-251, 70), new FlxPoint(-258, -29)];
dickAngleArray[4] = [new FlxPoint(154, 355), new FlxPoint(-220, 138), new FlxPoint(-258, 29)];
dickAngleArray[5] = [new FlxPoint(156, 363), new FlxPoint(-204, 161), new FlxPoint(-251, 70)];
dickAngleArray[8] = [new FlxPoint(154, 316), new FlxPoint(-14, -260), new FlxPoint(-122, -230)];
dickAngleArray[9] = [new FlxPoint(149, 322), new FlxPoint(-99, -240), new FlxPoint(-190, -177)];
dickAngleArray[10] = [new FlxPoint(149, 326), new FlxPoint(-214, -148), new FlxPoint(-110, -236)];
dickAngleArray[11] = [new FlxPoint(150, 331), new FlxPoint(-233, -116), new FlxPoint(-151, -212)];
dickAngleArray[12] = [new FlxPoint(144, 337), new FlxPoint(-253, -60), new FlxPoint(-208, -156)];
dickAngleArray[13] = [new FlxPoint(145, 342), new FlxPoint( -260, -12), new FlxPoint( -233, -116)];
dickVibeAngleArray[0] = [new FlxPoint(176, 374), new FlxPoint(109, 236), new FlxPoint(-153, 210)];
dickVibeAngleArray[1] = [new FlxPoint(175, 373), new FlxPoint(197, 169), new FlxPoint(-230, 122)];
dickVibeAngleArray[2] = [new FlxPoint(174, 374), new FlxPoint(97, 241), new FlxPoint(-260, -13)];
dickVibeAngleArray[3] = [new FlxPoint(175, 373), new FlxPoint(224, 132), new FlxPoint(-251, 66)];
dickVibeAngleArray[4] = [new FlxPoint(176, 374), new FlxPoint(252, 63), new FlxPoint(-126, 227)];
dickVibeAngleArray[5] = [new FlxPoint(155, 356), new FlxPoint(-247, 82), new FlxPoint(-256, -45)];
dickVibeAngleArray[6] = [new FlxPoint(155, 356), new FlxPoint(-175, 192), new FlxPoint(-204, -161)];
dickVibeAngleArray[7] = [new FlxPoint(154, 356), new FlxPoint(-166, 200), new FlxPoint(-127, -227)];
dickVibeAngleArray[8] = [new FlxPoint(157, 357), new FlxPoint(66, 251), new FlxPoint(-251, -66)];
dickVibeAngleArray[9] = [new FlxPoint(154, 353), new FlxPoint(-111, -235), new FlxPoint(-126, 227)];
dickVibeAngleArray[10] = [new FlxPoint(149, 332), new FlxPoint(-144, -216), new FlxPoint(-196, -170)];
dickVibeAngleArray[11] = [new FlxPoint(149, 332), new FlxPoint(-25, -259), new FlxPoint(-260, 0)];
dickVibeAngleArray[12] = [new FlxPoint(147, 331), new FlxPoint(-111, -235), new FlxPoint(-116, 233)];
dickVibeAngleArray[13] = [new FlxPoint(150, 331), new FlxPoint(156, -208), new FlxPoint(-254, -56)];
dickVibeAngleArray[14] = [new FlxPoint(149, 331), new FlxPoint(121, -230), new FlxPoint( -260, 0)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(162, 340), new FlxPoint(160, 363), new FlxPoint(202, 368), new FlxPoint(204, 341)];
electricPolyArray[1] = [new FlxPoint(162, 340), new FlxPoint(160, 363), new FlxPoint(202, 368), new FlxPoint(204, 341)];
electricPolyArray[2] = [new FlxPoint(162, 340), new FlxPoint(160, 363), new FlxPoint(202, 368), new FlxPoint(204, 341)];
electricPolyArray[3] = [new FlxPoint(162, 340), new FlxPoint(160, 363), new FlxPoint(202, 368), new FlxPoint(204, 341)];
electricPolyArray[4] = [new FlxPoint(162, 340), new FlxPoint(160, 363), new FlxPoint(202, 368), new FlxPoint(204, 341)];
electricPolyArray[5] = [new FlxPoint(158, 342), new FlxPoint(160, 357), new FlxPoint(192, 363), new FlxPoint(200, 342)];
electricPolyArray[6] = [new FlxPoint(158, 342), new FlxPoint(160, 357), new FlxPoint(192, 363), new FlxPoint(200, 342)];
electricPolyArray[7] = [new FlxPoint(158, 342), new FlxPoint(160, 357), new FlxPoint(192, 363), new FlxPoint(200, 342)];
electricPolyArray[8] = [new FlxPoint(158, 342), new FlxPoint(160, 357), new FlxPoint(192, 363), new FlxPoint(200, 342)];
electricPolyArray[9] = [new FlxPoint(158, 342), new FlxPoint(160, 357), new FlxPoint(192, 363), new FlxPoint(200, 342)];
electricPolyArray[10] = [new FlxPoint(158, 333), new FlxPoint(152, 348), new FlxPoint(186, 354), new FlxPoint(192, 334)];
electricPolyArray[11] = [new FlxPoint(158, 333), new FlxPoint(152, 348), new FlxPoint(186, 354), new FlxPoint(192, 334)];
electricPolyArray[12] = [new FlxPoint(158, 333), new FlxPoint(152, 348), new FlxPoint(186, 354), new FlxPoint(192, 334)];
electricPolyArray[13] = [new FlxPoint(158, 333), new FlxPoint(152, 348), new FlxPoint(186, 354), new FlxPoint(192, 334)];
electricPolyArray[14] = [new FlxPoint(158, 333), new FlxPoint(152, 348), new FlxPoint(186, 354), new FlxPoint(192, 334)];
}
else {
dickAngleArray[0] = [new FlxPoint(184, 364), new FlxPoint(19, 259), new FlxPoint(-102, 239)];
dickAngleArray[1] = [new FlxPoint(184, 362), new FlxPoint(196, 171), new FlxPoint(-197, 169)];
dickAngleArray[2] = [new FlxPoint(184, 362), new FlxPoint(213, 149), new FlxPoint(-196, 171)];
dickAngleArray[3] = [new FlxPoint(184, 362), new FlxPoint(229, 122), new FlxPoint(-241, 97)];
dickAngleArray[4] = [new FlxPoint(184, 362), new FlxPoint(210, 153), new FlxPoint(-194, 173)];
dickAngleArray[5] = [new FlxPoint(184, 362), new FlxPoint(169, 197), new FlxPoint(-138, 220)];
dickAngleArray[8] = [new FlxPoint(184, 362), new FlxPoint(184, 184), new FlxPoint(-205, 160)];
dickAngleArray[9] = [new FlxPoint(184, 362), new FlxPoint(200, 166), new FlxPoint(-233, 116)];
dickAngleArray[10] = [new FlxPoint(184, 362), new FlxPoint(220, 138), new FlxPoint(-241, 97)];
dickAngleArray[11] = [new FlxPoint(184, 362), new FlxPoint(227, 126), new FlxPoint(-247, 82)];
dickAngleArray[12] = [new FlxPoint(184, 362), new FlxPoint(238, 104), new FlxPoint( -252, 65)];
dickVibeAngleArray[0] = [new FlxPoint(184, 363), new FlxPoint(206, 159), new FlxPoint(-198, 168)];
dickVibeAngleArray[1] = [new FlxPoint(184, 362), new FlxPoint(192, 176), new FlxPoint(-191, 176)];
dickVibeAngleArray[2] = [new FlxPoint(184, 360), new FlxPoint(200, 166), new FlxPoint(-256, 48)];
dickVibeAngleArray[3] = [new FlxPoint(184, 359), new FlxPoint(162, 203), new FlxPoint(-243, 91)];
dickVibeAngleArray[4] = [new FlxPoint(185, 359), new FlxPoint(245, 87), new FlxPoint(-151, 212)];
dickVibeAngleArray[5] = [new FlxPoint(185, 361), new FlxPoint(260, 0), new FlxPoint( -141, 218)];
electricPolyArray = new Array<Array<FlxPoint>>();
electricPolyArray[0] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
electricPolyArray[1] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
electricPolyArray[2] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
electricPolyArray[3] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
electricPolyArray[4] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
electricPolyArray[5] = [new FlxPoint(178, 354), new FlxPoint(178, 374), new FlxPoint(200, 376), new FlxPoint(200, 356)];
}
breathAngleArray[0] = [new FlxPoint(180, 222), new FlxPoint(8, 80)];
breathAngleArray[1] = [new FlxPoint(180, 222), new FlxPoint(8, 80)];
breathAngleArray[2] = [new FlxPoint(180, 222), new FlxPoint(8, 80)];
breathAngleArray[3] = [new FlxPoint(178, 231), new FlxPoint(-15, 79)];
breathAngleArray[4] = [new FlxPoint(178, 231), new FlxPoint(-15, 79)];
breathAngleArray[5] = [new FlxPoint(178, 231), new FlxPoint(-15, 79)];
breathAngleArray[6] = [new FlxPoint(161, 239), new FlxPoint(12, 79)];
breathAngleArray[7] = [new FlxPoint(161, 239), new FlxPoint(12, 79)];
breathAngleArray[8] = [new FlxPoint(161, 239), new FlxPoint(12, 79)];
breathAngleArray[9] = [new FlxPoint(179, 217), new FlxPoint(3, 80)];
breathAngleArray[10] = [new FlxPoint(179, 217), new FlxPoint(3, 80)];
breathAngleArray[11] = [new FlxPoint(179, 217), new FlxPoint(3, 80)];
breathAngleArray[12] = [new FlxPoint(237, 219), new FlxPoint(37, 71)];
breathAngleArray[13] = [new FlxPoint(237, 219), new FlxPoint(37, 71)];
breathAngleArray[14] = [new FlxPoint(237, 219), new FlxPoint(37, 71)];
breathAngleArray[15] = [new FlxPoint(271, 199), new FlxPoint(57, 57)];
breathAngleArray[16] = [new FlxPoint(271, 199), new FlxPoint(57, 57)];
breathAngleArray[17] = [new FlxPoint(271, 199), new FlxPoint(57, 57)];
breathAngleArray[18] = [new FlxPoint(187, 228), new FlxPoint(9, 80)];
breathAngleArray[19] = [new FlxPoint(187, 228), new FlxPoint(9, 80)];
breathAngleArray[20] = [new FlxPoint(187, 228), new FlxPoint(9, 80)];
breathAngleArray[24] = [new FlxPoint(93, 196), new FlxPoint(-80, 5)];
breathAngleArray[25] = [new FlxPoint(93, 196), new FlxPoint(-80, 5)];
breathAngleArray[26] = [new FlxPoint(93, 196), new FlxPoint(-80, 5)];
breathAngleArray[27] = [new FlxPoint(192, 228), new FlxPoint(4, 80)];
breathAngleArray[28] = [new FlxPoint(192, 228), new FlxPoint(4, 80)];
breathAngleArray[29] = [new FlxPoint(192, 228), new FlxPoint(4, 80)];
breathAngleArray[30] = [new FlxPoint(224, 218), new FlxPoint(43, 68)];
breathAngleArray[31] = [new FlxPoint(224, 218), new FlxPoint(43, 68)];
breathAngleArray[32] = [new FlxPoint(224, 218), new FlxPoint(43, 68)];
breathAngleArray[36] = [new FlxPoint(258, 189), new FlxPoint(79, 9)];
breathAngleArray[37] = [new FlxPoint(258, 189), new FlxPoint(79, 9)];
breathAngleArray[38] = [new FlxPoint(258, 189), new FlxPoint(79, 9)];
breathAngleArray[39] = [new FlxPoint(157, 230), new FlxPoint(-18, 78)];
breathAngleArray[40] = [new FlxPoint(157, 230), new FlxPoint(-18, 78)];
breathAngleArray[41] = [new FlxPoint(157, 230), new FlxPoint(-18, 78)];
breathAngleArray[42] = [new FlxPoint(182, 228), new FlxPoint(6, 80)];
breathAngleArray[43] = [new FlxPoint(182, 228), new FlxPoint(6, 80)];
breathAngleArray[44] = [new FlxPoint(182, 228), new FlxPoint(6, 80)];
breathAngleArray[48] = [new FlxPoint(93, 191), new FlxPoint(-80, -2)];
breathAngleArray[49] = [new FlxPoint(93, 191), new FlxPoint(-80, -2)];
breathAngleArray[51] = [new FlxPoint(237, 218), new FlxPoint(68, 41)];
breathAngleArray[52] = [new FlxPoint(237, 218), new FlxPoint(68, 41)];
breathAngleArray[54] = [new FlxPoint(189, 237), new FlxPoint(8, 80)];
breathAngleArray[55] = [new FlxPoint(189, 237), new FlxPoint(8, 80)];
breathAngleArray[60] = [new FlxPoint(141, 224), new FlxPoint(-57, 57)];
breathAngleArray[61] = [new FlxPoint(141, 224), new FlxPoint(-57, 57)];
breathAngleArray[63] = [new FlxPoint(260, 193), new FlxPoint(80, 2)];
breathAngleArray[64] = [new FlxPoint(260, 193), new FlxPoint(80, 2)];
breathAngleArray[66] = [new FlxPoint(182, 225), new FlxPoint(3, 80)];
breathAngleArray[67] = [new FlxPoint(182, 225), new FlxPoint(3, 80)];
headSweatArray = new Array<Array<FlxPoint>>();
headSweatArray[0] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[1] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[2] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[3] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[4] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[5] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[6] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[7] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[8] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[9] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[10] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[11] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[12] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[13] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[14] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[15] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[16] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[17] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[18] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[19] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[20] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[21] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[22] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[23] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[24] = [new FlxPoint(111, 125), new FlxPoint(160, 128), new FlxPoint(156, 150), new FlxPoint(163, 173), new FlxPoint(103, 170), new FlxPoint(101, 148)];
headSweatArray[25] = [new FlxPoint(111, 125), new FlxPoint(160, 128), new FlxPoint(156, 150), new FlxPoint(163, 173), new FlxPoint(103, 170), new FlxPoint(101, 148)];
headSweatArray[26] = [new FlxPoint(111, 125), new FlxPoint(160, 128), new FlxPoint(156, 150), new FlxPoint(163, 173), new FlxPoint(103, 170), new FlxPoint(101, 148)];
headSweatArray[27] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[28] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[29] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[30] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[31] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[32] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[33] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[34] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[35] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[36] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[37] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[38] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[39] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[40] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[41] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[42] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[43] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[44] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[48] = [new FlxPoint(111, 125), new FlxPoint(160, 128), new FlxPoint(156, 150), new FlxPoint(163, 173), new FlxPoint(103, 170), new FlxPoint(101, 148)];
headSweatArray[49] = [new FlxPoint(111, 125), new FlxPoint(160, 128), new FlxPoint(156, 150), new FlxPoint(163, 173), new FlxPoint(103, 170), new FlxPoint(101, 148)];
headSweatArray[50] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[51] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[52] = [new FlxPoint(178, 124), new FlxPoint(240, 123), new FlxPoint(249, 160), new FlxPoint(243, 177), new FlxPoint(183, 183), new FlxPoint(186, 155)];
headSweatArray[53] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[54] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[55] = [new FlxPoint(169, 137), new FlxPoint(228, 149), new FlxPoint(225, 199), new FlxPoint(155, 181)];
headSweatArray[56] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[57] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[58] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[60] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[61] = [new FlxPoint(127, 166), new FlxPoint(171, 151), new FlxPoint(201, 188), new FlxPoint(137, 204), new FlxPoint(128, 195)];
headSweatArray[63] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[64] = [new FlxPoint(201, 130), new FlxPoint(249, 125), new FlxPoint(258, 162), new FlxPoint(202, 175)];
headSweatArray[66] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
headSweatArray[67] = [new FlxPoint(149, 125), new FlxPoint(207, 119), new FlxPoint(217, 170), new FlxPoint(145, 180)];
torsoSweatArray = new Array<Array<FlxPoint>>();
torsoSweatArray[0] = [new FlxPoint(157, 222), new FlxPoint(219, 218), new FlxPoint(230, 288), new FlxPoint(205, 345), new FlxPoint(158, 340), new FlxPoint(148, 284)];
encouragementWords = wordManager.newWords();
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:0 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:1 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:2 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:3 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:4 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:5 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:6 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:7 } ]);
encouragementWords.words.push([ { graphic:AssetPaths.smear_words_small__png, frame:8 } ]);
pleasureWords = wordManager.newWords(8);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:0}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:1}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:2}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:3}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:4}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:5}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:6}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:7}]);
pleasureWords.words.push([{graphic:AssetPaths.smear_words_medium__png, height:48, chunkSize:5, frame:8}]);
almostWords = wordManager.newWords(30);
almostWords.words.push([ // i... i think i might...
{ graphic:AssetPaths.smear_words_medium__png, frame:9, height:48, chunkSize:5 },
{ graphic:AssetPaths.smear_words_medium__png, frame:11, height:48, chunkSize:5, yOffset:26, delay:1.0 }
]);
almostWords.words.push([ // it... it feels like i'm...
{ graphic:AssetPaths.smear_words_medium__png, frame:10, height:48, chunkSize:5 },
{ graphic:AssetPaths.smear_words_medium__png, frame:12, height:48, chunkSize:5, yOffset:26, delay:0.8 }
]);
almostWords.words.push([ // ooh, i... i feel something...
{ graphic:AssetPaths.smear_words_medium__png, frame:13, height:48, chunkSize:5 },
{ graphic:AssetPaths.smear_words_medium__png, frame:15, height:48, chunkSize:5, yOffset:28, delay:1.0 },
{ graphic:AssetPaths.smear_words_medium__png, frame:17, height:48, chunkSize:5, yOffset:52, delay:1.6 }
]);
almostWords.words.push([ // harf@@@ i... i think it's...
{ graphic:AssetPaths.smear_words_medium__png, frame:14, height:48, chunkSize:5 },
{ graphic:AssetPaths.smear_words_medium__png, frame:16, height:48, chunkSize:5, yOffset:26, delay:1.2 }
]);
boredWords = wordManager.newWords(6);
boredWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:9 }]);
boredWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:10 }]);
boredWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:11 }]);
// why did you stop?
boredWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:12 },
{ graphic:AssetPaths.smear_words_small__png, frame:14, yOffset:22, delay:0.5 }
]);
// am i doing it wrong?
boredWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:13 },
{ graphic:AssetPaths.smear_words_small__png, frame:15, yOffset:26, delay:0.5 },
{ graphic:AssetPaths.smear_words_small__png, frame:17, yOffset:46, delay:1.0 }
]);
if (computeBonusToyCapacity() == 0)
{
// oh! okay, i can give it a try...
toyStartWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:0},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:2, yOffset:20, delay:0.6 },
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:4, yOffset:38, delay:1.2 },
]);
// a vibrator, hmmm? ...hmmmmmm...
toyStartWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:1},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:3, yOffset:20, delay:0.6 },
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:5, yOffset:40, delay:1.9 },
]);
}
else {
// oh, sure! let's shake things up~
toyStartWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:6},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:8, yOffset:20, delay:1.3 },
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:10, yOffset:40, delay:2.1 },
]);
// oooh a vibrator!! that's a super nice one, too~
toyStartWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:7},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:9, yOffset:20, delay:0.6 },
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:11, yOffset:40, delay:1.8 },
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:13, yOffset:60, delay:2.6 },
]);
}
// i think you're supposed to press the buttons!
toyInterruptWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:12},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:14, yOffset:20, delay:0.7},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:16, yOffset:40, delay:1.2},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:18, yOffset:59, delay:1.9},
]);
// ...does it need batteries?
toyInterruptWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:15},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:17, yOffset:20, delay:0.8},
]);
toyStopWords = wordManager.newWords();
if (computeBonusToyCapacity() == 0)
{
// mooore puppy rubs!! gwarf@
toyStopWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:19},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:21, yOffset:24, delay:1.0},
]);
// hmm! ...what's next?
toyStopWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:20},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:22, yOffset:24, delay:1.1},
]);
}
else {
// hwaarf~ that was so good...
toyStopWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, chunkSize:5, frame:23},
{ graphic:AssetPaths.smear_vibe_words_small__png, chunkSize:5, frame:25, yOffset:16, delay:0.9},
]);
// ...wow... we need to get one of those~
toyStopWords.words.push([
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:24},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:26, yOffset:20, delay:0.8},
{ graphic:AssetPaths.smear_vibe_words_small__png, frame:28, yOffset:41, delay:1.6},
]);
}
orgasmWords = wordManager.newWords();
orgasmWords.words.push([ { graphic:AssetPaths.smear_words_large__png, frame:0, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.smear_words_large__png, frame:1, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.smear_words_large__png, frame:2, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ { graphic:AssetPaths.smear_words_large__png, frame:4, width:200, height:150, yOffset:-30, chunkSize:5 } ]);
orgasmWords.words.push([ // -arf! -GRRrrarf
{ graphic:AssetPaths.smear_words_large__png, frame:3, width:200, height:150, yOffset:-30, chunkSize:7 },
{ graphic:AssetPaths.smear_words_large__png, frame:5, width:200, height:150, yOffset:-30, chunkSize:7, delay:0.3 }
]);
tongueWords = wordManager.newWords();
tongueWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:16 }]);
tongueWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:18 }]);
tongueWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:19 }]);
fasterHatWords = wordManager.newWords(20);
fasterHatWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:20 }]);
fasterHatWords.words.push([{ graphic:AssetPaths.smear_words_small__png, frame:22 }]);
// ohh i LOVE@ scritches~
fasterHatWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:21 },
{ graphic:AssetPaths.smear_words_small__png, frame:23, yOffset:26, delay:0.7 }]);
bellyRubWords = wordManager.newWords(30);
// maybe a belly rub...?
bellyRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:24 },
{ graphic:AssetPaths.smear_words_small__png, frame:26, yOffset:24, delay:0.7 }]);
// maybe hmmm.... a belly rub...?
bellyRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:24 },
{ graphic:AssetPaths.smear_words_small__png, frame:29, yOffset:20, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:26, yOffset:48, delay:1.9 }]);
// maybe oh, i dunno a belly rub...?
bellyRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:24 },
{ graphic:AssetPaths.smear_words_small__png, frame:31, yOffset:22, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:26, yOffset:50, delay:1.9 }]);
earRubWords = wordManager.newWords(30);
// how about my ears?
earRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:25 },
{ graphic:AssetPaths.smear_words_small__png, frame:27, yOffset:24, delay:0.7 }]);
// how about hmmm.... my ears?
earRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:25 },
{ graphic:AssetPaths.smear_words_small__png, frame:29, yOffset:20, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:27, yOffset:48, delay:1.9 }]);
// how about oh, i dunno my ears?
earRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:25 },
{ graphic:AssetPaths.smear_words_small__png, frame:31, yOffset:22, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:27, yOffset:48, delay:1.9 }]);
thighRubWords = wordManager.newWords(30);
// ...my thighs can sometimes, oh, i dunno
thighRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:28 },
{ graphic:AssetPaths.smear_words_small__png, frame:30, yOffset:24, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:31, yOffset:44, delay:1.9 }]);
// ...my thighs can sometimes, hmmm....
thighRubWords.words.push([
{ graphic:AssetPaths.smear_words_small__png, frame:28 },
{ graphic:AssetPaths.smear_words_small__png, frame:30, yOffset:26, delay:0.7 },
{ graphic:AssetPaths.smear_words_small__png, frame:29, yOffset:44, delay:1.9 }]);
}
override public function shouldOrgasm():Bool
{
var pct:Float = _heartBank.getDickPercent();
if (PlayerData.pokemonLibido == 1 && specialRub == "hat")
{
pct = Math.pow(_heartBank._dickHeartReservoir / _heartBank._dickHeartReservoirCapacity, 0.5);
}
return pct <= _cumThreshold && _remainingOrgasms > 0;
}
override public function determineArousal():Int
{
var pct:Float = (_heartBank._dickHeartReservoir + _heartBank._foreplayHeartReservoir) / (_heartBank._dickHeartReservoirCapacity + _heartBank._foreplayHeartReservoirCapacity);
var baseArousal:Int;
if (pct < 0.55 || _heartBank.getDickPercent() < _cumThreshold + 0.2)
{
baseArousal = _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 4 : 4;
}
else if (pct < 0.67)
{
baseArousal = _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 4 : 3;
}
else if (pct < 0.82)
{
baseArousal = _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 3 : 2;
}
else if (_heartBank._foreplayHeartReservoir < _heartBank._foreplayHeartReservoirCapacity)
{
baseArousal = _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 2 : 1;
}
else {
baseArousal = _pokeWindow._vibe.vibeSfx.isVibratorOn() ? 1 : 0;
}
return Std.int(FlxMath.bound(baseArousal - dislikedRubCombo, 0, 5));
}
override public function checkSpecialRub(touchedPart:FlxSprite)
{
if (_fancyRub)
{
if (_rubHandAnim._flxSprite.animation.name == "rub-balls")
{
specialRub = "balls";
}
else if (_rubHandAnim._flxSprite.animation.name == "jack-off")
{
specialRub = "jack-off";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-dick")
{
specialRub = "rub-dick";
}
else if (_rubHandAnim._flxSprite.animation.name == "scritchhat-c" || _rubHandAnim._flxSprite.animation.name == "palmhat-c")
{
specialRub = "hat";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-left-foot0"
|| _rubHandAnim._flxSprite.animation.name == "rub-left-foot1"
|| _rubHandAnim._flxSprite.animation.name == "rub-left-foot2")
{
specialRub = "left-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "rub-right-foot0"
|| _rubHandAnim._flxSprite.animation.name == "rub-right-foot1"
|| _rubHandAnim._flxSprite.animation.name == "rub-right-foot2")
{
specialRub = "right-foot";
}
else if (_rubHandAnim._flxSprite.animation.name == "pull-tongue")
{
specialRub = "tongue";
}
}
else
{
if (touchedPart == _pokeWindow._arms0 || touchedPart == _pokeWindow._arms1 || touchedPart == _pokeWindow._arms2)
{
if (clickedPolygon(touchedPart, leftArmPolyArray))
{
specialRub = "left-arm";
}
else
{
specialRub = "right-arm";
}
}
else if (touchedPart == _head)
{
if (clickedPolygon(touchedPart, leftEarPolyArray))
{
specialRub = "left-ear";
}
else if (clickedPolygon(touchedPart, rightEarPolyArray))
{
specialRub = "right-ear";
}
else
{
specialRub = "head";
}
}
else if (touchedPart == _pokeWindow._torso0)
{
specialRub = "belly";
}
else if (touchedPart == _pokeWindow._torso1)
{
specialRub = "chest";
}
else if (touchedPart == _pokeWindow._neck)
{
specialRub = "neck";
}
else if (touchedPart == _pokeWindow._legs1)
{
if (clickedPolygon(touchedPart, leftLegPolyArray))
{
specialRub = "left-foreleg";
}
else
{
specialRub = "right-foreleg";
}
}
else if (touchedPart == _pokeWindow._legs0)
{
if (clickedPolygon(touchedPart, leftLegPolyArray))
{
specialRub = "left-thigh";
}
else
{
specialRub = "right-thigh";
}
}
}
}
override public function canChangeHead():Bool
{
return !fancyRubbing(_pokeWindow._tongue) && specialRub != "head" && specialRub != "left-ear" && specialRub != "right-ear";
}
public static function countUnique(a:Array<String>):Int
{
var uniqueCount:Int = 0;
var map:Map<String, String> = new Map<String, String>();
a.filter(function(s) { if (!map.exists(s)) { uniqueCount++; map[s] = s; } return true;} );
return uniqueCount;
}
override public function back():Void
{
// if the foreplayHeartReservoir is empty (or half empty), empty the
// dick heart reservoir too -- that way the toy meter won't stay full.
_toyBank._dickHeartReservoir = Math.min(_toyBank._dickHeartReservoir, SexyState.roundDownToQuarter(_toyBank._defaultDickHeartReservoir * _toyBank.getForeplayPercent()));
super.back();
// if we hatgasmed, we empty Smeargle's reservoir bank
if (hatgasm)
{
var amount:Int = Std.int(FlxMath.bound(PlayerData.smeaReservoirBank, 0, 210 - PlayerData.smeaReservoir));
PlayerData.smeaReservoir += amount;
PlayerData.smeaReservoirBank -= amount;
}
}
override function penetrating():Bool
{
if (!_male && specialRub == "jack-off")
{
return true;
}
return false;
}
override public function computeChatComplaints(complaints:Array<Int>):Void
{
if (niceThings[1] && specialRubs.indexOf("belly") == -1)
{
complaints.push(0);
}
if (smeargleMood1 == 0 && !hatgasm)
{
complaints.push(1);
}
if (smeargleMood1 == 0 && (specialRubs.indexOf("rub-dick") != -1 || specialRubs.indexOf("jack-off") != -1))
{
complaints.push(2);
}
if (specialRubs.indexOf("tongue") != -1)
{
complaints.push(3);
}
if (dislikedHandsDown)
{
complaints.push(4);
}
if (dislikedHandsUp)
{
complaints.push(5);
}
}
override function generateCumshots():Void
{
if (heartBankruptcy > 0)
{
// we had negative hearts earlier; we pay for that now
_heartEmitCount -= heartBankruptcy;
heartBankruptcy = 0;
}
var heartPenalty:Float = 1;
if (!came)
{
setUncomfortable(false);
var uniqueCount:Int = countUnique(specialRubs);
heartPenalty = FlxMath.bound((uniqueCount + 1) / 8, 0, 1);
if (specialRubs.indexOf("hat") > specialRubs.indexOf("jack-off") && !displayingToyWindow())
{
// came from rubbing hat
hatgasm = true;
if (smeargleMood1 == 1)
{
// was horny; why didn't you rub me
heartPenalty *= 0.5;
}
else
{
// wasn't horny; no penalty
}
}
else
{
dirtyDirtyOrgasm = true;
// came from rubbing dick, or from vibrator
if (niceThings[2] && smeargleMood1 == 1)
{
// was horny; no penalty
niceThings[2] = false;
doNiceThing(0.66667);
}
else
{
// wasn't horny; why did you rub me?
heartPenalty *= 0.5;
}
if (smeargleMood1 == 1 && !niceThings[2] && (!niceThings[0] || !niceThings[1]))
{
// smeargle's horny, he came from rubbing his dick, and one of his other "nice things" were met
canEjaculate = true;
}
if (addToyHeartsToOrgasm)
{
// smeargle's horny, we treated him right with the vibrator
canEjaculate = true;
}
}
_heartBank._dickHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir = SexyState.roundUpToQuarter(heartPenalty * _heartBank._foreplayHeartReservoir);
}
if (addToyHeartsToOrgasm && _remainingOrgasms == 1)
{
_heartBank._dickHeartReservoir += _toyBank._dickHeartReservoir;
_heartBank._dickHeartReservoir += _toyBank._foreplayHeartReservoir;
_toyBank._dickHeartReservoir = 0;
_toyBank._foreplayHeartReservoir = 0;
}
super.generateCumshots();
if (canEjaculate)
{
if (_pokeWindow._comfort != 3)
{
_pokeWindow._comfort = 3;
_armsAndLegsArranger._armsAndLegsTimer = 0;
}
}
else {
orgasmWords.timer = 1000000;
for (cumshot in _cumShots)
{
cumshot.rate = 0;
cumshot.arousal = Math.round(cumshot.arousal * heartPenalty);
}
}
if (_armsAndLegsArranger._armsAndLegsTimer >= 1.5)
{
// avoid odd scenarios like -- hands covering head with eyes open
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(0.5, 1.5);
}
}
override function computePrecumAmount():Int
{
if (_pokeWindow._uncomfortable)
{
return 0;
}
var precumAmount:Int = 0;
if (displayingToyWindow())
{
if (addToyHeartsToOrgasm)
{
// already succeeded in "deduction game"; precum aplenty
if (FlxG.random.float(0, consecutiveVibeCount) >= 2.5)
{
precumAmount++;
}
if (FlxG.random.float(0, 4) < _heartEmitCount)
{
precumAmount++;
}
if (FlxG.random.float(0, 8) < _heartEmitCount)
{
precumAmount++;
}
if (Math.pow(FlxG.random.float(0, 1.0), 0.5) >= _heartBank.getDickPercent())
{
precumAmount++;
}
}
else
{
// precum is a clue in the deduction game
if (vibeGettingCloser)
{
precumAmount = 1;
}
else
{
precumAmount = 0;
}
}
return precumAmount;
}
if (specialRub == "jack-off" && FlxG.random.float(0, 4) < _heartEmitCount)
{
precumAmount++;
}
if (specialRub == "jack-off" && FlxG.random.float(0, 8) < _heartEmitCount)
{
precumAmount++;
}
if (smeargleMood1 == 1 && FlxG.random.float(0, 16) < _heartEmitCount)
{
precumAmount++;
}
if (smeargleMood1 == 1 && Math.pow(FlxG.random.float(0, 1.0), 0.5) >= _heartBank.getDickPercent())
{
precumAmount++;
}
return precumAmount;
}
override function getSpoogeSource():FlxSprite
{
return displayingToyWindow() ? _pokeWindow._vibe.dickVibe : _dick;
}
override function getSpoogeAngleArray():Array<Array<FlxPoint>>
{
return displayingToyWindow() ? dickVibeAngleArray : dickAngleArray;
}
override function handleRubReward():Void
{
if (!_male && specialRub == "jack-off")
{
_vagTightness *= 0.55;
updateVagFingeringAnimation();
if (_rubBodyAnim != null)
{
_rubBodyAnim.refreshSoon();
}
if (_rubHandAnim != null)
{
_rubHandAnim.refreshSoon();
}
}
// calculate mouse click speed, to determine if they're doing stuff fast/slow
var mean:Float = SexyState.average(mouseTiming.slice( -4, mouseTiming.length));
mouseTiming.splice(0, mouseTiming.length - 4);
// did they rub something we like?
var likedRub:Bool = false;
var dislikedRub:Bool = false;
if (niceRubs[niceRubsIndex].indexOf(specialRub) != -1)
{
likedRub = true;
}
// if countdown was just reset, the other one is OK too
if (niceRubsCountdown == niceRubsCountdowns[niceRubsCountdownsIndex] && niceRubs[(niceRubsIndex + 1) % niceRubs.length].indexOf(specialRub) != -1)
{
likedRub = true;
}
if (!likedRub && dislikedRubs.indexOf(specialRub) != -1)
{
dislikedRub = true;
}
if (likedRub)
{
if (specialRub == "hat" || specialRub == "rub-dick" || specialRub == "jack-off")
{
// don't force player to stop rubbing hat/dick
}
else
{
niceRubsCountdown--;
if (niceRubsCountdown < 0)
{
if (niceRubsCountdowns[niceRubsCountdownsIndex] >= 6)
{
niceRubsCountdowns[niceRubsCountdownsIndex] += FlxG.random.int(0, -2);
}
else
{
niceRubsCountdowns[niceRubsCountdownsIndex] += FlxG.random.int(0, 1);
}
niceRubsCountdownsIndex = (niceRubsCountdownsIndex + 1) % niceRubsCountdowns.length;
niceRubsCountdown = niceRubsCountdowns[niceRubsCountdownsIndex];
niceRubsIndex = (niceRubsIndex + 1) % niceRubs.length;
// if countdown just got reset, change arm pose
if (_armsAndLegsArranger._armsAndLegsTimer >= 1.5)
{
_armsAndLegsArranger._armsAndLegsTimer = FlxG.random.float(0.5, 1.5);
}
}
}
}
if (smeargleMood1 == 1 && _heartBank._foreplayHeartReservoir <= 0)
{
// don't force player to rub upper body for zero reward
niceRubsIndex = 1;
}
var lucky:Float = lucky(0.7, 1.43, 0.06);
if (dislikedRub)
{
lucky *= dislikedPenalty;
dislikedPenalty = FlxMath.bound(dislikedPenalty + 0.03, 0.001, 0.4);
}
var newRub:Bool = true;
var specialRubsExceptLast:Array<String> = specialRubs.slice(0, specialRubs.length - 1);
if (specialRubsExceptLast.indexOf(specialRub) != -1)
{
newRub = false;
}
if ((specialRub == "rub-dick" || specialRub == "jack-off") && (specialRubsExceptLast.indexOf("rub-dick") != -1 || specialRubsExceptLast.indexOf("jack-off") != -1))
{
newRub = false;
}
if (dislikedRub)
{
if (newRub)
{
uniqueDislikedRubCount++;
}
dislikedRubCombo++;
}
else {
dislikedRubCombo = 0;
}
if (dislikedRub && specialRubs.length >= 3 && (smeargleMood2 == 4 || smeargleMood2 == 5))
{
if (!niceThings[0] && !niceThings[1])
{
// no reason to rub
}
else
{
var emittedWords:Bool = false;
if (FlxG.random.bool() && specialRubs.indexOf("belly") == -1 && niceRubs[niceRubsIndex].indexOf("belly") != -1 && bellyRubWords.timer <= 0)
{
emitWords(bellyRubWords);
emittedWords = true;
}
else if (specialRubs.indexOf("left-ear") == -1 && specialRubs.indexOf("right-ear") == -1 && niceRubs[niceRubsIndex].indexOf("left-ear") != -1 && bellyRubWords.timer <= 0)
{
emitWords(earRubWords);
emittedWords = true;
}
else if (specialRubs.indexOf("left-thigh") == -1 && specialRubs.indexOf("right-thigh") == -1 && niceRubs[niceRubsIndex].indexOf("left-thigh") != -1 && thighRubWords.timer <= 0)
{
emitWords(thighRubWords);
emittedWords = true;
}
if (emittedWords)
{
bellyRubWords.timer = bellyRubWords.frequency;
earRubWords.timer = earRubWords.frequency;
thighRubWords.timer = thighRubWords.frequency;
}
}
}
var foreplayAmount:Float = 0;
var dickAmount:Float = 0;
if (specialRub == "hat" || (smeargleMood1 == 1 && specialRub == "jack-off"))
{
foreplayAmount = SexyState.roundDownToQuarter(lucky * (_heartBank._foreplayHeartReservoir - _heartBank._foreplayHeartReservoirCapacity * 0.4));
// calculate hat bonus
var hatBonus:Float = 0.02;
var tmp = 0.16;
while (mean < tmp)
{
hatBonus += 0.02;
tmp -= 0.015;
}
dickAmount = SexyState.roundUpToQuarter((lucky + hatBonus) * _heartBank._dickHeartReservoir);
if (specialRub == "hat" && smeargleMood1 == 1)
{
dickAmount *= 0.5;
}
if (smeargleMood1 == 0)
{
// reset the head timer, since switching heads is what triggers a "petgasm"
_newHeadTimer = Math.max(_newHeadTimer, FlxG.random.float(0.5, 1.5));
}
}
else {
foreplayAmount = SexyState.roundUpToQuarter(lucky * _heartBank._foreplayHeartReservoir);
if (likedRub && newRub)
{
foreplayAmount += SexyState.roundUpToQuarter(lucky * 0.5 * _heartBank._foreplayHeartReservoirCapacity);
uniqueLikedRubCount++;
if ((smeargleMood1 == 0 && uniqueLikedRubCount == 6) || (smeargleMood1 == 1 && uniqueLikedRubCount == 4))
{
blushTimer += 0.1;
}
if (smeargleMood1 == 1)
{
_autoSweatRate += 0.04;
}
if (blushTimer > 0 && ((smeargleMood1 == 0 && uniqueLikedRubCount >= 6) || (smeargleMood1 == 1 && uniqueLikedRubCount >= 4)))
{
blushTimer = FlxMath.bound(blushTimer + 12, 0, 18);
}
}
else if (dislikedRub)
{
if (blushTimer > 0)
{
blushTimer = 0;
}
if (smeargleMood1 == 1)
{
_autoSweatRate -= 0.04;
}
var unlucky:Float = super.lucky(0.7, 1.43, 0.06);
_heartBank._foreplayHeartReservoir -= SexyState.roundUpToQuarter(unlucky * _heartBank._foreplayHeartReservoir);
_heartBank._dickHeartReservoir -= SexyState.roundDownToQuarter(unlucky * (_heartBank._dickHeartReservoir - _heartBank._dickHeartReservoirCapacity * 0.4));
if (specialRub == "rub-dick" || specialRub == "jack-off")
{
// calculate speed bonus
var speedBonus:Float = 0.02;
var tmp = 0.16;
while (mean < tmp)
{
speedBonus += 0.02;
tmp -= 0.02;
}
if (specialRub == "rub-dick")
{
// empty foreplay reservoir to get hard faster
_heartBank._foreplayHeartReservoir -= SexyState.roundUpToQuarter(speedBonus * _heartBank._foreplayHeartReservoir);
}
if (specialRub == "jack-off")
{
// empty dick reservoir to cum faster
_heartBank._dickHeartReservoir -= SexyState.roundUpToQuarter(speedBonus * _heartBank._dickHeartReservoir);
}
}
}
if (smeargleMood1 == 0 || specialRub == "jack-off")
{
dickAmount = SexyState.roundDownToQuarter(lucky * (_heartBank._dickHeartReservoir - _heartBank._dickHeartReservoirCapacity * 0.4));
}
}
foreplayAmount = FlxMath.bound(foreplayAmount, 0, _heartBank._foreplayHeartReservoir);
dickAmount = FlxMath.bound(dickAmount, 0, _heartBank._dickHeartReservoir);
_heartBank._foreplayHeartReservoir -= foreplayAmount;
_heartBank._dickHeartReservoir -= dickAmount;
var amount:Float = foreplayAmount + dickAmount;
_heartEmitCount += amount;
if (specialRub == "rub-dick" || specialRub == "jack-off")
{
_bonerThreshold += 0.08;
}
else if (specialRub == "balls")
{
_bonerThreshold -= 0.05;
}
else if (specialRub == "left-foot" || specialRub == "right-foot")
{
_bonerThreshold -= 0.08;
}
else {
_bonerThreshold -= 0.13;
}
if (smeargleMood1 == 1)
{
_bonerThreshold += 0.08;
}
_bonerThreshold = FlxMath.bound(_bonerThreshold, smeargleMood1 == 0 ? -0.2 : 0.35, 0.66);
if (niceThings[0] && likedRub && newRub)
{
// niceThings[0]: rub a bunch of different things smeargle likes
if ((smeargleMood1 == 0 && uniqueLikedRubCount >= 7) || (smeargleMood1 == 1 && uniqueLikedRubCount >= 5))
{
niceThings[0] = false;
emitWords(pleasureWords);
doNiceThing(0.66667);
}
}
if (niceThings[1] && likedRub && specialRubs.length >= 3 && specialRubsInARow() == 3)
{
// niceThings[1]: rub something smeargle likes several times in a row
if (specialRub == "hat" || specialRub == "rub-dick" || specialRub == "jack-off")
{
// too easy; these are things people will rub anyways
}
else
{
niceThings[1] = false;
emitWords(pleasureWords);
doNiceThing(0.66667);
}
}
if (niceThings[2] && smeargleMood1 == 0)
{
if (specialRub == "hat" && niceThings[2])
{
if (mean >= 0.12)
{
if (smeargleMood2 == 3 || smeargleMood2 == 5)
{
// give hint?
maybeEmitWords(fasterHatWords);
}
}
else
{
niceThings[2] = false;
emitWords(pleasureWords);
doNiceThing(0.66667);
}
}
}
if (likedRub && specialRub == "hat" && mean < 0.12)
{
_pokeWindow._arousal = 5;
if (_newHeadTimer > 0.1)
{
_newHeadTimer = FlxG.random.float(0, 0.1);
}
maybeEmitWords(pleasureWords);
}
if (meanThings[0] && uniqueDislikedRubCount >= 3)
{
meanThings[0] = false;
doMeanThing();
if (niceRubsIndex == 0 && niceRubs[1].indexOf(specialRub) != -1)
{
dislikedHandsDown = true;
}
else if (niceRubsIndex == 1 && niceRubs[0].indexOf(specialRub) != -1)
{
dislikedHandsUp = true;
}
}
if (meanThings[1] && dislikedRubCombo >= 2 && specialRubsInARow() >= 2)
{
meanThings[1] = false;
doMeanThing();
if (niceRubsIndex == 0 && niceRubs[1].indexOf(specialRub) != -1)
{
dislikedHandsDown = true;
}
else if (niceRubsIndex == 1 && niceRubs[0].indexOf(specialRub) != -1)
{
dislikedHandsUp = true;
}
}
if (almostWords.timer <= 0 && smeargleMood1 == 1 && specialRub == "jack-off" && _heartBank.getDickPercent() < 0.42 && !isEjaculating())
{
blushTimer = FlxMath.bound(blushTimer + 12, 0, 18);
emitWords(almostWords);
}
if (specialRub == "tongue")
{
maybeEmitWords(tongueWords);
}
emitCasualEncouragementWords();
if (_heartEmitCount > 0)
{
maybeScheduleBreath();
maybePlayPokeSfx();
maybeEmitPrecum();
}
}
/**
* Smeargle doesn't use meter as easily. He'll still use 0 bonusCapacity even if his reservoir is as high as 59.
*/
override function computeBonusCapacity():Int
{
var reservoir:Int = PlayerData.smeaReservoir;
var bonusCapacity:Int = 0;
if (reservoir >= 210)
{
bonusCapacity = 210;
}
else if (reservoir >= 120)
{
bonusCapacity = 90;
}
else if (reservoir >= 60)
{
bonusCapacity = 30;
}
return bonusCapacity;
}
override function computeBonusToyCapacity():Int
{
var bonusToyCapacity:Int = super.computeBonusToyCapacity();
// if smeargle's not horny, the toy shouldn't use up any bonus meter
var bonusCapacity:Float = computeBonusCapacity();
if (bonusCapacity == 0)
{
bonusToyCapacity = 0;
}
return bonusToyCapacity;
}
override public function createToyMeter(toyButton:FlxSprite, pctNerf:Float=1.0):ReservoirMeter
{
var reservoir:Int = Reflect.field(PlayerData, _pokeWindow._prefix + "ToyReservoir");
// if smeargle's not horny, the toy should always been "green" or lower
var bonusCapacity:Float = computeBonusCapacity();
if (bonusCapacity == 0)
{
reservoir = Std.int(Math.min(reservoir, 59));
}
reservoir = Std.int(reservoir * pctNerf);
var toyPct:Float = Math.pow(reservoir / 180, 1.2);
var toyReservoirStatus:ReservoirStatus = ReservoirStatus.Green;
if (reservoir >= 180)
{
toyReservoirStatus = ReservoirStatus.Emergency;
}
else if (reservoir >= 120)
{
toyReservoirStatus = ReservoirStatus.Red;
}
else if (reservoir >= 60)
{
toyReservoirStatus = ReservoirStatus.Yellow;
}
return new ReservoirMeter(toyButton, toyPct, toyReservoirStatus, 70, 63);
}
override function doMeanThing(amount:Float = 1):Void
{
super.doMeanThing();
if (_heartEmitCount < 0)
{
heartBankruptcy -= _heartEmitCount;
_heartEmitCount = 0;
}
}
override function videoWasDirty():Bool
{
return dirtyDirtyOrgasm;
}
private function updateVagFingeringAnimation():Void
{
var tightness0:Int = 1;
if (_vagTightness > 2.5)
{
tightness0 = 2;
}
else if (_vagTightness > 1.2)
{
tightness0 = 3;
}
else if (_vagTightness > 0.6)
{
tightness0 = 4;
}
else {
tightness0 = 5;
}
_pokeWindow._dick.animation.add("jack-off", [1, 8, 9, 10, 11, 12].slice(0, tightness0 + 1));
_pokeWindow._interact.animation.add("jack-off", [15, 48, 49, 50, 51, 52].slice(0, tightness0 + 1));
}
function setInactiveDickAnimation():Void
{
if (_male)
{
if (_gameState >= 400)
{
if (_dick.animation.name != "finished")
{
_dick.animation.add("finished", [1, 1, 1, 1, 0], 1, false);
_dick.animation.play("finished");
}
}
else if (pastBonerThreshold())
{
if (_dick.animation.frameIndex != 2)
{
_dick.animation.add("default", [2]);
_dick.animation.play("default");
}
}
else if (_heartBank.getForeplayPercent() < _bonerThreshold + 0.19)
{
if (_dick.animation.frameIndex != 1)
{
_dick.animation.add("default", [1]);
_dick.animation.play("default");
}
}
else
{
if (_dick.animation.frameIndex != 0)
{
_dick.animation.add("default", [0]);
_dick.animation.play("default");
}
}
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
if (!_male)
{
// vagina starts out tight
_dick.animation.add("jack-off", [1, 8]);
_pokeWindow._interact.animation.add("jack-off", [15, 48]);
}
}
override public function eventShowToyWindow(args:Array<Dynamic>)
{
super.eventShowToyWindow(args);
_pokeWindow.setVibe(true);
_armsAndLegsArranger.arrangeNow(); // move legs so they don't block cord
if (!_male)
{
_pokeWindow._vibe.loadShadow(_shadowGloveBlackGroup, AssetPaths.smear_dick_vibe_shadow_f__png);
}
}
override public function eventHideToyWindow(args:Array<Dynamic>)
{
super.eventHideToyWindow(args);
_pokeWindow.setVibe(false);
if (!_male)
{
_pokeWindow._vibe.unloadShadow(_shadowGloveBlackGroup);
}
if (_pokeWindow._uncomfortable)
{
setUncomfortable(false);
}
}
override function cursorSmellPenaltyAmount():Int
{
return 70;
}
override public function destroy():Void
{
super.destroy();
torsoSweatArray = null;
headSweatArray = null;
tonguePolyArray = null;
leftFootPolyArray = null;
rightFootPolyArray = null;
hatPolyArray = null;
leftHatPolyArray = null;
leftArmPolyArray = null;
leftEarPolyArray = null;
rightEarPolyArray = null;
leftLegPolyArray = null;
vagPolyArray = null;
electricPolyArray = null;
tongueWords = null;
fasterHatWords = null;
bellyRubWords = null;
earRubWords = null;
thighRubWords = null;
toyStopWords = null;
niceRubs = null;
dislikedRubs = null;
niceRubsCountdowns = null;
niceThings = null;
meanThings = null;
xlDildoButton = FlxDestroyUtil.destroy(xlDildoButton);
_largeGreyBeadButton = FlxDestroyUtil.destroy(_largeGreyBeadButton);
_elecvibeButton = FlxDestroyUtil.destroy(_elecvibeButton);
_vibeButton = FlxDestroyUtil.destroy(_vibeButton);
_toyInterface = FlxDestroyUtil.destroy(_toyInterface);
perfectVibe = null;
goodVibes = null;
dickVibeAngleArray = null;
unguessedVibeSettings = null;
lastFewVibeSettings = null;
}
}
|
argonvile/monster
|
source/poke/smea/SmeargleSexyState.hx
|
hx
|
unknown
| 134,844 |
package poke.smea;
import demo.SexyDebugState;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxDestroyUtil;
import poke.grov.Vibe;
/**
* Sprites and animations for Smeargle
*/
class SmeargleWindow extends PokeWindow
{
private static var BOUNCE_DURATION:Float = 6.0;
public var _tail:BouncySprite;
public var _torso0:BouncySprite;
public var _torso1:BouncySprite;
public var _legs0:BouncySprite;
public var _underwear:BouncySprite;
public var _balls:BouncySprite;
public var _legs1:BouncySprite;
public var _armsBehind:BouncySprite;
public var _arms0:BouncySprite;
public var _arms1:BouncySprite;
public var _arms2:BouncySprite;
public var _neck:BouncySprite;
public var _tongue:BouncySprite;
public var _blush:BouncySprite;
public var _legs2:BouncySprite;
public var _hat:BouncySprite;
public var _vibe:Vibe;
private var _cheerTimer:Float = -1;
public var _comfort:Int = 0;
public var _uncomfortable:Bool = false; // player is doing something we don't like
public function new(X:Float=0, Y:Float=0, Width:Int=248, Height:Int = 349)
{
super(X, Y, Width, Height);
_prefix = "smea";
_name = "Smeargle";
_victorySound = AssetPaths.smea__mp3;
_dialogClass = SmeargleDialog;
add(new FlxSprite( -54, -54, AssetPaths.smear_bg__png));
_tail = new BouncySprite( -54, -54 - 3, 3, 4.7, 0.06, _age);
_tail.loadWindowGraphic(AssetPaths.smear_tail__png);
addPart(_tail);
if (PlayerData.smeaMale)
{
_torso0 = new BouncySprite( -54, -54 - 2, 2, BOUNCE_DURATION, 0.04, _age);
}
else
{
_torso0 = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0.04, _age);
}
_torso0.loadWindowGraphic(AssetPaths.smear_torso0__png);
_torso0.animation.add("default", [0]);
_torso0.animation.add("sweater", [1]);
addPart(_torso0);
_torso1 = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, 0.08, _age);
_torso1.loadWindowGraphic(AssetPaths.smear_torso1__png);
_torso1.animation.add("default", [0]);
_torso1.animation.add("sweater", [1]);
addPart(_torso1);
_armsBehind = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_armsBehind.loadWindowGraphic(AssetPaths.smear_arms_behind__png);
_armsBehind.animation.add("3-2", [15]);
_armsBehind.animation.add("3-1", [14]);
_armsBehind.animation.add("3-0", [13]);
_armsBehind.animation.add("2-2", [12]);
_armsBehind.animation.add("2-1", [11]);
_armsBehind.animation.add("2-0", [10]);
_armsBehind.animation.add("1-2", [9]);
_armsBehind.animation.add("1-1", [8]);
_armsBehind.animation.add("1-0", [7]);
_armsBehind.animation.add("0-2", [6]);
_armsBehind.animation.add("0-1", [5]);
_armsBehind.animation.add("0-0", [4]);
_armsBehind.animation.add("default", [0]);
_armsBehind.animation.add("sweater", [1]);
_armsBehind.animation.add("cheer", [2]);
_armsBehind.animation.add("sweater-cheer", [3]);
_armsBehind.animation.add("uncomfortable", [0]);
addPart(_armsBehind);
_legs0 = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_legs0.loadWindowGraphic(AssetPaths.smear_legs0__png);
_legs0.animation.add("default", [0]);
_legs0.animation.add("0", [0]);
_legs0.animation.add("1", [1]);
_legs0.animation.add("2", [2]);
_legs0.animation.add("3", [3]);
_legs0.animation.add("4", [4]);
_legs0.animation.add("5", [5]);
_legs0.animation.add("6", [6]);
_legs0.animation.add("4-0", [8]);
_legs0.animation.add("4-1", [9]);
_legs0.animation.add("4-2", [10]);
_legs0.animation.add("4-3", [11]);
addPart(_legs0);
_underwear = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_underwear.loadWindowGraphic(SmeargleResource.undies);
addPart(_underwear);
_balls = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_balls.loadWindowGraphic(AssetPaths.smear_balls__png);
_balls.animation.add("default", [0]);
_balls.animation.add("rub-balls", [1, 2, 3, 4, 5]);
_dick = new BouncySprite( -54, -54 - 2, 2, BOUNCE_DURATION, 0.03, _age);
_dick.loadWindowGraphic(SmeargleResource.dick);
if (PlayerData.smeaMale)
{
addPart(_balls);
_dick.animation.add("default", [0]);
_dick.animation.add("rub-dick", [3, 4, 5]);
_dick.animation.add("jack-off", [8, 9, 10, 11, 12, 13]);
addPart(_dick);
}
else
{
_dick.animation.add("default", [0]);
_dick.animation.add("rub-dick", [1, 2, 3, 4, 5]);
_dick.animation.add("jack-off", [1, 8, 9, 10, 11, 12]);
addPart(_dick);
_dick.synchronize(_torso0);
}
if (_interactive)
{
_vibe = new Vibe(_dick, -54, -54 - 2);
addPart(_vibe.dickVibe);
addVisualItem(_vibe.dickVibeBlur);
}
_legs1 = new BouncySprite( -54, -54, 0, BOUNCE_DURATION, 0, _age);
_legs1.loadWindowGraphic(AssetPaths.smear_legs1__png);
_legs1.animation.add("default", [0]);
_legs1.animation.add("0", [0]);
_legs1.animation.add("1", [1]);
_legs1.animation.add("2", [2]);
_legs1.animation.add("3", [3]);
_legs1.animation.add("4", [4]);
_legs1.animation.add("5", [5]);
_legs1.animation.add("6", [6]);
_legs1.animation.add("4-0", [8]);
_legs1.animation.add("4-1", [9]);
_legs1.animation.add("4-2", [10]);
_legs1.animation.add("4-3", [11]);
addPart(_legs1);
_arms0 = new BouncySprite( -54, -54 - 1, 1, BOUNCE_DURATION, 0.05, _age);
_arms0.loadWindowGraphic(AssetPaths.smear_arms0__png);
_arms0.animation.add("3-2", [15]);
_arms0.animation.add("3-1", [14]);
_arms0.animation.add("3-0", [13]);
_arms0.animation.add("2-2", [12]);
_arms0.animation.add("2-1", [11]);
_arms0.animation.add("2-0", [10]);
_arms0.animation.add("1-2", [9]);
_arms0.animation.add("1-1", [8]);
_arms0.animation.add("1-0", [7]);
_arms0.animation.add("0-2", [6]);
_arms0.animation.add("0-1", [5]);
_arms0.animation.add("0-0", [4]);
_arms0.animation.add("default", [0]);
_arms0.animation.add("sweater", [1]);
_arms0.animation.add("cheer", [2]);
_arms0.animation.add("sweater-cheer", [3]);
_arms0.animation.add("uncomfortable", [16]);
addPart(_arms0);
_arms1 = new BouncySprite( -54, -54 - 2, 2, BOUNCE_DURATION, 0.07, _age);
_arms1.loadWindowGraphic(AssetPaths.smear_arms1__png);
_arms1.animation.add("3-2", [15]);
_arms1.animation.add("3-1", [14]);
_arms1.animation.add("3-0", [13]);
_arms1.animation.add("2-2", [12]);
_arms1.animation.add("2-1", [11]);
_arms1.animation.add("2-0", [10]);
_arms1.animation.add("1-2", [9]);
_arms1.animation.add("1-1", [8]);
_arms1.animation.add("1-0", [7]);
_arms1.animation.add("0-2", [6]);
_arms1.animation.add("0-1", [5]);
_arms1.animation.add("0-0", [4]);
_arms1.animation.add("default", [0]);
_arms1.animation.add("sweater", [1]);
_arms1.animation.add("cheer", [2]);
_arms1.animation.add("sweater-cheer", [3]);
_arms1.animation.add("uncomfortable", [16]);
addPart(_arms1);
_neck = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, 0.10, _age);
_neck.loadWindowGraphic(AssetPaths.smear_neck__png);
addPart(_neck);
_tongue = new BouncySprite( -54, -54 - 6, 6, BOUNCE_DURATION, 0.19, _age);
if (_interactive)
{
_tongue.loadGraphic(AssetPaths.smear_tongue__png, true, 356, 266);
_tongue.animation.add("default", [0], 3);
_tongue.animation.add("pull-tongue", [1, 2, 3]);
_tongue.visible = false;
addPart(_tongue);
}
_head = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, 0.16, _age);
_head.loadGraphic(AssetPaths.smear_head__png, true, 356, 266);
_head.animation.add("default", slowBlinkyAnimation([0, 1], [2]), 3);
_head.animation.add("cheer0", slowBlinkyAnimation([48, 49]), 3);
_head.animation.add("cheer1", slowBlinkyAnimation([24, 25], [26]), 3);
_head.animation.add("0-s", slowBlinkyAnimation([0, 1], [2]), 3);
_head.animation.add("0-se", slowBlinkyAnimation([3, 4], [5]), 3);
_head.animation.add("0-sw", slowBlinkyAnimation([6, 7], [8]), 3);
_head.animation.add("tongue-s", slowBlinkyAnimation([9, 10], [11]), 3);
_head.animation.add("1-e", slowBlinkyAnimation([12, 13], [14]), 3);
_head.animation.add("1-ee", slowBlinkyAnimation([15, 16], [17]), 3);
_head.animation.add("1-c", slowBlinkyAnimation([18, 19], [20]), 3);
_head.animation.add("rubhat1-c", slowBlinkyAnimation([21, 22], [23]), 3);
_head.animation.add("2-w", slowBlinkyAnimation([24, 25], [26]), 3);
_head.animation.add("2-se", slowBlinkyAnimation([27, 28], [29]), 3);
_head.animation.add("2-e", slowBlinkyAnimation([30, 31], [32]), 3);
_head.animation.add("2-c", slowBlinkyAnimation([33, 34], [35]), 3);
_head.animation.add("3-ee", slowBlinkyAnimation([36, 37], [38]), 3);
_head.animation.add("3-sw", slowBlinkyAnimation([39, 40], [41]), 3);
_head.animation.add("3-c", slowBlinkyAnimation([42, 43], [44]), 3);
_head.animation.add("rubhat2-c", slowBlinkyAnimation([45, 46], [47]), 3);
_head.animation.add("4-w", slowBlinkyAnimation([48, 49]), 3);
_head.animation.add("4-e", slowBlinkyAnimation([51, 52]), 3);
_head.animation.add("4-se", slowBlinkyAnimation([54, 55]), 3);
_head.animation.add("4-c", slowBlinkyAnimation([57, 58]), 3);
_head.animation.add("5-sw", slowBlinkyAnimation([60, 61]), 3);
_head.animation.add("5-ee", slowBlinkyAnimation([63, 64]), 3);
_head.animation.add("5-c", slowBlinkyAnimation([66, 67]), 3);
_head.animation.add("rubhat4-c", slowBlinkyAnimation([69, 70]), 3);
_head.animation.add("uncomfortable-s", slowBlinkyAnimation([50, 53], [56]), 3);
_head.animation.play("0-s");
addPart(_head);
_hat = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, 0.16, _age);
_hat.loadGraphic(AssetPaths.smear_hat__png, true, 356, 266);
_hat.animation.add("default", [0], 3);
_hat.animation.add("scritchhat-c", [4, 5, 6, 7]);
_hat.animation.add("palmhat-c", [8, 9, 10, 11]);
_hat.visible = false;
addPart(_hat);
_blush = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, 0.16, _age);
if (_interactive)
{
_blush.loadGraphic(AssetPaths.smear_blush__png, true, 356, 266);
_blush.animation.add("default", blinkyAnimation([0, 1, 2]), 3);
_blush.animation.add("c", blinkyAnimation([0, 1, 2]), 3);
_blush.animation.add("se", blinkyAnimation([3, 4, 5]), 3);
_blush.animation.add("sw", blinkyAnimation([6, 7, 8]), 3);
_blush.animation.add("e", blinkyAnimation([9, 10, 11]), 3);
_blush.animation.add("ee", blinkyAnimation([12, 13, 14]), 3);
_blush.animation.add("w", blinkyAnimation([15, 16, 17]), 3);
_blush.visible = false;
addVisualItem(_blush);
}
_arms2 = new BouncySprite( -54, -54 - 4, 5, BOUNCE_DURATION, 0.09, _age);
_arms2.loadWindowGraphic(AssetPaths.smear_arms2__png);
_arms2.animation.add("3-2", [15]);
_arms2.animation.add("3-1", [14]);
_arms2.animation.add("3-0", [13]);
_arms2.animation.add("2-2", [12]);
_arms2.animation.add("2-1", [11]);
_arms2.animation.add("2-0", [10]);
_arms2.animation.add("1-2", [9]);
_arms2.animation.add("1-1", [8]);
_arms2.animation.add("1-0", [7]);
_arms2.animation.add("0-2", [6]);
_arms2.animation.add("0-1", [5]);
_arms2.animation.add("0-0", [4]);
_arms2.animation.add("default", [0]);
_arms2.animation.add("sweater", [1]);
_arms2.animation.add("cheer", [2]);
_arms2.animation.add("sweater-cheer", [3]);
_arms2.animation.add("uncomfortable", [0]);
addPart(_arms2);
_legs2 = new BouncySprite( -54, -54 - 4, 4, BOUNCE_DURATION, -0.09, _age);
_legs2.loadWindowGraphic(AssetPaths.smear_legs2__png);
_legs2.animation.add("default", [0]);
_legs2.animation.add("0", [0]);
_legs2.animation.add("1", [0]);
_legs2.animation.add("2", [0]);
_legs2.animation.add("3", [0]);
_legs2.animation.add("4", [0]);
_legs2.animation.add("5", [0]);
_legs2.animation.add("6", [0]);
_legs2.animation.add("4-0", [1]);
_legs2.animation.add("4-1", [1]);
_legs2.animation.add("4-2", [2]);
_legs2.animation.add("4-3", [2]);
_legs2.animation.add("rub-left-foot0", [1, 3, 4]);
_legs2.animation.add("rub-left-foot1", [1, 5, 6]);
_legs2.animation.add("rub-left-foot2", [1, 7, 8]);
_legs2.animation.add("rub-right-foot0", [9, 10, 11]);
_legs2.animation.add("rub-right-foot1", [9, 12, 13]);
_legs2.animation.add("rub-right-foot2", [9, 14, 15]);
addPart(_legs2);
_interact = new BouncySprite( -54, -54, _dick._bounceAmount, _dick._bounceDuration, _dick._bouncePhase, _age);
if (_interactive)
{
reinitializeHandSprites();
add(_interact);
addVisualItem(_vibe.vibeRemote);
addVisualItem(_vibe.vibeInteract);
}
setNudity(PlayerData.level);
if (_interactive)
{
_vibe.loadDickGraphic(SmeargleResource.dickVibe);
if (PlayerData.smeaMale)
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4],
1 => [5, 6, 7, 8, 9],
2 => [10, 11, 12, 13, 14],
];
}
else
{
_vibe.dickFrameToVibeFrameMap = [
0 => [0, 1, 2, 3, 4, 5],
];
}
}
}
override public function setNudity(NudityLevel:Int)
{
super.setNudity(NudityLevel);
var sweaterAnim:String = "default";
if (NudityLevel == 0)
{
_underwear.visible = true;
sweaterAnim = "sweater";
_balls.visible = false;
_dick.visible = false;
}
if (NudityLevel == 1)
{
_underwear.visible = true;
sweaterAnim = "default";
_balls.visible = false;
_dick.visible = false;
}
if (NudityLevel >= 2)
{
_underwear.visible = false;
sweaterAnim = "default";
_balls.visible = true;
_dick.visible = true;
}
_arms0.animation.play(sweaterAnim);
_arms1.animation.play(sweaterAnim);
_torso0.animation.play(sweaterAnim);
_torso1.animation.play(sweaterAnim);
if (sweaterAnim == "sweater")
{
reposition(_torso1, members.indexOf(_legs1));
reposition(_torso0, members.indexOf(_legs1));
}
else
{
reposition(_torso1, members.indexOf(_armsBehind));
reposition(_torso0, members.indexOf(_armsBehind));
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (_cheerTimer > 0)
{
_cheerTimer -= elapsed;
if (_cheerTimer <= 0.8 && _head.animation.name != "cheer1")
{
_head.animation.play("cheer1");
}
}
if (_interactive && !SexyDebugState.debug)
{
_vibe.update(elapsed);
}
}
override public function cheerful():Void
{
super.cheerful();
_head.animation.play("cheer0");
_arms0.animation.play(_arms0.animation.name == "sweater" ? "sweater-cheer" : "cheer");
_armsBehind.animation.play(_arms0.animation.name);
_arms1.animation.play(_arms0.animation.name);
_arms2.animation.play(_arms0.animation.name);
_cheerTimer = 3;
}
override public function arrangeArmsAndLegs():Void
{
var rubbingFeet:Bool = _interact.visible
&& (_interact.animation.name == "rub-left-foot0"
|| _interact.animation.name == "rub-left-foot1"
|| _interact.animation.name == "rub-left-foot2"
|| _interact.animation.name == "rub-right-foot0"
|| _interact.animation.name == "rub-right-foot1"
|| _interact.animation.name == "rub-right-foot2");
var leftFootUp:Bool = _legs0.animation.name == "4-0" || _legs0.animation.name == "4-1";
var rightFootUp:Bool = _legs0.animation.name == "4-2" || _legs0.animation.name == "4-3";
if (rubbingFeet)
{
// can arrange legs; but, keep the same foot up
if (leftFootUp)
{
_legs0.animation.play(FlxG.random.getObject(["4-0", "4-1"]));
}
else if (rightFootUp)
{
_legs0.animation.play(FlxG.random.getObject(["4-2", "4-3"]));
}
}
else if (_vibe.dickVibe.visible)
{
// arrange legs so they don't block the cord
playNewAnim(_legs0, ["1", "4", "5", "6"]);
}
else {
// arrange legs normally
playNewAnim(_legs0, ["0", "1", "2", "3", "4", "5", "6"]);
}
if (_uncomfortable)
{
playNewAnim(_arms0, ["uncomfortable"]);
}
else if (_comfort <= 0)
{
playNewAnim(_arms0, ["0-0", "0-1", "0-2"]);
}
else if (_comfort == 1)
{
playNewAnim(_arms0, ["1-0", "1-1", "1-2"]);
}
else if (_comfort == 2)
{
playNewAnim(_arms0, ["2-0", "2-1", "2-2"]);
}
else {
playNewAnim(_arms0, ["3-0", "3-1", "3-2"]);
}
if (leftFootUp || rightFootUp)
{
avoidWonkyArmLegCombo();
}
syncArmsAndLegs();
}
public function syncArmsAndLegs():Void
{
if (_legs0.animation.name != null)
{
_legs1.animation.play(_legs0.animation.name);
_legs2.animation.play(_legs0.animation.name);
}
if (_arms0.animation.name != null)
{
_armsBehind.animation.play(_arms0.animation.name);
_arms1.animation.play(_arms0.animation.name);
_arms2.animation.play(_arms0.animation.name);
}
}
override public function setArousal(Arousal:Int)
{
super.setArousal(Arousal);
if (_interact.visible
&& (_interact.animation.name == "scritchhat-c"
|| _interact.animation.name == "palmhat-c"))
{
if (_arousal >= 4)
{
_head.animation.play("rubhat4-c");
}
else if (_arousal >= 2)
{
_head.animation.play("rubhat2-c");
}
else
{
_head.animation.play("rubhat1-c");
}
return;
}
if (_uncomfortable)
{
playNewAnim(_head, ["uncomfortable-s"]);
}
else if (_arousal == 0)
{
playNewAnim(_head, ["0-s", "0-se", "0-sw"]);
}
else if (_arousal == 1)
{
playNewAnim(_head, ["1-e", "1-ee", "1-c"]);
}
else if (_arousal == 2)
{
playNewAnim(_head, ["2-w", "2-se", "2-e"]);
}
else if (_arousal == 3)
{
playNewAnim(_head, ["3-ee", "3-sw", "3-c"]);
}
else if (_arousal == 4)
{
playNewAnim(_head, ["4-w", "4-e", "4-se"]);
}
else if (_arousal == 5)
{
playNewAnim(_head, ["5-sw", "5-ee", "5-c"]);
}
}
override public function playNewAnim(spr:FlxSprite, array:Array<String>)
{
super.playNewAnim(spr, array);
if (spr == _head)
{
updateBlush();
}
}
public function updateBlush()
{
var blushAnimName:String = _head.animation.name.substring(_head.animation.name.indexOf("-") + 1);
if (_blush.animation.getByName(blushAnimName) != null)
{
_blush.animation.play(blushAnimName);
}
else
{
_blush.animation.play("default");
}
}
/**
* Smeargle's arms and hand sometimes go behind his legs, or he'll sit
* cross-legged with his hands in front of his balls, things like that.
* But some of these combinations look weird or produce clipping errors.
*
* This method repositions Smeargle's limbs if they're in one of those
* combinations that looks bad.
*/
public function avoidWonkyArmLegCombo():Void
{
var leftFootUp:Bool = _legs0.animation.name == "4-0" || _legs0.animation.name == "4-1";
var rightFootUp:Bool = _legs0.animation.name == "4-2" || _legs0.animation.name == "4-3";
if (leftFootUp)
{
if (_arms0.animation.name == "2-0")
{
playNewAnim(_arms0, ["2-1", "2-2"]);
}
else if (_arms0.animation.name == "1-0")
{
playNewAnim(_arms0, ["1-1", "1-2"]);
}
else if (_arms0.animation.name == "uncomfortable")
{
playNewAnim(_arms0, ["0-0", "0-1", "0-2"]);
}
}
else if (rightFootUp)
{
if (_arms0.animation.name == "2-2")
{
playNewAnim(_arms0, ["2-0", "2-1"]);
}
else if (_arms0.animation.name == "1-0" || _arms0.animation.name == "1-1")
{
playNewAnim(_arms0, ["1-2"]);
}
else if (_arms0.animation.name == "0-2" || _arms0.animation.name == "default" || _arms0.animation.name == "uncomfortable")
{
playNewAnim(_arms0, ["0-0", "0-1"]);
}
}
}
override public function reinitializeHandSprites()
{
super.reinitializeHandSprites();
CursorUtils.initializeHandBouncySprite(_interact, AssetPaths.smear_interact__png);
if (PlayerData.smeaMale)
{
_interact.animation.add("rub-dick", [0, 1, 2]);
_interact.animation.add("jack-off", [8, 9, 10, 11, 12, 13]);
}
else
{
_interact.animation.add("rub-dick", [15, 23, 31, 39, 47]);
_interact.animation.add("jack-off", [15, 48, 49, 50, 51, 52]);
}
_interact.animation.add("rub-balls", [3, 4, 5, 6, 7]);
_interact.animation.add("pull-tongue", [16, 17, 18]);
_interact.animation.add("rub-left-foot0", [24, 25, 26]);
_interact.animation.add("rub-left-foot1", [24, 27, 28]);
_interact.animation.add("rub-left-foot2", [24, 29, 30]);
_interact.animation.add("rub-right-foot0", [32, 33, 34]);
_interact.animation.add("rub-right-foot1", [32, 35, 36]);
_interact.animation.add("rub-right-foot2", [32, 37, 38]);
_interact.animation.add("scritchhat-c", [19, 20, 21, 22]);
_interact.animation.add("palmhat-c", [40, 41, 42, 43]);
_interact.visible = false;
_vibe.reinitializeHandSprites();
}
public function setVibe(vibeVisible:Bool)
{
_vibe.setVisible(vibeVisible);
_dick.visible = !vibeVisible;
if (!vibeVisible)
{
_vibe.vibeSfx.setMode(VibeSfx.VibeMode.Off);
}
}
override public function destroy():Void
{
super.destroy();
_tail = FlxDestroyUtil.destroy(_tail);
_torso0 = FlxDestroyUtil.destroy(_torso0);
_torso1 = FlxDestroyUtil.destroy(_torso1);
_legs0 = FlxDestroyUtil.destroy(_legs0);
_underwear = FlxDestroyUtil.destroy(_underwear);
_balls = FlxDestroyUtil.destroy(_balls);
_legs1 = FlxDestroyUtil.destroy(_legs1);
_armsBehind = FlxDestroyUtil.destroy(_armsBehind);
_arms0 = FlxDestroyUtil.destroy(_arms0);
_arms1 = FlxDestroyUtil.destroy(_arms1);
_arms2 = FlxDestroyUtil.destroy(_arms2);
_neck = FlxDestroyUtil.destroy(_neck);
_tongue = FlxDestroyUtil.destroy(_tongue);
_blush = FlxDestroyUtil.destroy(_blush);
_legs2 = FlxDestroyUtil.destroy(_legs2);
_hat = FlxDestroyUtil.destroy(_hat);
_vibe = FlxDestroyUtil.destroy(_vibe);
}
}
|
argonvile/monster
|
source/poke/smea/SmeargleWindow.hx
|
hx
|
unknown
| 21,960 |
package puzzle;
import flixel.FlxG;
import flixel.graphics.FlxGraphic;
import flixel.group.FlxGroup;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import openfl.display.BitmapData;
import openfl.filters.BlurFilter;
import openfl.geom.Matrix;
import openfl.geom.Point;
import openfl.geom.Rectangle;
/**
* Graphics for the blue blobs which glow and move around the brain when
* synching
*/
class BrainBlobbyGroup extends FlxGroup
{
private var _zeroPoint:Point;
public var _blobColour:Int = 0x40A4C0;
public var _blobThreshold:Int = 0x10;
public var _shineColour:Int = 0x7FE4FF;
public var _shineThreshold:Int = 0x40;
private var _blur:BlurFilter;
// the buffer which gets drawn to and blurred
private var _blurBuffer:BitmapData;
public var _targetBuffer:BitmapData;
private var _highlightBuffer:BitmapData;
public var _blobOpacity:Int = 0xFF;
private var _clipRect:Rectangle;
private var _maskMatrix:Matrix;
public var _shineOpacity:Int = 0xFF;
private var _maskGraphic:FlxGraphic;
public function new(x:Float, y:Float, maskGraphic:FlxGraphic)
{
super(0);
_clipRect = new Rectangle(x, y, maskGraphic.width, maskGraphic.height);
_maskGraphic = maskGraphic;
_zeroPoint = new Point(0, 0);
_blur = new BlurFilter(12, 12, 3);
_maskMatrix = new Matrix();
_maskMatrix.translate(_clipRect.x, _clipRect.y);
_blurBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
_targetBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
_highlightBuffer = new BitmapData(FlxG.camera.width, FlxG.camera.height, true, 0x00);
}
public function setBlurAmount(BlurAmount:Int)
{
_blur.blurX = BlurAmount;
_blur.blurY = BlurAmount;
}
private function _clearCameraBuffer():Void
{
FlxG.camera.buffer.fillRect(FlxG.camera.buffer.rect, FlxColor.TRANSPARENT);
}
private function _swapCameraBuffer():Void
{
var tmpBuffer:BitmapData = FlxG.camera.buffer;
FlxG.camera.buffer = _blurBuffer;
_blurBuffer = tmpBuffer;
}
private function _postProcess():Void
{
_blurBuffer.applyFilter(_blurBuffer, _blurBuffer.rect, _zeroPoint, _blur);
_targetBuffer.fillRect(_targetBuffer.rect, 0xFF2084A0);
_targetBuffer.threshold(_blurBuffer, _blurBuffer.rect, _zeroPoint, '>', _blobThreshold << 16, _blobOpacity << 24 | _blobColour, 0x00FF0000, false);
_targetBuffer.threshold(_blurBuffer, _blurBuffer.rect, _zeroPoint, '>', _shineThreshold << 16, _shineOpacity << 24 | _shineColour, 0x00FF0000, false);
_targetBuffer.draw(_maskGraphic.bitmap, _maskMatrix);
_targetBuffer.threshold(_targetBuffer, new Rectangle(0, 0, _targetBuffer.width, _targetBuffer.height), new Point(0, 0), "==", 0xffff00ff, 0x00000000);
FlxG.camera.buffer.copyPixels(_targetBuffer, _clipRect, _clipRect.topLeft, null, null, true);
}
override public function draw():Void
{
// TODO: Need to handle non-flash targets, possibly by using PixelFilterUtils
#if flash
// Swap the camera to a different screen buffer
_swapCameraBuffer();
// then empty the camera buffer
_clearCameraBuffer();
#end
// then render using the parent code
super.draw();
#if flash
// then restore the camera buffer
_swapCameraBuffer();
// and draw the new one over the top
_postProcess();
#end
}
public function getBlurAmount()
{
return _blur.blurX;
}
override public function destroy():Void
{
super.destroy();
_zeroPoint = null;
_blur = null;
_blurBuffer = FlxDestroyUtil.dispose(_blurBuffer);
_targetBuffer = FlxDestroyUtil.dispose(_targetBuffer);
_highlightBuffer = FlxDestroyUtil.dispose(_highlightBuffer);
_clipRect = null;
}
}
|
argonvile/monster
|
source/puzzle/BrainBlobbyGroup.hx
|
hx
|
unknown
| 3,839 |
package puzzle;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.particles.FlxEmitter.FlxEmitterMode;
import flixel.effects.particles.FlxEmitter.FlxTypedEmitter;
import flixel.graphics.FlxGraphic;
import flixel.group.FlxGroup;
import flixel.math.FlxMath;
import flixel.math.FlxRect;
import flixel.util.FlxDestroyUtil;
import poke.abra.AbraDialog;
import puzzle.BrainSyncPanel;
/**
* BrainSyncPanel is a panel which shows human brain activity alongside Abra's
* brain activity. It's used during the end-game "sync chances".
*/
class BrainSyncPanel extends FlxGroup
{
/**
* Abra's "rank" decreases as they drink more. During the first sync chance
* they'll drink beer, and their rank drops from [100] to [60-80]. During the
* final sync chance they'll drink absinthe, and their rank drops from [50] to [0-30].
*
* 0: before first puzzle
* 1: before second puzzle
* 2: before third puzzle
* 3: highest possible rank after third puzzle
* 4: lowest possible rank after third puzzle
*/
private static var ABRA_RANKS:Array<Array<Int>> = [
[100, 85, 80, 80, 60], // beer; 0-1-1
[100, 85, 70, 65, 45], // sake; 0-1-2
[100, 70, 55, 50, 30], // soju; 0-2-3
[75, 60, 45, 40, 20], // rum; 2-3-4
[50, 40, 30, 30, 0], // absinthe; 3-4-4
];
private var playerRank:Int = 0;
private var abraRank:Int = 0;
public var leftHemisphere:LeftBrainHemisphere;
public var rightHemisphere:RightBrainHemisphere;
public function new(x:Float, y:Float)
{
super();
var brainBg:FlxSprite = new FlxSprite(x, y, AssetPaths.brain_bg__png);
add(brainBg);
leftHemisphere = new LeftBrainHemisphere(x, y, new FlxRect(136 - 85, 38, 85, 110), AssetPaths.brain_clip_man__png);
add(leftHemisphere.blobbyGroup);
rightHemisphere = new RightBrainHemisphere(x, y, new FlxRect(136, 38, 85, 110), AssetPaths.brain_clip_abra__png, leftHemisphere);
add(rightHemisphere.blobbyGroup);
// prepopulate with some particles
for (i in 0...30)
{
update(0.1);
}
}
public function setLeftActivityPct(pct:Float)
{
leftHemisphere.activityPct = pct;
}
public function setRightActivityPct(pct:Float)
{
rightHemisphere.activityPct = pct;
}
public function setSyncPct(pct:Float)
{
rightHemisphere.syncPct = pct;
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
leftHemisphere.update(elapsed);
rightHemisphere.update(elapsed);
}
override public function destroy():Void
{
super.destroy();
leftHemisphere = FlxDestroyUtil.destroy(leftHemisphere);
rightHemisphere = FlxDestroyUtil.destroy(rightHemisphere);
}
public static function getLowestTargetIq():Int
{
var finalTrialCount:Int = Std.int(FlxMath.bound(AbraDialog.getFinalTrialCount(), 0, 4));
return ABRA_RANKS[finalTrialCount][4];
}
public static function getHighestTargetIq():Int
{
var finalTrialCount:Int = Std.int(FlxMath.bound(AbraDialog.getFinalTrialCount(), 0, 4));
return ABRA_RANKS[finalTrialCount][3];
}
public static function newInstance(puzzleState:PuzzleState):BrainSyncPanel
{
var panel:BrainSyncPanel = new BrainSyncPanel(248, -24);
panel.refreshRankData(puzzleState);
return panel;
}
public function refreshRankData(puzzleState:PuzzleState)
{
setPlayerRank(RankTracker.computeAggregateRank());
var finalTrialCount:Int = Std.int(FlxMath.bound(AbraDialog.getFinalTrialCount(), 0, 4));
var abraRank:Int;
if (puzzleState._gameState >= 300)
{
// after puzzle solved
if (PlayerData.level == 2)
{
abraRank = FlxG.random.int(ABRA_RANKS[finalTrialCount][4], ABRA_RANKS[finalTrialCount][3]);
}
else
{
abraRank = ABRA_RANKS[finalTrialCount][PlayerData.level + 1];
}
}
else
{
// before puzzle started
abraRank = ABRA_RANKS[finalTrialCount][PlayerData.level];
}
setAbraRank(abraRank);
}
public function setPlayerRank(playerRank:Int)
{
this.playerRank = RankTracker.computeAggregateRank();
setLeftActivityPct(FlxMath.bound(playerRank / 100, 0, 1.0));
setSyncPct(FlxMath.bound(1.0 - (abraRank - playerRank) / 60, 0, 1.0));
}
public function setAbraRank(abraRank:Int)
{
this.abraRank = abraRank;
setRightActivityPct(FlxMath.bound(Math.max(abraRank, playerRank) / 100, 0, 1.0));
setSyncPct(FlxMath.bound(1.0 - (Math.max(abraRank, playerRank) - playerRank) / 60, 0, 1.0));
}
public function getPlayerRank():Int
{
return playerRank;
}
public function getAbraRank():Int
{
return abraRank;
}
public function isSuccessfulSync():Bool
{
return playerRank >= abraRank;
}
}
class BrainHemisphere implements IFlxDestroyable
{
private var x:Float = 0;
private var y:Float = 0;
public var activityPct:Float = 0.0;
public var emitter:FlxTypedEmitter<GlowyParticle>;
private var emitTimer:Float = 0;
private var emitFrequency:Float = 1.6;
public var blobbyGroup:BrainBlobbyGroup;
private var glowyBounds:FlxRect;
public function new(x:Float, y:Float, glowyBounds:FlxRect, clipGraphicAsset:String)
{
this.x = x;
this.y = y;
this.glowyBounds = glowyBounds;
blobbyGroup = new BrainBlobbyGroup(x, y, FlxGraphic.fromAssetKey(clipGraphicAsset));
emitter = new FlxTypedEmitter<GlowyParticle>(0, 0, 100);
for (i in 0...emitter.maxSize)
{
var particle:GlowyParticle = new GlowyParticle();
particle.makeGraphic(5, 5, 0xFFFFFFFF);
particle.exists = false;
emitter.add(particle);
}
emitter.angularVelocity.set(0);
emitter.launchMode = FlxEmitterMode.CIRCLE;
emitter.speed.set(5, 10, 0, 0);
emitter.acceleration.set(0);
emitter.lifespan.set(7.2);
blobbyGroup.add(emitter);
}
public function destroy():Void
{
emitter = FlxDestroyUtil.destroy(emitter);
blobbyGroup = FlxDestroyUtil.destroy(blobbyGroup);
}
public function update(elapsed:Float):Void
{
emitTimer -= elapsed;
while (emitTimer <= 0)
{
emitTimer += emitFrequency;
var baseX:Float = x + FlxG.random.float(glowyBounds.left, glowyBounds.right);
var baseY:Float = y + FlxG.random.float(glowyBounds.top, glowyBounds.bottom);
emitter.start(true, 0, 1);
for (i in 0...5)
{
emitter.x = baseX + FlxG.random.float(-12, 12);
emitter.y = baseY + FlxG.random.float(-12, 12);
var particle:GlowyParticle = emitter.emitParticle();
onEmit(particle);
}
emitter.emitting = false;
}
blobbyGroup._blobThreshold = Math.round(expScale(activityPct, 16, 4));
blobbyGroup._shineThreshold = Math.round(expScale(activityPct, 64, 16));
emitter.lifespan.set(expScale(activityPct, 7.2, 0.6));
emitFrequency = expScale(activityPct, 1.6, 0.05);
if (emitTimer > emitFrequency * 2)
{
emitTimer = emitFrequency * 2;
}
}
public function onEmit(glowyParticle:GlowyParticle)
{
}
/**
* Scales a number exponentially between min and max
*
* @param pct
* 0.0: return min
* 1.0: return max
*/
private static function expScale(pct:Float, min:Float, max:Float)
{
return min * Math.pow(max / min, FlxMath.bound(pct, 0, 1.0));
}
}
/**
* LeftBrainHemisphere displays the human half of the brain
*/
class LeftBrainHemisphere extends BrainHemisphere
{
public var sourceParticles:Array<GlowyParticle> = [];
override public function onEmit(glowyParticle:GlowyParticle)
{
super.onEmit(glowyParticle);
sourceParticles.push(glowyParticle);
sourceParticles.splice(0, sourceParticles.length - 25);
}
public function popParticle():GlowyParticle
{
return sourceParticles.pop();
}
override public function destroy():Void
{
super.destroy();
sourceParticles = FlxDestroyUtil.destroyArray(sourceParticles);
}
}
/**
* RightBrainHemisphere displays the Abra half of the brain
*/
class RightBrainHemisphere extends BrainHemisphere
{
public var sourceParticles:Array<GlowyParticle>;
public var syncPct:Float = 0.5;
private var leftHemisphere:LeftBrainHemisphere;
private var syncTimer:Float = 0;
private var syncFrequency:Float = 0.8;
public function new(x:Float, y:Float, glowyBounds:FlxRect, clipGraphicAsset:String, leftHemisphere:LeftBrainHemisphere)
{
super(x, y, glowyBounds, clipGraphicAsset);
this.leftHemisphere = leftHemisphere;
}
override public function onEmit(glowyParticle:GlowyParticle)
{
super.onEmit(glowyParticle);
if (leftHemisphere.sourceParticles.length > 0 && FlxG.random.float() < syncPct)
{
// synchronize our particles with the left particles
var sourceParticle:GlowyParticle = leftHemisphere.sourceParticles.pop();
glowyParticle.glowApex = sourceParticle.glowApex;
glowyParticle.x = (x + 136) + ((x + 136) - sourceParticle.x);
glowyParticle.y = sourceParticle.y;
glowyParticle.velocity.x = -sourceParticle.velocity.x;
glowyParticle.velocity.y = sourceParticle.velocity.y;
}
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
syncTimer -= elapsed;
while (syncTimer <= 0)
{
syncTimer += syncFrequency;
if (Math.abs(emitTimer - leftHemisphere.emitTimer) > 0.01)
{
// synchronize our timer with the left timer
emitTimer = (1 - 0.5 * syncPct) * emitTimer + (0.5 * syncPct) * leftHemisphere.emitTimer;
}
else
{
emitTimer = leftHemisphere.emitTimer;
}
}
}
override public function destroy():Void
{
super.destroy();
sourceParticles = FlxDestroyUtil.destroyArray(sourceParticles);
}
}
|
argonvile/monster
|
source/puzzle/BrainSyncPanel.hx
|
hx
|
unknown
| 9,625 |
package puzzle;
import MmStringTools.*;
import flixel.FlxG;
import openfl.utils.Object;
/**
* Pokemon have about 3 things they say when you give the incorrect answer to a
* puzzle, things like "Oh, something's wrong with the third clue" and "That
* clue has 3 hearts, but only 2 bugs in the correct position."
*
* This class acts as a model for all of the phrases a particular Pokemon says
* when you mess up the answer to a puzzle.
*/
class ClueDialog
{
private var tree:Array<Array<Object>>;
public var clueString:String;
public var clueSymbol:String;
public var bugType:String;
public var expectedBugType:String;
public var expectedCount:Int;
public var actualBugType:String;
public var actualCount:Int;
public var greetings:Array<String>;
private var _lightsOnIndex:Int = 31;
public function new(tree:Array<Array<Object>>, puzzleState:PuzzleState)
{
this.tree = tree;
computeMistakeInfo(puzzleState);
tree[1] = [10, 20, 30];
tree[10] = [FlxG.random.getObject(["Oops", "Crap", "Ugh"])];
tree[11] = ["%lights-on%"];
tree[20] = [FlxG.random.getObject(["Yeah", "I see", "Right"])];
tree[21] = ["%lights-on%"];
tree[30] = [FlxG.random.getObject(["What?", "Huh?", "Ehh?", "I don't\nget it"])];
tree[31] = ["%lights-on%"];
tree[10000] = ["%lights-on%"];
}
public function setOops0(s:String) {
tree[10] = [s];
}
public function setOops1(s:String) {
tree[20] = [s];
}
public function setHelp(s:String) {
tree[30] = [s];
}
private function computeMistakeInfo(puzzleState:PuzzleState)
{
var mistake:PuzzleState.Mistake = puzzleState.computeMistake();
clueString = ["first clue", "second clue", "third clue", "fourth clue", "fifth clue", "sixth clue", "seventh clue", "eighth clue"][mistake.clueIndex];
if (Std.int(mistake.expectedMarkers / 10) != Std.int(mistake.actualMarkers / 10)) {
expectedCount = Std.int(mistake.expectedMarkers / 10);
actualCount = Std.int(mistake.actualMarkers / 10);
clueSymbol = englishNumber(expectedCount) + " " + "hearts";
bugType = "bugs in the correct position";
} else {
expectedCount = mistake.expectedMarkers % 10;
actualCount = mistake.actualMarkers % 10;
clueSymbol = englishNumber(expectedCount) + " " + (puzzleState._puzzle._easy ? "hearts" : "dots");
bugType = puzzleState._puzzle._easy ? "bugs correct" : "bugs in the wrong position";
}
expectedBugType = englishNumber(expectedCount) + " " + bugType;
actualBugType = englishNumber(actualCount) + " " + bugType;
expectedBugType = StringTools.replace(expectedBugType, "one bugs", "one bug");
actualBugType = StringTools.replace(actualBugType, "one bugs", "one bug");
clueSymbol = StringTools.replace(clueSymbol, "one hearts", "one heart");
clueSymbol = StringTools.replace(clueSymbol, "one hearts", "one heart");
clueSymbol = StringTools.replace(clueSymbol, "one dots", "one dot");
}
private function filter(?startIndex:Int, ?endIndex:Int) {
if (endIndex == null) {
if (startIndex != null) {
endIndex = startIndex;
} else {
endIndex = tree.length - 1;
}
}
if (startIndex == null) {
startIndex = 0;
}
for (i in startIndex...endIndex + 1) {
DialogTree.replace(tree, i, "<first clue>", clueString);
DialogTree.replace(tree, i, "<First clue>", clueString.charAt(0).toUpperCase + clueString.substring(1));
DialogTree.replace(tree, i, "<bugs in the correct position>", bugType);
DialogTree.replace(tree, i, "<e hearts>", clueSymbol);
DialogTree.replace(tree, i, "<e bugs in the correct position>", expectedBugType);
DialogTree.replace(tree, i, "<a bugs in the correct position>", actualBugType);
DialogTree.replace(tree, i, "<e>", englishNumber(expectedCount));
DialogTree.replace(tree, i, "<a>", englishNumber(actualCount));
}
}
public function setGreetings(greetings:Array<String>)
{
tree[0] = [cast FlxG.random.getObject(greetings)];
filter(0);
}
public function pushExplanation(string:String)
{
tree[_lightsOnIndex] = [string];
filter(_lightsOnIndex);
_lightsOnIndex++;
tree[_lightsOnIndex] = ["%lights-on%"];
}
public function fixExplanation(sub:String, by:String)
{
DialogTree.replace(tree, _lightsOnIndex - 1, sub, by);
}
public function setQuestions(array:Array<String>)
{
tree[30] = [cast FlxG.random.getObject(array)];
}
}
|
argonvile/monster
|
source/puzzle/ClueDialog.hx
|
hx
|
unknown
| 4,462 |
package puzzle;
import MmStringTools.*;
import critter.Critter;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.effects.FlxFlicker;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil;
/**
* Creates and repositions the bugs, clue boxes and answer boxes for a puzzle.
*
* When the player has one of the puzzle keys, they can be prompted to upgrade
* an easy puzzle into a more difficult one. That's the most complex scenario
* for ClueFactory, as it involves bugs running offscreen, possibly introducing
* a new bug color and shifting boxes around.
*
* To avoid duplicating logic and code, ClueFactory simply treats the
* initialization of a new puzzle as "upgrading a null puzzle into an easy
* puzzle", Even when it's initializing a puzzle for the first time. This is
* why you see a lot of references to things like "oldColors" and "newColors",
* "oldCritters" and "newCritters".
*/
class ClueFactory implements IFlxDestroyable
{
private var _puzzleState:PuzzleState;
public var _offsetX:Float;
public var _gridX:Float;
public var _gridY:Float;
public var _gridWidth:Float;
public var _gridHeight:Float;
private var _oldClueCount:Int;
private var _oldColorCount:Int;
private var _newClueCount:Int;
private var _newPegCount:Int;
private var _newColorCount:Int;
private var _markerSprites:Array<FlxSprite> = [];
public function new(puzzleState:PuzzleState)
{
this._puzzleState = puzzleState;
}
public function reinitialize()
{
cachePuzzleDetails();
initializeClueCells();
removeOldClueCritters();
removeOldMarkers();
updateCritterColors();
addNewClueCritters();
addNewMarkers();
refreshClueLights();
refreshColorNames();
}
function refreshColorNames():Void
{
// restore original color names
for (i in 0..._oldColorCount)
{
Critter.CRITTER_COLORS[i].english = substringBefore(Critter.CRITTER_COLORS[i].englishBackup, "/");
}
// determine ambiguous color names
var colorNames:Map<String, Bool> = new Map<String, Bool>();
var ambiguousColorNames:Map<String, Bool> = new Map<String, Bool>();
for (i in 0..._newColorCount)
{
var critterColor:CritterColor = Critter.CRITTER_COLORS[i];
if (colorNames[critterColor.english] == true)
{
ambiguousColorNames[critterColor.english] = true;
}
else
{
colorNames[critterColor.english] = true;
}
}
// alter ambiguous color names to be unambiguous
for (i in 0..._newColorCount)
{
var critterColor:CritterColor = Critter.CRITTER_COLORS[i];
if (ambiguousColorNames[critterColor.english] == true)
{
critterColor.english = substringAfter(critterColor.englishBackup, "/");
}
}
}
function eventRunOffscreenAndVanish(params:Array<Dynamic>):Void
{
runOffscreenAndVanish(params[0]);
}
function runOffscreenAndVanish(critter:Critter):Void
{
var cell:Cell.ICell = _puzzleState.findCell(critter);
if (cell != null)
{
cell.removeCritter(critter);
cell.unassignCritter(critter);
}
var holopad:Holopad = _puzzleState.findHolopad(critter);
if (holopad != null)
{
holopad.removeCritter(critter);
}
var direction:Float = FlxG.random.float(0, 2 * Math.PI);
var dx:Float = 40 * Math.cos(direction);
var dy:Float = 40 * Math.sin(direction);
var x = critter._soulSprite.x;
var y = critter._soulSprite.y;
while (x >= -80 && y <= FlxG.width + 80 && y >= -80 && y <= FlxG.height + 80)
{
x += dx;
y += dy;
}
critter.uncube(); // shouldn't be cubed, but just in case
critter.runTo(x, y, critterVanish);
}
function critterVanish(critter:Critter):Void
{
critter.destroy();
_puzzleState._clueCritters.remove(critter);
_puzzleState._critters.remove(critter);
}
function eventJumpOutOfCellAndVanish(params:Array<Dynamic>):Void
{
jumpOutOfCellAndVanish(params[0]);
}
function jumpOutOfCellAndVanish(critter:Critter)
{
_puzzleState.jumpOutOfCell(critter, runOffscreenAndVanish);
}
function eventCellFlicker(params:Array<Dynamic>)
{
var cell:Cell = params[0];
FlxFlicker.flicker(cell._frontSprite, 0.5, 0.04, false, false);
FlxFlicker.flicker(cell._sprite, 0.5, 0.04, false, false);
}
function eventCellVanish(params:Array<Dynamic>)
{
var cell:Cell = params[0];
_puzzleState._clueCells.remove(cell);
_puzzleState._allCells.remove(cell);
cell.destroy();
}
function eventOpenCell(params:Array<Dynamic>)
{
var cell:Cell = params[0];
cell.open();
}
function eventCellSlideTo(params:Array<Dynamic>)
{
var cell:Cell = params[0];
var destX:Float = params[1];
var destY:Float = params[2];
FlxTween.tween(cell._sprite, {x:destX, y:destY}, 0.5, {ease:FlxEase.quadInOut});
FlxTween.tween(cell._frontSprite, {x:destX, y:destY + 2}, 0.5, {ease:FlxEase.quadInOut});
if (cell._critter != null)
{
var dx:Float = destX - cell._sprite.x;
var dy:Float = destY - cell._sprite.y;
FlxTween.tween(cell._critter._targetSprite, {x:cell._critter._targetSprite.x + dx, y:cell._critter._targetSprite.y + dy}, 0.5, {ease:FlxEase.quadInOut});
}
}
function eventCellFlickerIn(params:Array<Dynamic>)
{
var cell:Cell = params[0];
FlxFlicker.flicker(cell._frontSprite, 0.5, 0.04, true);
FlxFlicker.flicker(cell._sprite, 0.5, 0.04, true);
}
function cachePuzzleDetails():Void
{
_oldClueCount = _newClueCount;
_oldColorCount = _newColorCount;
_newClueCount = _puzzleState._puzzle._clueCount;
_newPegCount = _puzzleState._puzzle._pegCount;
_newColorCount = _puzzleState._puzzle._colorCount;
_offsetX = 512;
_gridX = _offsetX + 4;
_gridY = 30 + 43;
_gridWidth = 51;
_gridHeight = 267 / Math.max(_newClueCount + (_puzzleState._tutorial == null ? 0 : 0.3), 4);
if (_newPegCount == 7)
{
_gridHeight = 297 / 6;
}
if (_newPegCount >= 5)
{
_gridWidth = 39;
}
if (_newPegCount <= 3)
{
_gridX = _offsetX + 208 - _newPegCount * _gridWidth;
}
if (_newPegCount == 7)
{
// clues take up the top row for 7-peg puzzles
}
else {
_gridY += _gridHeight;
}
}
function refreshClueLights():Void
{
for (clueIndex in 0..._oldClueCount)
{
_puzzleState._puzzleLightsManager.removeClueLight(clueIndex);
}
for (clueIndex in 0..._newClueCount)
{
_puzzleState._puzzleLightsManager.addClueLight(clueIndex);
for (pegIndex in 0..._newPegCount)
{
var cellPosition:FlxPoint = getCellPosition(clueIndex, pegIndex);
if (_puzzleState._puzzle._easy)
{
if (pegIndex > 0)
{
continue;
}
_puzzleState._puzzleLightsManager.growLeftClueLight(clueIndex, pegIndex, FlxRect.get(cellPosition.x + 20, cellPosition.y - 16, 98, 44));
}
else
{
_puzzleState._puzzleLightsManager.growLeftClueLight(clueIndex, pegIndex, FlxRect.get(cellPosition.x, cellPosition.y, 36, 10));
}
}
for (pegIndex in 0..._newPegCount)
{
var markerPosition:FlxPoint = getMarkerPosition(clueIndex, pegIndex);
_puzzleState._puzzleLightsManager.growRightClueLight(clueIndex, FlxRect.get(markerPosition.x, markerPosition.y, 8, 8));
}
}
}
function initializeClueCells():Void
{
if (_oldClueCount != _newClueCount)
{
if (_newClueCount > _oldClueCount)
{
var newCells:Array<Cell.ICell> = [];
// need to place new clue cells
for (clueIndex in _oldClueCount..._newClueCount)
{
for (pegIndex in 0..._newPegCount)
{
var cellPosition:FlxPoint = getCellPosition(clueIndex, pegIndex);
var cell:Cell.ICell;
if (_puzzleState._puzzle._easy)
{
if (pegIndex > 0)
{
continue;
}
var c = new BigCell(cellPosition.x + 20, cellPosition.y - 16);
c._clueIndex = clueIndex;
cell = c;
}
else
{
var c = new Cell(cellPosition.x, cellPosition.y);
c._clueIndex = clueIndex;
c._pegIndex = pegIndex;
cell = c;
}
_puzzleState._midSprites.add(cell.getSprite());
_puzzleState._midSprites.add(cell.getFrontSprite());
_puzzleState._clueCells.push(cell);
_puzzleState._allCells.push(cell);
newCells.push(cell);
}
}
if (_oldClueCount > 0)
{
FlxG.random.shuffle(newCells);
for (i in 0...newCells.length)
{
newCells[i].getFrontSprite().visible = false;
newCells[i].getSprite().visible = false;
_puzzleState._eventStack.addEvent({time:0.7 + 0.2 * i, callback:eventCellFlickerIn, args:[newCells[i]]});
}
}
}
}
}
function getCellPosition(clueIndex:Int, pegIndex:Int, ?holder:FlxPoint):FlxPoint
{
if (holder == null)
{
holder = FlxPoint.get();
}
holder.set(_gridX + _gridWidth * pegIndex, _gridY + _gridHeight * clueIndex);
if (_newPegCount == 7)
{
if (clueIndex % 2 == 0)
{
holder.x -= 512;
}
else
{
holder.x += 44;
holder.y -= _gridHeight;
}
if (clueIndex == 0 || clueIndex == 3 || clueIndex == 4)
{
holder.x += _gridWidth * 1.5;
}
if (pegIndex <= 1)
{
holder.x += _gridWidth * 0.5;
}
else if (pegIndex >= 2 && pegIndex <= 4)
{
holder.y += 30;
holder.x -= _gridWidth * 2;
}
else if (pegIndex >= 5)
{
holder.y += 60;
holder.x -= _gridWidth * 4.5;
}
}
if (_puzzleState._puzzle._easy)
{
if (clueIndex % 2 == 0)
{
holder.x -= 32;
}
}
return holder;
}
function removeOldClueCritters():Void
{
if (_puzzleState._puzzle._easy && _puzzleState._clueCritters.length > 0)
{
/*
* We only ever remove clue critters when upgrading to a harder
* puzzle. There's no concept of upgrading a 3-peg puzzle to a
* harder version.
*/
throw "removeOldClueCritters() does not support easy puzzles";
}
var eventTime:Float = 0;
// remove existing clueCritters...
for (critter in _puzzleState._clueCritters)
{
// old clues are taken away
var cell:Cell = cast(_puzzleState.findCell(critter));
if (critter.isCubed())
{
// critters in cells uncube, run away and vanish...
_puzzleState._eventStack.addEvent({time:eventTime, callback:eventJumpOutOfCellAndVanish, args:[critter]});
_puzzleState._eventStack.addEvent({time:eventTime, callback:eventOpenCell, args:[cell]});
eventTime += FlxG.random.float(0.02, 0.10);
var cell:Cell = cast(_puzzleState.findCell(critter));
}
else if (critter._runToCallback == _puzzleState.jumpIntoCell)
{
critter._runToCallback = jumpOutOfCellAndVanish;
}
else
{
// clueCritters run away and vanish...
_puzzleState._eventStack.addEvent({time:eventTime, callback:eventRunOffscreenAndVanish, args:[critter]});
eventTime += FlxG.random.float(0.02, 0.06);
}
if (_oldClueCount != _newClueCount)
{
if (cell != null)
{
if (cell._clueIndex >= _newClueCount)
{
cell._critter = null;
_puzzleState._eventStack.addEvent({time:eventTime + .1, callback:eventCellFlicker, args:[cell]});
_puzzleState._eventStack.addEvent({time:eventTime + .6, callback:eventCellVanish, args:[cell]});
}
else
{
var cellPosition:FlxPoint = getCellPosition(cell._clueIndex, cell._pegIndex);
_puzzleState._eventStack.addEvent({time:eventTime + .1, callback:eventCellSlideTo, args:[cell, cellPosition.x, cellPosition.y]});
}
}
}
}
_puzzleState._clueCritters.splice(0, _puzzleState._clueCritters.length);
}
function removeOldMarkers():Void
{
_markerSprites = FlxDestroyUtil.destroyArray(_markerSprites);
_markerSprites = [];
}
function addNewClueCritters():Void
{
for (cell in _puzzleState._clueCells)
{
if (cell.getClueIndex() >= _newClueCount)
{
continue;
}
var critters:Array<Critter> = [];
if (_puzzleState._puzzle._easy)
{
for (p in 0..._puzzleState._puzzle._pegCount)
{
var critter:Critter = new Critter(FlxG.random.float(0, FlxG.width), FlxG.random.float(0, FlxG.height), _puzzleState._backdrop);
critter.setColor(Critter.CRITTER_COLORS[_puzzleState._puzzle._guesses[cell.getClueIndex()][p]]);
critters.push(critter);
}
}
else
{
var critter:Critter = new Critter(FlxG.random.float(0, FlxG.width), FlxG.random.float(0, FlxG.height), _puzzleState._backdrop);
critter.setColor(Critter.CRITTER_COLORS[_puzzleState._puzzle._guesses[cell.getClueIndex()][cast(cell, Cell)._pegIndex]]);
critters.push(critter);
}
for (critter in critters)
{
if (_newPegCount == 7)
{
// 360 degrees; bugs come from everywhere
if (FlxG.random.bool(0.25))
{
critter.setPosition(FlxG.random.bool() ? -40 : FlxG.width + 40, critter._soulSprite.y);
}
else
{
critter.setPosition(critter._soulSprite.x, FlxG.random.bool() ? -40 : FlxG.height + 40);
}
}
else
{
//180 degrees; bugs only come from the right side
if (FlxG.random.bool())
{
critter.setPosition(FlxG.width + 40, critter._soulSprite.y);
}
else
{
while (critter._soulSprite.x < FlxG.width / 2)
{
critter._soulSprite.x += FlxG.width / 2;
}
critter.setPosition(critter._soulSprite.x, FlxG.random.bool() ? -40 : FlxG.height + 40);
}
}
critter.neverIdle();
_puzzleState.addCritter(critter);
_puzzleState._critters.remove(critter);
_puzzleState._clueCritters.push(critter);
cell.assignCritter(critter);
var distX:Float = FlxG.random.float(40, 60);
var distY:Float = FlxG.random.float(20, 60);
var posX:Float = FlxG.random.float(_gridX - _gridWidth * 0.5, _gridX + _gridWidth * _newPegCount + _gridWidth * 0.5);
var posY:Float = FlxG.random.float(_gridY - _gridHeight * 0.5, _gridY + _gridHeight * _newPegCount + _gridHeight * 0.5);
if (_newPegCount == 7)
{
if (cell.getClueIndex() % 2 == 0)
{
posX -= (512 - 44);
}
}
critter.runTo(posX - distX, posY - distY, null);
}
}
FlxG.random.shuffle(_puzzleState._clueCritters);
}
function updateCritterColors():Void
{
if (_oldColorCount != _newColorCount)
{
if (_oldColorCount > _newColorCount)
{
// color was removed; remove wrong-color critters
var colorsToRemove:Array<CritterColor> = [];
for (i in _newColorCount..._oldColorCount)
{
colorsToRemove.push(Critter.CRITTER_COLORS[i]);
}
for (_critter in _puzzleState._critters)
{
if (colorsToRemove.indexOf(_critter._critterColor) != -1)
{
runOffscreenAndVanish(_critter);
}
}
}
if (_oldColorCount < _newColorCount)
{
// color was added; introduce new-color critters
var colorIndexesToCreate:Array<Int> = [];
for (i in _oldColorCount..._newColorCount)
{
colorIndexesToCreate.push(i);
}
var crittersPerColor:Int = 9;
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
crittersPerColor = 5;
}
else if (PlayerData.detailLevel == PlayerData.DetailLevel.Low)
{
crittersPerColor = 7;
}
var z:Int = 0;
for (i in 0...crittersPerColor * colorIndexesToCreate.length)
{
var colorIndex:Int = colorIndexesToCreate[i % colorIndexesToCreate.length];
var critter = new Critter((z % FlxG.width) - 10, FlxG.height + 40 + Std.int(z / FlxG.width) * 20, _puzzleState._backdrop);
critter.setColor(Critter.CRITTER_COLORS[colorIndex]);
_puzzleState.addCritter(critter);
z += 44;
}
_puzzleState.refillCritters();
}
if (_oldColorCount > 0)
{
var scoochPercent:Float = _oldColorCount / _newColorCount;
// scooch existing critters left/right
for (critter in _puzzleState._critters)
{
if (_puzzleState.isInRefillArea(critter))
{
critter._targetSprite.x *= scoochPercent;
}
}
}
}
}
function addNewMarkers():Void
{
for (clueIndex in 0..._newClueCount)
{
var markerInt:Int = _puzzleState._puzzle._markers[clueIndex];
for (pegIndex in 0..._newPegCount)
{
if (markerInt == 0)
{
break;
}
var markerPosition:FlxPoint = getMarkerPosition(clueIndex, pegIndex);
var bouncePhase:Float = (((_newPegCount - pegIndex) / 3 + clueIndex) % _newPegCount) * (1.0 / _newPegCount);
if (_newPegCount == 7)
{
if (pegIndex >= 5)
{
bouncePhase = (((_newPegCount - (pegIndex - 4.5)) / 3 + clueIndex) % _newPegCount) * (1.0 / _newPegCount);
}
}
var markerSprite = new BouncySprite(markerPosition.x, markerPosition.y, 4, 3, bouncePhase);
markerSprite.loadGraphic(AssetPaths.markers__png, true, 24, 24);
if (markerInt >= 10)
{
markerSprite.animation.frameIndex = 2;
markerInt -= 10;
}
else if (markerInt >= 1)
{
markerSprite.animation.frameIndex = _puzzleState._puzzle._easy ? 3 : 1;
markerInt -= 1;
}
var shadow:Shadow = _puzzleState._shadowGroup.makeShadow(markerSprite, (markerSprite.animation.frameIndex == 2) ? 0.5 : 0.3);
markerSprite.setSize(8, 8);
markerSprite.offset.x = 8;
markerSprite._baseOffsetY = 18;
_puzzleState._midSprites.add(markerSprite);
_markerSprites.push(markerSprite);
}
}
}
function getMarkerPosition(clueIndex:Int, pegIndex:Int, ?holder:FlxPoint):FlxPoint
{
if (holder == null)
{
holder = FlxPoint.get();
}
holder.set(_offsetX + 204 + 9 * pegIndex, _gridY + _gridHeight * clueIndex - 2);
if (_newPegCount == 7)
{
holder.x -= _gridWidth * 2.5;
holder.y += -9;
if (clueIndex % 2 == 0)
{
holder.x -= 512;
}
else
{
holder.x += 44;
holder.y -= _gridHeight;
}
if (clueIndex == 0 || clueIndex == 3 || clueIndex == 4)
{
holder.x += _gridWidth * 1.5;
}
if (pegIndex == 1 || pegIndex == 3)
{
}
else if (pegIndex <= 4)
{
holder.y += 9;
}
else if (pegIndex >= 5)
{
holder.x += 9 * pegIndex;
holder.y += 9 * 2;
holder.x -= 18 * 4.5;
}
}
else {
if (pegIndex % 2 == 1)
{
holder.y += 9;
}
}
if (_puzzleState._puzzle._easy)
{
if (clueIndex % 2 == 0)
{
holder.x -= 32;
}
}
return holder;
}
public function destroy():Void
{
_puzzleState = null;
_markerSprites = FlxDestroyUtil.destroyArray(_markerSprites);
}
}
|
argonvile/monster
|
source/puzzle/ClueFactory.hx
|
hx
|
unknown
| 18,834 |
package puzzle;
import flixel.FlxG;
import flixel.effects.particles.FlxParticle;
/**
* A particle which starts out invisible, fades to opaque, and fades back out.
* This creates sort of a firefly effect.
*/
class GlowyParticle extends FlxParticle
{
public var glowApex:Float = 0.5;
override public function onEmit():Void
{
super.onEmit();
alphaRange.active = false;
alpha = 0;
glowApex = FlxG.random.float(0.05, 0.95);
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
if (age < glowApex * lifespan)
{
alpha = age / (glowApex * lifespan);
}
else if (age < lifespan)
{
alpha = (lifespan - age) / (lifespan - (glowApex * lifespan));
}
else {
alpha = 0;
}
}
}
|
argonvile/monster
|
source/puzzle/GlowyParticle.hx
|
hx
|
unknown
| 770 |
package puzzle;
import critter.Critter;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import openfl.display.BlendMode;
using flixel.util.FlxSpriteUtil;
/**
* During the harder puzzles there are some holographic pads the player can use
* as a solving tool.
*
* The Hologram class controls the actual holograms which look like little
* transparent versions of the bug.
*/
class Hologram extends FlxSprite
{
public var _holopad:Holopad;
var disruption0:Float;
var disruption1:Float;
var delay:Float = 0;
public var _pegIndex:Int = 0;
public function new(holopad:Holopad, pegIndex:Int, X:Float=0, Y:Float=0)
{
super(X, Y);
this._holopad = holopad;
this._pegIndex = pegIndex;
makeGraphic(64, 64, FlxColor.TRANSPARENT, true);
setSize(36, 10);
offset.set(14, 39);
alpha = 0.70;
disruption0 = disruption1 = FlxG.random.float(0, pixels.height * 1.5);
}
override public function update(elapsed:Float):Void {
super.update(elapsed);
FlxSpriteUtil.fill(this, FlxColor.TRANSPARENT);
if (_holopad._critter != null) {
stamp(_holopad._critter._bodySprite, 0, 0);
stamp(_holopad._critter._headSprite, 0, 0);
}
delay -= elapsed;
if (delay < 0) {
delay += 1 / Critter._FRAME_RATE;
disruption0 -= 0.2 * pixels.height / Critter._FRAME_RATE;
if (disruption0 < 0) {
disruption0 += FlxG.random.float(pixels.height, pixels.height * 1.5);
}
disruption1 = FlxG.random.float(disruption0 - 5, disruption0 + 5);
}
// Erase a little stripe of the hologram to make it look more hologrammy
FlxSpriteUtil.drawLine(this, 0, disruption0, pixels.width, disruption1, { color:FlxColor.WHITE, thickness: 3 }, { blendMode: BlendMode.ERASE } );
}
override public function destroy():Void {
super.destroy();
}
}
|
argonvile/monster
|
source/puzzle/Hologram.hx
|
hx
|
unknown
| 1,841 |
package puzzle;
import critter.SingleCritterHolder;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* Graphics for the elliptical holographic platforms in the puzzles, which are
* capable of holding a single bug.
*/
class Holopad extends SingleCritterHolder implements IFlxDestroyable
{
public function new(X:Float, Y:Float)
{
super(X, Y);
_sprite.loadGraphic(AssetPaths.holopad__png, true, 64, 64);
_sprite.setSize(36, 10);
_sprite.offset.set(14, 39);
}
}
|
argonvile/monster
|
source/puzzle/Holopad.hx
|
hx
|
unknown
| 533 |
package puzzle;
import flixel.FlxG;
import flixel.math.FlxRandom;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
/**
* ...
* @author
*/
class Puzzle implements IFlxDestroyable
{
/*
* The random generator to use for puzzle randomization. Can be overwritten
* for seeded puzzles.
*/
public static var PUZZLE_RANDOM:FlxRandom = FlxG.random;
public static var REWARDS:Array<Int> = [0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 70, 80, 90, 100, 115, 135, 150, 175, 200, 230, 270, 300, 350, 400, 450, 500, 575, 675, 750, 875, 1000, 1150, 1350, 1500, 1750, 2000, 2300, 2700, 3000, 3500, 4000, 4500, 5000, 5750, 6750, 7500, 8750, 10000, 11500, 13500, 15000, 17500, 20000, 23000, 27000, 30000, 35000, 40000, 45000, 50000, 57500, 67500, 75000, 87500, 100000];
public var _reward:Int;
public var _pegCount:Int;
public var _colorCount:Int;
public var _clueCount:Int;
public var _difficulty:Int;
public var _answer:Array<Int>;
public var _guesses:Array<Array<Int>> = [];
public var _markers:Array<Int> = [];
public var _puzzleIndex:Int;
public var _puzzlePercentile:Float; // on a scale of 0-1, how hard is it
public var _easy:Bool;
/**
* Initializes a puzzle from an input array. The input array contains the
* definition for a single puzzle.
*
* For example, [341, 5, 3042, 2121, 1, 1343, 11, 4342, 21, 2424, 2]:
*
* [
* 341, // Difficulty 341.
* 5, // 5 colors.
* 3042, // The solution is 3-0-4-2. Each number is a different color, so this might be blue-red-green-yellow.
* 2121, // The first guess is 2-1-2-1...
* 1, // The first guess has one bug in the wrong position
* 1343, // The second guess is 1-3-4-3...
* 11, // The second guess has one bug in the right position, and one bug in the wrong position.
* 4342, // The third guess is 4-3-4-2...
* 21, // The third guess has two bugs in the right position, and one bug in the wrong position.
* 2424, // The fourth guess is 2-4-2-4...
* 2 // The fourth guess has two bugs in the wrong position
* ]
*
* @param pegCount number of pegs in each clue (3, 4, 5 or 7)
* @param array input array which defines the puzzle
*/
public function new(pegCount:Int, array:Array<Int>)
{
this._pegCount = pegCount;
this._difficulty = array[0];
this._colorCount = array[1];
this._clueCount = Std.int((array.length - 3) / 2);
this._answer = intToArray(array[2]);
var index:Int = 3;
while (index < array.length)
{
_guesses.push(intToArray(array[index]));
_markers.push(array[index+1]);
index += 2;
}
/*
* Easy(36).....................$25
*
* 3-Peg(79)....................$50
*
* 4-Peg(206)...................$135
* Hard(289 * 1.25)............$230
*
* 5-Peg(587)...................$400
* Hard(789 * 1.25)............$575
* NM(1404 * 1.25 * 1.25)....$1350
*
* 7-peg(3505 * 1.25 * 1.25)....$3500
*/
_reward = getSmallestRewardGreaterThan(_difficulty * 0.6);
}
public static function getSmallestRewardGreaterThan(i:Float)
{
for (possibleReward in REWARDS)
{
if (possibleReward >= i)
{
return possibleReward;
}
}
return REWARDS[REWARDS.length - 1];
}
/**
* Rearranges a puzzle's peg positions, colors, and the order of guesses.
*/
public function randomize()
{
// shuffle the order of guesses
{
var i = _clueCount - 1;
while (0 < i)
{
var j = PUZZLE_RANDOM.int(0, i - 1);
swap(_guesses, i, j);
swap(_markers, i, j);
i--;
}
}
// shuffle the colors
var newColors:Map<Int, Int> = randomMapping(_colorCount);
for (guess in 0..._guesses.length)
{
for (i in 0..._pegCount)
{
_guesses[guess][i] = newColors.get(_guesses[guess][i]);
}
}
for (i in 0..._pegCount)
{
_answer[i] = newColors.get(_answer[i]);
}
// shuffle the positions
var newPositions:Map<Int, Int>;
if (_pegCount == 7)
{
/*
* 7-peg puzzles can't be shuffled traditionally without breaking
* the "neighbor" rule. But, we can still rotate and flip them
* safely
*/
newPositions = [0 => 0, 1 => 1, 2 => 2, 3 => 3, 4 => 4, 5 => 5, 6 => 6];
var rotateCount:Int = PUZZLE_RANDOM.int(0, 5);
var flip:Bool = PUZZLE_RANDOM.bool();
for (i in 0...rotateCount)
{
var tmp:Map<Int, Int> = new Map<Int, Int>();
tmp[0] = newPositions[2];
tmp[1] = newPositions[0];
tmp[2] = newPositions[5];
tmp[3] = newPositions[3];
tmp[4] = newPositions[1];
tmp[5] = newPositions[6];
tmp[6] = newPositions[4];
newPositions = tmp;
}
if (flip)
{
var tmp:Map<Int, Int> = new Map<Int, Int>();
tmp[0] = newPositions[1];
tmp[1] = newPositions[0];
tmp[2] = newPositions[4];
tmp[3] = newPositions[3];
tmp[4] = newPositions[2];
tmp[5] = newPositions[6];
tmp[6] = newPositions[5];
newPositions = tmp;
}
}
else
{
newPositions = randomMapping(_pegCount);
}
for (guess in 0..._guesses.length)
{
var oldGuess:Array<Int> = _guesses[guess];
var newGuess:Array<Int> = [];
for (i in 0..._pegCount)
{
newGuess[i] = oldGuess[newPositions.get(i)];
}
_guesses[guess] = newGuess;
}
var oldAnswer:Array<Int> = _answer;
var newAnswer:Array<Int> = [];
for (i in 0..._pegCount)
{
newAnswer[i] = oldAnswer[newPositions.get(i)];
}
_answer = newAnswer;
}
/**
* Provides a mapping to shuffle a set of indexes. For example, for an
* input of "5", this method might return the following map:
*
* [
* 1 => 2,
* 2 => 4,
* 3 => 1,
* 4 => 5,
* 5 => 3
* ]
*
* @param K number of indexes to shuffle
* @return a mapping of input indexes to output indexes
*/
private function randomMapping(K:Int):Map<Int, Int>
{
var remaining:Array<Int> = [];
for (i in 0...K)
{
remaining.push(i);
}
var newColors:Map<Int, Int> = new Map<Int, Int>();
for (i in 0...K)
{
var j:Int = PUZZLE_RANDOM.int(0, remaining.length - 1);
newColors.set(i, remaining[j]);
remaining.splice(j, 1);
}
return newColors;
}
private function intToArray(J:Int)
{
var array:Array<Int> = [];
for (i in 0..._pegCount)
{
array.push(J % 10);
J = Std.int(J / 10);
}
return array;
}
static private function swap<T>(a:Array<T>, i:Int, j:Int)
{
var t = a[i];
a[i] = a[j];
a[j] = t;
}
/**
* Shuffles the input array.
*
* We use a custom Fisher-Yates implementation to guarantee the
* implementation is consistent across versions.
*
* A different implementation would invalidate seeded puzzles
*
* @param a array to shuffle
*/
public static function shuffle<T>(a:Array<T>)
{
var i = a.length;
while (0 < i)
{
var j = PUZZLE_RANDOM.int(0, i - 1);
var t = a[--i];
a[i] = a[j];
a[j] = t;
}
return a;
}
public function destroy()
{
_answer = null;
_guesses = null;
_markers = null;
}
}
|
argonvile/monster
|
source/puzzle/Puzzle.hx
|
hx
|
unknown
| 7,127 |
package puzzle;
import flixel.FlxG;
import flixel.math.FlxMath;
import flixel.math.FlxRandom;
/**
* A database of all of the puzzles in the game. These were generated with a separate java program which ensured they were solvable and estimated their difficulty. Each array is sorted in ascending order by difficulty.
*
* Each Integer array represents a single puzzle.
*
* For example, [341, 5, 3042, 2121, 1, 1343, 11, 4342, 21, 2424, 2]:
*
* [
* 341, // Difficulty 341.
* 5, // 5 colors.
* 3042, // The solution is 3-0-4-2. Each number is a different color, so this might be blue-red-green-yellow.
* 2121, // The first guess is 2-1-2-1...
* 1, // The first guess has one bug in the wrong position
* 1343, // The second guess is 1-3-4-3...
* 11, // The second guess has one bug in the right position, and one bug in the wrong position.
* 4342, // The third guess is 4-3-4-2...
* 21, // The third guess has two bugs in the right position, and one bug in the wrong position.
* 2424, // The fourth guess is 2-4-2-4...
* 2 // The fourth guess has two bugs in the wrong position
* ]
*
* While the later puzzles are higher difficulty, many are never presented from
* the player for two reasons. The hardest puzzles aren't presented to the
* player because they're not fun. There's an arbitrary band of puzzles in the
* middle which aren't presented for two reasons:
*
* 1. To create a clearer division between easy puzzles and challenge puzzles
* 2. To create a clear difference in puzzle rewards, so that two puzzles that
* are the same difficulty don't earn a different reward
*
* For example if puzzle #300 was worth $150 and puzzle #301 was a challenge
* puzzle worth $155, or was worth $300, either way it would feel kind of
* strange and arbitrary. By skipping to puzzle #401 there's a large gap and
* the puzzles are naturally much more difficult and more rewarding.
*/
class PuzzleDatabase
{
/*
* There are 300 novice puzzles, and all are available.
*/
public static var _easy3Peg:Array<Array<Int>> = [
[36, 3, 11, 222, 0, 111, 2, 211, 2],
[36, 4, 23, 200, 2, 100, 1, 131, 1, 122, 1],
[36, 3, 122, 222, 2, 0, 0, 220, 2],
[36, 4, 133, 333, 2, 332, 2, 330, 2, 2, 0],
[36, 3, 112, 2, 1, 0, 0, 222, 1],
[36, 4, 113, 212, 1, 313, 2, 200, 0, 303, 1],
[36, 3, 122, 111, 1, 10, 1, 2, 1],
[36, 4, 2, 310, 1, 210, 2, 122, 1, 11, 1],
[36, 3, 11, 212, 1, 2, 1, 210, 2, 121, 2],
[36, 4, 12, 112, 2, 212, 2, 303, 1, 311, 1],
[36, 3, 1, 2, 2, 212, 1, 211, 1, 12, 2],
[36, 4, 13, 21, 2, 111, 1, 203, 2, 231, 2],
[36, 3, 11, 222, 0, 221, 1, 200, 1],
[36, 4, 133, 121, 1, 131, 2, 200, 0],
[36, 3, 1, 222, 0, 202, 1, 121, 1],
[36, 4, 123, 302, 2, 332, 2, 322, 2, 0, 0],
[36, 3, 112, 20, 1, 222, 1, 12, 2],
[36, 4, 12, 311, 1, 212, 2, 112, 2, 111, 1],
[36, 3, 11, 20, 1, 21, 2, 222, 0, 1, 2],
[36, 4, 11, 102, 2, 33, 1, 0, 1, 22, 1],
[36, 3, 112, 22, 1, 212, 2, 222, 1, 0, 0],
[36, 4, 22, 31, 1, 1, 1, 132, 1, 303, 1],
[36, 3, 1, 111, 1, 20, 2, 0, 2],
[36, 4, 223, 222, 2, 20, 1, 1, 0],
[36, 3, 1, 110, 2, 210, 2, 0, 2, 112, 1],
[36, 4, 223, 233, 2, 333, 1, 301, 1],
[36, 3, 22, 222, 2, 211, 1, 212, 2, 201, 2],
[36, 4, 11, 0, 1, 100, 2, 323, 0, 132, 1],
[36, 3, 122, 10, 1, 200, 1, 111, 1],
[36, 4, 12, 232, 1, 211, 2, 212, 2, 222, 1],
[36, 3, 22, 121, 1, 2, 2, 21, 2, 10, 1],
[36, 4, 13, 0, 1, 120, 2, 230, 2, 11, 2],
[36, 3, 22, 0, 1, 12, 2, 11, 1],
[36, 4, 12, 11, 2, 3, 1, 1, 2, 2, 2],
[36, 3, 12, 2, 2, 222, 1, 202, 2],
[36, 4, 33, 22, 1, 132, 1, 101, 1, 1, 1],
[36, 3, 22, 0, 1, 2, 2, 111, 0],
[36, 4, 113, 100, 1, 133, 2, 122, 1, 33, 1],
[36, 3, 122, 200, 1, 11, 1, 202, 2, 1, 1],
[36, 4, 233, 210, 1, 111, 0, 333, 2, 33, 2],
[36, 3, 11, 1, 2, 2, 1, 102, 2, 111, 2],
[36, 4, 1, 333, 0, 30, 2, 301, 2, 33, 1],
[36, 3, 11, 121, 2, 221, 1, 111, 2],
[36, 4, 123, 13, 2, 331, 2, 112, 2, 131, 2],
[36, 3, 1, 12, 2, 111, 1, 110, 2, 121, 1],
[36, 4, 133, 311, 2, 11, 1, 320, 1, 130, 2],
[36, 3, 2, 110, 1, 102, 2, 221, 1, 100, 2],
[36, 4, 13, 313, 2, 303, 2, 333, 1, 233, 1],
[36, 3, 1, 200, 2, 212, 1, 222, 0],
[36, 4, 113, 111, 2, 222, 0, 210, 1, 233, 1],
[36, 3, 1, 111, 1, 222, 0, 220, 1],
[36, 4, 1, 300, 2, 320, 1, 0, 2, 123, 1],
[36, 3, 2, 212, 1, 111, 0, 11, 1, 10, 2],
[36, 4, 11, 0, 1, 1, 2, 233, 0, 310, 2],
[36, 3, 112, 102, 2, 20, 1, 222, 1],
[36, 4, 23, 321, 2, 232, 2, 200, 2, 333, 1],
[36, 3, 11, 20, 1, 111, 2, 221, 1],
[36, 4, 122, 220, 2, 331, 1, 0, 0, 111, 1],
[36, 3, 112, 222, 1, 20, 1, 12, 2, 111, 2],
[36, 4, 123, 20, 1, 211, 2, 222, 1, 323, 2],
[36, 3, 112, 222, 1, 210, 2, 202, 1, 212, 2],
[36, 4, 122, 211, 2, 222, 2, 32, 1, 311, 1],
[36, 3, 112, 212, 2, 120, 2, 22, 1, 1, 1],
[36, 4, 3, 202, 1, 100, 2, 0, 2, 20, 2],
[36, 3, 2, 0, 2, 222, 1, 111, 0],
[36, 4, 233, 20, 1, 21, 1, 110, 0, 122, 1],
[36, 3, 112, 100, 1, 220, 1, 221, 2],
[36, 4, 113, 102, 1, 112, 2, 30, 1, 233, 1],
[36, 3, 112, 222, 1, 201, 2, 2, 1],
[36, 4, 113, 222, 0, 110, 2, 1, 1, 301, 2],
[36, 3, 122, 22, 2, 2, 1, 100, 1],
[36, 4, 223, 122, 2, 112, 1, 231, 2, 2, 1],
[36, 3, 11, 222, 0, 111, 2, 121, 2],
[36, 4, 123, 303, 1, 110, 1, 311, 2, 331, 2],
[36, 3, 11, 21, 2, 20, 1, 10, 2],
[36, 4, 2, 30, 2, 100, 2, 32, 2, 0, 2],
[36, 3, 12, 110, 2, 200, 2, 0, 1, 100, 2],
[36, 4, 23, 330, 2, 130, 2, 120, 2, 300, 2],
[36, 3, 1, 110, 2, 211, 1, 222, 0],
[36, 4, 23, 22, 2, 213, 2, 12, 2, 20, 2],
[36, 3, 1, 20, 2, 212, 1, 101, 2, 111, 1],
[36, 4, 1, 230, 1, 333, 0, 212, 1, 311, 1],
[36, 3, 112, 222, 1, 0, 0, 20, 1],
[36, 4, 223, 2, 1, 110, 0, 121, 1, 33, 1],
[36, 3, 11, 22, 1, 212, 1, 111, 2],
[36, 4, 223, 13, 1, 333, 1, 311, 1, 203, 2],
[36, 3, 112, 210, 2, 10, 1, 202, 1, 110, 2],
[36, 4, 133, 32, 1, 221, 1, 332, 2, 103, 2],
[36, 3, 1, 0, 2, 22, 1, 211, 1],
[36, 4, 3, 212, 0, 21, 1, 333, 1],
[36, 3, 2, 212, 1, 211, 1, 22, 2],
[36, 4, 133, 330, 2, 111, 1, 333, 2, 233, 2],
[36, 3, 1, 111, 1, 212, 1, 0, 2, 21, 2],
[36, 4, 223, 30, 1, 220, 2, 111, 0, 33, 1],
[36, 3, 2, 1, 2, 221, 1, 202, 2, 110, 1],
[36, 4, 22, 103, 1, 120, 2, 212, 2, 132, 1],
[36, 3, 1, 200, 2, 0, 2, 221, 1],
[36, 4, 12, 212, 2, 232, 1, 100, 2, 211, 2],
[36, 3, 2, 101, 1, 22, 2, 221, 1, 100, 2],
[36, 4, 22, 330, 1, 0, 1, 231, 1, 113, 0],
[36, 3, 12, 121, 2, 221, 2, 111, 1],
[36, 4, 122, 3, 0, 232, 2, 112, 2, 323, 1],
[36, 3, 11, 211, 2, 200, 1, 111, 2],
[36, 4, 123, 323, 2, 33, 1, 0, 0, 220, 1],
[36, 3, 2, 101, 1, 111, 0, 122, 1],
[36, 4, 11, 221, 1, 0, 1, 223, 0],
[36, 3, 112, 0, 0, 111, 2, 110, 2],
[36, 4, 13, 333, 1, 113, 2, 223, 1, 30, 2],
[36, 3, 1, 12, 2, 121, 1, 220, 1, 111, 1],
[36, 4, 3, 113, 1, 33, 2, 212, 0, 333, 1],
[36, 3, 112, 111, 2, 1, 1, 102, 2, 220, 1],
[36, 4, 2, 321, 1, 220, 2, 222, 1, 21, 2],
[36, 3, 22, 112, 1, 212, 2, 100, 1],
[36, 4, 223, 211, 1, 212, 2, 1, 0, 323, 2],
[36, 3, 22, 212, 2, 12, 2, 2, 2, 11, 1],
[36, 4, 133, 111, 1, 113, 2, 322, 1, 20, 0],
[36, 3, 112, 111, 2, 101, 2, 12, 2],
[36, 4, 122, 32, 1, 300, 0, 21, 2, 220, 2],
[36, 3, 11, 111, 2, 222, 0, 0, 1],
[36, 4, 112, 11, 2, 131, 2, 321, 2, 230, 1],
[36, 3, 2, 111, 0, 220, 2, 120, 2, 222, 1],
[36, 4, 3, 222, 0, 203, 2, 102, 1, 332, 1],
[36, 3, 112, 222, 1, 101, 2, 111, 2],
[36, 4, 223, 213, 2, 200, 1, 233, 2, 211, 1],
[36, 3, 11, 222, 0, 10, 2, 0, 1],
[36, 4, 3, 233, 1, 122, 0, 130, 2],
[36, 3, 12, 111, 1, 202, 2, 0, 1],
[36, 4, 112, 130, 1, 213, 2, 311, 2, 223, 1],
[36, 3, 12, 22, 2, 20, 2, 111, 1],
[36, 4, 112, 220, 1, 30, 0, 332, 1, 21, 2],
[36, 3, 2, 222, 1, 110, 1, 112, 1],
[36, 4, 12, 11, 2, 203, 2, 103, 2, 321, 2],
[36, 3, 2, 122, 1, 12, 2, 202, 2, 222, 1],
[36, 4, 233, 223, 2, 122, 1, 222, 1, 20, 1],
[36, 3, 1, 210, 2, 11, 2, 22, 1, 2, 2],
[36, 4, 2, 11, 1, 311, 0, 122, 1, 10, 2],
[36, 3, 2, 111, 0, 0, 2, 110, 1],
[36, 4, 11, 111, 2, 112, 2, 311, 2, 2, 1],
[36, 3, 22, 222, 2, 111, 0, 10, 1],
[36, 4, 12, 333, 0, 110, 2, 311, 1, 100, 2],
[36, 3, 22, 100, 1, 111, 0, 2, 2],
[36, 4, 12, 101, 2, 111, 1, 10, 2, 13, 2],
[36, 3, 22, 211, 1, 100, 1, 222, 2],
[36, 4, 12, 33, 1, 0, 1, 211, 2, 101, 2],
[36, 3, 12, 111, 1, 10, 2, 0, 1],
[36, 4, 123, 31, 2, 222, 1, 332, 2, 2, 1],
[36, 3, 1, 222, 0, 101, 2, 102, 2, 111, 1],
[36, 4, 13, 332, 1, 330, 2, 313, 2, 10, 2],
[36, 3, 12, 211, 2, 111, 1, 110, 2, 212, 2],
[36, 4, 233, 111, 0, 222, 1, 123, 2, 200, 1],
[36, 3, 1, 200, 2, 21, 2, 0, 2],
[36, 4, 1, 22, 1, 20, 2, 0, 2, 3, 2],
[36, 3, 22, 20, 2, 0, 1, 111, 0, 12, 2],
[36, 4, 11, 232, 0, 100, 2, 303, 1, 0, 1],
[36, 3, 112, 120, 2, 212, 2, 222, 1, 2, 1],
[36, 4, 3, 133, 1, 221, 0, 302, 2],
[36, 3, 122, 1, 1, 112, 2, 20, 1, 11, 1],
[36, 4, 1, 322, 0, 101, 2, 0, 2],
[36, 3, 12, 202, 2, 20, 2, 112, 2],
[36, 4, 12, 313, 1, 111, 1, 221, 2, 113, 1],
[36, 3, 12, 10, 2, 111, 1, 101, 2],
[36, 4, 113, 133, 2, 220, 0, 122, 1, 31, 2],
[36, 3, 2, 221, 1, 111, 0, 112, 1],
[36, 4, 113, 120, 1, 20, 0, 313, 2, 330, 1],
[36, 3, 22, 1, 1, 212, 2, 112, 1],
[36, 4, 1, 20, 2, 0, 2, 122, 1, 300, 2],
[36, 3, 22, 20, 2, 111, 0, 10, 1],
[36, 4, 33, 111, 0, 333, 2, 123, 1],
[36, 3, 112, 0, 0, 222, 1, 122, 2],
[36, 4, 2, 303, 1, 211, 1, 130, 1, 232, 1],
[36, 3, 1, 22, 1, 0, 2, 20, 2],
[36, 4, 13, 313, 2, 222, 0, 210, 2, 121, 1],
[36, 3, 22, 12, 2, 211, 1, 20, 2, 0, 1],
[36, 4, 13, 121, 1, 302, 2, 101, 2, 113, 2],
[36, 3, 22, 110, 1, 0, 1, 10, 1],
[36, 4, 12, 111, 1, 100, 2, 130, 2, 202, 2],
[36, 3, 1, 200, 2, 202, 1, 112, 1, 0, 2],
[36, 4, 1, 11, 2, 332, 0, 213, 1, 111, 1],
[36, 3, 22, 1, 1, 122, 2, 222, 2],
[36, 4, 113, 111, 2, 330, 1, 11, 2, 122, 1],
[36, 3, 2, 122, 1, 101, 1, 222, 1, 120, 2],
[36, 4, 122, 332, 1, 222, 2, 320, 1],
[36, 3, 22, 221, 2, 210, 2, 111, 0, 112, 1],
[36, 4, 123, 122, 2, 223, 2, 12, 2, 121, 2],
[36, 3, 12, 1, 2, 20, 2, 111, 1],
[36, 4, 122, 102, 2, 131, 1, 331, 1, 323, 1],
[36, 3, 112, 221, 2, 12, 2, 202, 1, 2, 1],
[36, 4, 223, 22, 2, 222, 2, 302, 2, 212, 2],
[36, 3, 12, 110, 2, 22, 2, 111, 1, 121, 2],
[36, 4, 23, 1, 1, 321, 2, 221, 1, 202, 2],
[36, 3, 112, 10, 1, 111, 2, 101, 2],
[36, 4, 13, 203, 2, 21, 2, 0, 1, 11, 2],
[36, 3, 122, 201, 2, 111, 1, 110, 1, 211, 2],
[36, 4, 133, 333, 2, 332, 2, 121, 1, 3, 1],
[36, 3, 122, 22, 2, 112, 2, 10, 1],
[36, 4, 13, 112, 1, 101, 2, 1, 2, 20, 1],
[36, 3, 1, 122, 1, 210, 2, 101, 2, 111, 1],
[36, 4, 113, 32, 1, 333, 1, 0, 0],
[36, 3, 11, 0, 1, 202, 1, 222, 0, 100, 2],
[36, 4, 223, 131, 1, 333, 1, 303, 1, 323, 2],
[36, 3, 2, 222, 1, 111, 0, 22, 2, 201, 2],
[36, 4, 33, 212, 0, 333, 2, 233, 2, 313, 2],
[36, 3, 12, 111, 1, 101, 2, 1, 2],
[36, 4, 113, 223, 1, 333, 1, 3, 1, 302, 1],
[36, 3, 112, 222, 1, 122, 2, 0, 0, 202, 1],
[36, 4, 23, 201, 2, 122, 1, 110, 1, 2, 2],
[36, 3, 1, 111, 1, 222, 0, 2, 2],
[36, 4, 123, 322, 2, 332, 2, 222, 1, 23, 2],
[36, 3, 1, 121, 1, 210, 2, 202, 1],
[36, 4, 123, 31, 2, 331, 2, 333, 1, 311, 2],
[36, 3, 112, 111, 2, 10, 1, 221, 2],
[36, 4, 13, 30, 2, 330, 2, 332, 1, 203, 2],
[36, 3, 22, 2, 2, 0, 1, 111, 0],
[36, 4, 2, 201, 2, 23, 2, 220, 2, 331, 0],
[36, 3, 112, 212, 2, 201, 2, 10, 1, 222, 1],
[36, 4, 13, 200, 1, 323, 1, 30, 2, 222, 0],
[36, 3, 11, 100, 2, 0, 1, 22, 1],
[36, 4, 12, 211, 2, 111, 1, 222, 1, 123, 2],
[36, 3, 112, 222, 1, 220, 1, 0, 0],
[36, 4, 133, 121, 1, 223, 1, 2, 0, 332, 2],
[36, 3, 22, 0, 1, 101, 1, 12, 2, 1, 1],
[36, 4, 11, 100, 2, 111, 2, 323, 0],
[36, 3, 112, 22, 1, 0, 0, 10, 1],
[36, 4, 122, 111, 1, 323, 1, 310, 1],
[36, 3, 11, 1, 2, 22, 1, 0, 1],
[36, 4, 33, 233, 2, 313, 2, 0, 1, 333, 2],
[36, 3, 12, 101, 2, 222, 1, 10, 2],
[36, 4, 22, 0, 1, 20, 2, 10, 1, 103, 1],
[36, 3, 22, 222, 2, 122, 2, 111, 0],
[36, 4, 23, 323, 2, 130, 2, 322, 2, 123, 2],
[36, 3, 11, 200, 1, 12, 2, 22, 1, 121, 2],
[36, 4, 13, 3, 2, 330, 2, 313, 2, 200, 1],
[36, 3, 11, 222, 0, 211, 2, 0, 1],
[36, 4, 3, 330, 2, 31, 2, 112, 0, 332, 1],
[36, 3, 112, 210, 2, 10, 1, 122, 2, 202, 1],
[36, 4, 1, 101, 2, 121, 1, 103, 2, 232, 0],
[36, 3, 22, 222, 2, 10, 1, 121, 1, 221, 2],
[36, 4, 133, 330, 2, 333, 2, 10, 1, 232, 1],
[36, 3, 11, 0, 1, 102, 2, 10, 2, 222, 0],
[36, 4, 112, 201, 2, 312, 2, 111, 2, 212, 2],
[36, 3, 12, 2, 2, 100, 2, 202, 2],
[36, 4, 223, 310, 1, 323, 2, 2, 1, 222, 2],
[36, 3, 11, 111, 2, 122, 1, 200, 1],
[36, 4, 12, 110, 2, 232, 1, 30, 1, 133, 1],
[36, 3, 11, 121, 2, 212, 1, 1, 2, 2, 1],
[36, 4, 11, 123, 1, 20, 1, 33, 1, 121, 2],
[36, 3, 12, 11, 2, 0, 1, 111, 1],
[36, 4, 11, 330, 1, 0, 1, 102, 2, 22, 1],
[36, 3, 11, 100, 2, 20, 1, 210, 2, 122, 1],
[36, 4, 23, 0, 1, 303, 2, 110, 1, 30, 2],
[36, 3, 12, 22, 2, 1, 2, 200, 2],
[36, 4, 33, 313, 2, 222, 0, 333, 2, 332, 2],
[36, 3, 2, 12, 2, 220, 2, 222, 1, 1, 2],
[36, 4, 2, 111, 0, 31, 1, 0, 2, 232, 1],
[36, 3, 12, 11, 2, 10, 2, 0, 1],
[36, 4, 1, 222, 0, 0, 2, 33, 1, 3, 2],
[36, 3, 2, 22, 2, 122, 1, 111, 0],
[36, 4, 33, 333, 2, 331, 2, 332, 2, 212, 0],
[36, 3, 1, 101, 2, 202, 1, 121, 1],
[36, 4, 13, 3, 2, 203, 2, 333, 1, 330, 2],
[36, 3, 1, 0, 2, 122, 1, 2, 2],
[36, 4, 113, 322, 1, 323, 1, 333, 1, 300, 1],
[36, 3, 122, 202, 2, 111, 1, 10, 1],
[36, 4, 112, 202, 1, 10, 1, 323, 1, 103, 1],
[36, 3, 22, 200, 2, 120, 2, 121, 1, 212, 2],
[36, 4, 122, 1, 1, 111, 1, 133, 1, 121, 2],
[36, 3, 1, 220, 1, 101, 2, 211, 1],
[36, 4, 11, 0, 1, 223, 0, 30, 1],
[36, 3, 22, 222, 2, 211, 1, 212, 2],
[36, 4, 13, 0, 1, 21, 2, 101, 2, 311, 2],
[36, 3, 2, 1, 2, 0, 2, 12, 2],
[36, 4, 11, 0, 1, 232, 0, 32, 1],
[36, 3, 122, 11, 1, 10, 1, 112, 2],
[36, 4, 133, 2, 0, 330, 2, 233, 2, 333, 2],
[36, 3, 22, 102, 2, 222, 2, 111, 0],
[36, 4, 2, 102, 2, 203, 2, 11, 1, 202, 2],
[36, 3, 112, 222, 1, 2, 1, 212, 2, 111, 2],
[36, 4, 112, 111, 2, 110, 2, 0, 0, 311, 2],
[36, 3, 1, 220, 1, 20, 2, 211, 1, 0, 2],
[36, 4, 11, 211, 2, 200, 1, 123, 1, 303, 1],
[36, 3, 1, 0, 2, 220, 1, 201, 2],
[36, 4, 23, 200, 2, 332, 2, 211, 1, 220, 2],
[36, 3, 2, 120, 2, 10, 2, 122, 1, 11, 1],
[36, 4, 122, 111, 1, 33, 0, 311, 1],
[36, 3, 12, 211, 2, 0, 1, 111, 1, 110, 2],
[36, 4, 223, 201, 1, 332, 2, 330, 1, 313, 1],
[36, 3, 2, 110, 1, 202, 2, 122, 1],
[36, 4, 122, 201, 2, 211, 2, 13, 1, 231, 2],
[36, 3, 11, 220, 1, 121, 2, 21, 2, 122, 1],
[36, 4, 122, 110, 1, 230, 1, 133, 1, 102, 2],
[36, 3, 112, 220, 1, 212, 2, 102, 2],
[36, 4, 112, 202, 1, 212, 2, 2, 1, 321, 2],
[36, 3, 12, 222, 1, 211, 2, 11, 2, 111, 1],
[36, 4, 223, 331, 1, 0, 0, 102, 1, 300, 1],
[36, 3, 112, 221, 2, 111, 2, 222, 1, 210, 2],
[36, 4, 33, 0, 1, 210, 1, 300, 2],
[36, 3, 11, 111, 2, 221, 1, 211, 2],
[36, 4, 122, 33, 0, 1, 1, 120, 2, 111, 1],
[36, 3, 11, 210, 2, 0, 1, 212, 1, 211, 2],
[36, 4, 11, 211, 2, 321, 1, 2, 1, 1, 2]
];
/*
* There are 500 3-peg puzzles, but only the easiest 400 actually appear in the game.
*
* ------------------------------------------------------------
*
* P = 20 available puzzles
* . = 20 unavailable puzzles
*
* (easy)
* [PPPPP]
* [PPPPP]
* [PPPPP]
* [PPPPP]
* [.....]
* (hard)
*/
public static var _3Peg:Array<Array<Int>> = [
[44, 3, 212, 22, 11, 20, 1, 0, 0, 110, 10],
[44, 3, 212, 101, 1, 0, 0, 21, 2, 210, 20],
[48, 3, 110, 211, 11, 22, 1, 120, 20, 21, 2],
[49, 3, 212, 211, 20, 111, 10, 222, 20, 202, 20],
[49, 3, 112, 222, 10, 111, 20, 110, 20, 102, 20],
[52, 4, 322, 21, 10, 100, 0, 130, 1, 233, 2],
[55, 4, 311, 23, 1, 130, 2, 200, 0, 32, 1],
[55, 4, 233, 302, 2, 1, 0, 313, 11, 122, 1],
[55, 3, 202, 120, 2, 122, 11, 1, 10, 111, 0],
[55, 3, 11, 200, 1, 212, 10, 222, 0],
[57, 3, 101, 210, 2, 222, 0, 201, 20, 2, 10],
[57, 3, 121, 222, 10, 120, 20, 101, 20, 0, 0],
[57, 3, 101, 102, 20, 221, 10, 222, 0, 111, 20],
[57, 3, 110, 222, 0, 0, 10, 100, 20, 120, 20],
[57, 3, 2, 210, 2, 122, 10, 111, 0, 222, 10],
[59, 3, 122, 121, 20, 220, 11, 1, 1],
[59, 3, 122, 220, 11, 202, 11, 10, 1],
[59, 3, 11, 211, 20, 202, 1, 12, 20],
[59, 4, 232, 231, 20, 311, 1, 111, 0, 202, 20],
[60, 3, 2, 22, 20, 0, 20, 12, 20, 210, 2],
[60, 3, 2, 1, 20, 12, 20, 122, 10, 120, 2],
[60, 3, 101, 210, 2, 2, 10, 102, 20, 111, 20],
[60, 3, 2, 122, 10, 1, 20, 0, 20, 210, 2],
[61, 5, 343, 241, 10, 102, 0, 434, 2, 214, 1, 123, 10],
[61, 5, 443, 334, 2, 134, 2, 201, 0, 321, 1, 412, 10],
[62, 5, 433, 14, 1, 301, 1, 21, 0, 341, 2],
[62, 5, 443, 300, 1, 120, 0, 34, 2, 410, 10],
[62, 5, 334, 440, 1, 102, 0, 134, 20],
[63, 4, 233, 310, 1, 231, 20, 203, 20, 33, 20],
[66, 5, 100, 414, 1, 0, 20, 321, 1, 104, 20],
[66, 4, 122, 11, 1, 121, 20, 30, 0, 213, 2],
[66, 4, 200, 1, 11, 302, 11, 220, 20, 133, 0],
[66, 4, 223, 21, 10, 1, 0, 23, 20, 212, 11],
[66, 4, 233, 23, 11, 312, 2, 213, 20, 11, 0],
[66, 4, 223, 1, 0, 302, 2, 212, 11, 103, 10],
[66, 4, 110, 223, 0, 111, 20, 102, 11, 0, 10],
[66, 4, 101, 311, 11, 322, 0, 12, 2, 1, 20],
[66, 4, 330, 20, 10, 13, 2, 231, 10, 122, 0],
[66, 4, 2, 123, 1, 320, 2, 133, 0, 100, 11],
[66, 4, 20, 203, 2, 311, 0, 212, 1, 33, 10],
[66, 4, 11, 22, 10, 30, 10, 120, 2, 223, 0],
[66, 4, 211, 222, 10, 231, 20, 210, 20, 330, 0],
[66, 4, 221, 32, 1, 111, 10, 330, 0, 132, 2],
[66, 4, 110, 323, 0, 310, 20, 12, 11, 121, 11],
[66, 4, 202, 21, 2, 30, 1, 3, 10, 311, 0],
[66, 3, 112, 20, 1, 11, 11, 0, 0],
[66, 3, 22, 221, 11, 111, 0, 101, 1],
[66, 3, 101, 220, 1, 211, 11, 222, 0],
[70, 3, 110, 2, 1, 121, 11, 120, 20, 210, 20],
[70, 3, 122, 2, 10, 11, 1, 112, 20, 202, 11],
[70, 3, 120, 221, 11, 100, 20, 22, 11],
[70, 3, 12, 211, 11, 110, 11, 10, 20],
[70, 3, 22, 210, 2, 1, 10, 221, 11, 121, 10],
[70, 3, 220, 12, 2, 201, 11, 122, 11],
[70, 3, 120, 200, 11, 10, 11, 222, 10],
[70, 3, 121, 221, 20, 2, 1, 210, 2, 110, 11],
[70, 3, 12, 202, 11, 122, 11, 222, 10],
[70, 3, 22, 12, 20, 212, 11, 100, 1],
[70, 3, 120, 200, 11, 122, 20, 221, 11],
[70, 3, 101, 111, 20, 221, 10, 20, 1],
[70, 3, 20, 12, 11, 220, 20, 212, 1, 201, 2],
[70, 3, 220, 120, 20, 1, 1, 212, 11],
[70, 3, 212, 110, 10, 100, 1, 112, 20],
[70, 3, 221, 22, 11, 110, 1, 111, 10],
[70, 3, 211, 111, 20, 21, 11, 110, 11, 220, 10],
[70, 3, 12, 122, 11, 10, 20, 110, 11],
[70, 3, 220, 110, 10, 122, 11, 12, 2],
[70, 3, 200, 12, 2, 122, 1, 1, 11],
[70, 3, 2, 112, 10, 12, 20, 100, 11],
[70, 3, 11, 22, 10, 201, 11, 121, 11],
[70, 3, 122, 201, 2, 111, 10, 11, 1],
[70, 3, 11, 102, 2, 12, 20, 220, 1, 0, 10],
[70, 3, 220, 122, 11, 201, 11, 120, 20],
[70, 3, 210, 221, 11, 20, 11, 10, 20],
[70, 3, 120, 111, 10, 110, 20, 10, 11],
[70, 3, 210, 202, 11, 11, 11, 112, 11],
[70, 3, 201, 200, 20, 1, 20, 121, 11],
[70, 3, 210, 110, 20, 221, 11, 11, 11],
[70, 3, 21, 10, 11, 2, 11, 1, 20, 121, 20],
[70, 3, 210, 11, 11, 221, 11, 200, 20, 20, 11],
[70, 3, 121, 200, 1, 2, 1, 11, 11],
[70, 3, 100, 12, 2, 21, 2, 121, 10, 211, 1],
[70, 3, 22, 212, 11, 221, 11, 100, 1],
[70, 3, 200, 11, 1, 121, 1, 100, 20],
[70, 3, 200, 122, 1, 120, 11, 10, 11],
[70, 3, 100, 121, 10, 210, 11, 22, 1],
[70, 3, 102, 100, 20, 121, 11, 2, 20, 222, 10],
[70, 3, 120, 100, 20, 221, 11, 20, 20],
[70, 3, 10, 2, 11, 211, 10, 212, 10],
[70, 3, 202, 120, 2, 12, 11, 110, 1],
[70, 3, 12, 202, 11, 11, 20, 2, 20],
[70, 3, 210, 112, 11, 100, 11, 202, 11],
[70, 3, 200, 112, 1, 202, 20, 11, 1],
[70, 3, 112, 11, 11, 20, 1, 120, 11],
[70, 3, 212, 22, 11, 202, 20, 10, 10],
[70, 3, 12, 1, 11, 222, 10, 212, 20],
[70, 3, 101, 100, 20, 212, 1, 1, 20],
[70, 3, 102, 202, 20, 200, 11, 1, 11],
[70, 3, 20, 110, 10, 210, 11, 100, 11],
[70, 3, 200, 11, 1, 211, 10, 112, 1, 202, 20],
[70, 3, 112, 11, 11, 12, 20, 2, 10],
[70, 3, 2, 121, 1, 21, 11, 11, 10, 201, 11],
[70, 3, 100, 101, 20, 20, 11, 120, 20],
[70, 3, 200, 201, 20, 101, 10, 10, 11],
[70, 3, 210, 211, 20, 220, 20, 11, 11],
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[121, 5, 423, 322, 11, 401, 10, 420, 20, 320, 11],
[123, 5, 340, 1, 1, 214, 1, 321, 10, 331, 10],
[126, 5, 132, 302, 11, 2, 10, 104, 10, 330, 10],
[126, 5, 300, 22, 1, 123, 1, 204, 10, 12, 1, 403, 11],
[126, 5, 114, 410, 11, 434, 10, 420, 1, 224, 10],
[126, 5, 134, 423, 2, 31, 11, 102, 10, 214, 11],
[126, 5, 122, 320, 10, 23, 10, 431, 1, 412, 11],
[126, 5, 132, 100, 10, 12, 11, 42, 10, 43, 1],
[126, 5, 132, 303, 1, 11, 1, 402, 10, 143, 11],
[126, 5, 21, 430, 1, 320, 11, 413, 1, 302, 2],
[126, 5, 120, 310, 11, 14, 2, 213, 2, 143, 10, 104, 11],
[126, 5, 143, 342, 11, 400, 1, 41, 11, 201, 1],
[128, 5, 420, 304, 2, 344, 1, 44, 2, 412, 11],
[128, 5, 130, 320, 11, 11, 2, 401, 2, 414, 1],
[129, 4, 321, 30, 1, 223, 11, 210, 2, 313, 11],
[131, 5, 424, 132, 1, 240, 2, 304, 10, 243, 2],
[131, 5, 140, 123, 10, 234, 1, 21, 2, 434, 1],
[131, 5, 100, 213, 1, 321, 1, 14, 2, 43, 1],
[132, 4, 213, 3, 10, 201, 11, 30, 1, 110, 10],
[132, 5, 334, 242, 1, 340, 11, 24, 10, 303, 11],
[132, 5, 140, 324, 1, 432, 1, 141, 20, 102, 11],
[133, 5, 42, 0, 10, 111, 0, 340, 11, 132, 10],
[133, 5, 132, 124, 11, 443, 1, 104, 10, 0, 0],
[134, 5, 202, 324, 1, 213, 10, 140, 1, 214, 10],
[134, 5, 404, 13, 1, 343, 1, 30, 1, 124, 10],
[137, 5, 31, 214, 1, 213, 2, 24, 10, 401, 11],
[137, 5, 34, 230, 11, 201, 1, 231, 10, 313, 1],
[137, 5, 14, 203, 1, 234, 10, 412, 11, 31, 11],
[137, 5, 240, 342, 11, 34, 2, 414, 1, 142, 11],
[137, 5, 241, 24, 2, 234, 11, 40, 10, 13, 1],
[137, 5, 42, 110, 1, 241, 11, 341, 10, 132, 10],
[137, 5, 14, 124, 11, 231, 1, 304, 11, 243, 1],
[137, 5, 312, 31, 2, 340, 10, 242, 10, 432, 11],
[139, 5, 234, 14, 10, 240, 11, 42, 2, 322, 2],
[141, 4, 203, 213, 20, 231, 11, 101, 10, 303, 20],
[141, 4, 321, 23, 11, 20, 10, 1, 10, 331, 20],
[141, 5, 10, 41, 11, 33, 10, 32, 10, 424, 0],
[142, 5, 432, 102, 10, 301, 1, 24, 2, 44, 1],
[142, 5, 124, 410, 2, 243, 2, 323, 10, 32, 1],
[143, 5, 43, 32, 11, 344, 11, 31, 11, 1, 10],
[144, 5, 330, 242, 0, 24, 1, 312, 10, 301, 11],
[145, 5, 334, 401, 1, 240, 1, 42, 1, 230, 10],
[145, 5, 240, 13, 1, 110, 10, 341, 10, 232, 10],
[145, 5, 131, 320, 1, 34, 10, 30, 10, 401, 10],
[145, 5, 334, 130, 10, 124, 10, 231, 10, 410, 1],
[147, 5, 332, 344, 10, 420, 1, 103, 1, 113, 1],
[148, 5, 314, 32, 1, 410, 11, 11, 10, 204, 10],
[148, 5, 432, 321, 2, 413, 11, 220, 1, 204, 2],
[148, 5, 103, 230, 2, 312, 2, 413, 11, 41, 2],
[148, 5, 330, 34, 11, 312, 10, 12, 1, 123, 1],
[153, 5, 310, 104, 2, 241, 1, 124, 1, 32, 2],
[153, 5, 442, 213, 1, 231, 1, 341, 10, 24, 2],
[153, 5, 212, 420, 1, 21, 2, 442, 10, 103, 1],
[159, 5, 431, 324, 2, 243, 2, 412, 11, 44, 1],
[159, 5, 31, 344, 1, 43, 11, 414, 1, 143, 2],
[164, 5, 100, 413, 1, 41, 2, 213, 1, 240, 10],
[165, 5, 401, 430, 11, 231, 10, 404, 20, 131, 10],
[167, 5, 131, 414, 1, 32, 10, 423, 1, 102, 10],
[170, 5, 442, 122, 10, 204, 2, 241, 11, 32, 10],
[170, 5, 12, 41, 11, 310, 11, 44, 10, 321, 2],
[175, 5, 32, 423, 2, 442, 10, 204, 2, 310, 2],
[185, 4, 130, 32, 11, 203, 2, 320, 11, 132, 20]];
/*
* There are 800 4-peg puzzles, but some only appear under certain
* difficulties, or certain circumstances. Some never appear at all.
*
* ------------------------------------------------------------
*
* P = 20 available puzzles
* S = 20 silver key puzzles
* . = 20 unavailable puzzles
*
* (easy)
* [PPPPP]
* [PPPPP]
* [PPPPP]
* [PPPPP] <-- These 200 puzzles are used for Abra's sync events
* [.....] <--
* [SSSSS]
* [SSSSS]
* [.....]
* (hard)
*/
public static var _4Peg:Array<Array<Int>> = [
[107, 5, 2224, 2, 1, 321, 10, 2423, 21, 223, 20],
[117, 4, 2220, 2002, 12, 1330, 10, 302, 2, 3202, 12],
[117, 4, 111, 2100, 11, 1220, 2, 1012, 12, 3312, 10],
[117, 4, 1, 322, 10, 3231, 10, 3310, 2, 1030, 12],
[117, 4, 2333, 2210, 10, 322, 11, 1300, 10, 3012, 2],
[117, 4, 3030, 3301, 12, 1012, 10, 1203, 2, 2313, 2],
[121, 5, 3113, 4021, 1, 1004, 1, 3041, 11, 1013, 21],
[122, 4, 1, 311, 20, 1110, 2, 1320, 2, 3032, 10],
[127, 4, 3330, 0, 10, 2320, 20, 3023, 12, 2210, 10],
[127, 4, 10, 111, 20, 1133, 1, 3213, 10, 2030, 20],
[132, 4, 3311, 3103, 12, 2133, 3, 3200, 10, 2231, 11],
[136, 5, 2202, 2032, 21, 2241, 20, 1423, 1, 1010, 1],
[138, 5, 44, 3224, 10, 422, 11, 3021, 10, 4300, 3],
[140, 5, 4111, 3110, 20, 404, 1, 1140, 12, 3232, 0, 2104, 11],
[142, 4, 1001, 313, 2, 3231, 10, 3010, 12, 23, 11],
[143, 5, 3033, 2311, 1, 143, 11, 4001, 10, 4413, 10, 2242, 0],
[146, 5, 1, 1300, 12, 3142, 1, 1010, 12, 212, 11, 2042, 10],
[147, 4, 3, 2101, 10, 1310, 2, 1130, 2, 1033, 20],
[147, 4, 3133, 1212, 1, 1300, 2, 303, 11, 3020, 10],
[147, 4, 1110, 2201, 2, 2313, 10, 3033, 1, 1300, 20],
[147, 4, 3323, 1321, 20, 2321, 20, 2132, 2, 3010, 10],
[148, 5, 3123, 2322, 11, 4220, 10, 4333, 11, 1333, 12, 4004, 0],
[148, 5, 4043, 1420, 2, 3444, 12, 2334, 2, 3002, 11, 2432, 2],
[152, 4, 2300, 3022, 3, 3011, 2, 2001, 21, 1111, 0],
[157, 4, 3033, 2302, 2, 2232, 10, 1213, 10, 2000, 10],
[157, 5, 1, 4200, 11, 3401, 20, 2444, 0, 1210, 2, 3110, 2],
[157, 5, 2231, 120, 2, 4044, 0, 2432, 21, 442, 1],
[157, 4, 1333, 3, 10, 1220, 10, 3121, 2, 1013, 20],
[157, 4, 2232, 2113, 11, 1102, 10, 3233, 20, 1313, 1],
[157, 4, 110, 3213, 10, 1211, 11, 1331, 2, 332, 10],
[157, 4, 2211, 2302, 11, 3112, 12, 313, 10, 3123, 2],
[157, 5, 330, 1001, 2, 2111, 0, 134, 20, 1314, 10],
[157, 4, 2111, 1120, 12, 2100, 20, 1332, 2, 2003, 10],
[157, 4, 1211, 1321, 21, 3322, 1, 210, 20, 3031, 10],
[157, 4, 1011, 2200, 1, 3201, 11, 1303, 11, 1100, 12],
[157, 4, 3121, 1012, 3, 0, 0, 3020, 20, 2301, 12],
[157, 4, 3122, 1133, 11, 3103, 20, 1003, 2, 2120, 21],
[157, 4, 2322, 3231, 2, 1320, 20, 2003, 11, 2233, 12],
[161, 4, 3332, 1112, 10, 1321, 11, 200, 1, 3202, 20],
[162, 5, 2042, 2241, 21, 4200, 3, 1321, 1, 341, 11],
[162, 5, 4433, 1100, 0, 330, 11, 44, 2, 2332, 11, 4313, 21],
[162, 4, 3030, 3331, 20, 2110, 10, 322, 2, 1301, 2],
[162, 5, 3344, 4412, 2, 311, 10, 3243, 21, 320, 10],
[162, 5, 3131, 312, 2, 1310, 3, 3034, 20, 4113, 12, 3020, 10],
[162, 5, 2233, 1211, 10, 1240, 10, 4214, 10, 320, 2, 1202, 11],
[162, 4, 1323, 2132, 3, 3013, 12, 210, 2, 3121, 12],
[166, 5, 4434, 3110, 1, 3111, 1, 2013, 1, 2402, 10, 141, 1],
[166, 4, 1222, 1012, 20, 3311, 1, 100, 1, 2320, 11],
[167, 4, 2121, 3321, 20, 2310, 11, 222, 11, 3130, 10],
[167, 4, 1000, 1123, 10, 2010, 21, 1212, 10, 2302, 10],
[167, 4, 3131, 3103, 21, 2333, 11, 21, 10, 2011, 11],
[167, 4, 2332, 3132, 21, 3212, 12, 311, 10, 12, 10],
[167, 4, 2221, 3223, 20, 331, 10, 320, 10, 1123, 11],
[167, 4, 1112, 2012, 20, 310, 10, 1203, 11, 3121, 12],
[167, 4, 1010, 3032, 10, 313, 11, 32, 11, 1121, 11],
[167, 4, 1122, 1130, 20, 3212, 12, 10, 1, 332, 10],
[167, 4, 202, 1322, 11, 1303, 10, 1112, 10, 2300, 12],
[167, 4, 3300, 3121, 10, 3032, 12, 321, 11, 1130, 11],
[167, 4, 3300, 2323, 11, 2312, 10, 1103, 11, 313, 12],
[167, 4, 330, 210, 20, 1303, 12, 3311, 11, 112, 10],
[167, 4, 1113, 2010, 10, 3213, 20, 1012, 20, 133, 20],
[167, 4, 101, 2003, 11, 1201, 21, 2123, 10, 3000, 11],
[167, 4, 1001, 2022, 10, 1223, 10, 1321, 20, 3030, 11],
[167, 4, 32, 3223, 2, 102, 21, 3301, 2, 2213, 2],
[167, 5, 4433, 3234, 12, 2344, 3, 23, 10, 4110, 10, 3202, 1],
[167, 4, 220, 1012, 2, 3012, 2, 232, 21, 2103, 2],
[168, 5, 3113, 1311, 12, 3200, 10, 3321, 12, 3314, 21],
[168, 5, 2042, 2224, 12, 4203, 3, 100, 1, 2001, 20, 1331, 0],
[171, 5, 4433, 4114, 11, 4200, 10, 3210, 1, 1110, 0, 3324, 3],
[172, 5, 2303, 2433, 21, 20, 2, 4214, 1, 1414, 0],
[172, 5, 4004, 3044, 21, 2013, 10, 42, 12, 1101, 10],
[172, 4, 2121, 3103, 10, 201, 11, 3212, 3, 120, 20],
[172, 4, 230, 1021, 2, 22, 12, 1221, 10, 1130, 20],
[172, 4, 301, 3003, 12, 1210, 2, 2023, 2, 2323, 10],
[172, 5, 2201, 2043, 11, 1322, 3, 1101, 20, 4343, 0],
[172, 5, 2323, 2030, 11, 341, 10, 4423, 20, 1334, 11],
[172, 4, 2111, 113, 20, 123, 11, 121, 21, 3222, 1],
[172, 5, 2202, 102, 20, 1304, 10, 332, 11, 2013, 11, 1232, 20],
[173, 5, 4114, 3241, 2, 2242, 1, 1303, 1, 1430, 2, 2, 0],
[173, 5, 1000, 2322, 0, 112, 2, 2032, 10, 1244, 10, 3303, 10],
[174, 5, 400, 3411, 10, 303, 20, 4420, 20, 4322, 1],
[175, 5, 3304, 1432, 2, 313, 12, 1430, 3, 1123, 1],
[176, 5, 3413, 2124, 2, 4323, 12, 332, 2, 401, 11, 1133, 12],
[176, 4, 11, 3211, 20, 3200, 2, 202, 11, 32, 20],
[176, 4, 1102, 323, 2, 3122, 20, 3121, 12, 302, 20],
[177, 4, 1001, 1030, 21, 3102, 11, 130, 3, 3310, 2, 211, 12],
[177, 4, 3303, 2032, 2, 1100, 10, 1331, 11, 2223, 10],
[178, 4, 1033, 320, 2, 1100, 11, 3211, 2, 1010, 20],
[180, 5, 1133, 3441, 2, 212, 1, 1101, 20, 3333, 20, 3032, 11],
[181, 4, 3322, 21, 10, 2320, 21, 1211, 1, 120, 10],
[181, 5, 2243, 2230, 21, 1101, 0, 114, 1, 240, 20],
[182, 4, 131, 2010, 2, 3313, 2, 1233, 11, 2202, 1, 2333, 10],
[182, 4, 3201, 2332, 2, 20, 2, 3011, 21, 2133, 3],
[182, 4, 1213, 2302, 2, 3312, 12, 3033, 10, 1122, 12],
[182, 4, 2, 2323, 1, 221, 11, 3330, 1, 3021, 11],
[182, 4, 3120, 3132, 21, 203, 3, 1022, 12, 3221, 21],
[182, 4, 3201, 1130, 3, 23, 3, 1312, 3, 1001, 20],
[182, 4, 3123, 2311, 3, 1023, 21, 1030, 2, 300, 1],
[183, 5, 4044, 3420, 2, 3403, 2, 2323, 0, 2101, 1, 241, 11],
[184, 4, 2201, 113, 2, 1010, 2, 1230, 12, 2110, 12],
[184, 4, 3100, 3202, 20, 1331, 2, 1211, 1, 2033, 2],
[184, 5, 2244, 240, 20, 233, 10, 1143, 10, 4443, 11, 4230, 11],
[184, 5, 1110, 4301, 2, 3114, 20, 434, 1, 321, 2, 4242, 0],
[186, 5, 2122, 4422, 20, 1340, 1, 3113, 10, 3212, 12],
[186, 4, 223, 2010, 2, 1322, 12, 1132, 2, 2131, 2],
[186, 5, 3113, 1130, 12, 3304, 11, 2021, 1, 3142, 20, 1413, 21],
[186, 4, 112, 1222, 11, 2231, 2, 2030, 2, 1003, 2],
[186, 4, 3133, 11, 1, 2230, 10, 1112, 10, 3121, 20],
[186, 4, 1212, 3021, 2, 120, 2, 3203, 10, 2321, 3],
[186, 4, 2302, 1213, 2, 13, 2, 120, 2, 1212, 11, 1330, 11],
[186, 4, 1131, 332, 10, 2323, 1, 1030, 20, 3121, 21],
[186, 4, 1313, 2031, 2, 2132, 2, 133, 12, 1002, 10],
[187, 4, 2013, 122, 3, 3, 20, 3312, 12, 1200, 3],
[187, 4, 2321, 3132, 3, 322, 21, 1100, 1, 1330, 11, 3120, 12],
[187, 4, 1032, 223, 3, 2300, 3, 3101, 3, 2303, 3],
[187, 4, 233, 1012, 2, 3231, 21, 3002, 3, 320, 12],
[187, 4, 3230, 2332, 12, 1322, 2, 302, 3, 113, 2],
[187, 4, 2013, 2030, 21, 3203, 12, 3100, 3, 3231, 3],
[187, 4, 1231, 3312, 3, 202, 10, 3023, 2, 1210, 21],
[188, 5, 4041, 42, 20, 3143, 11, 444, 12, 2323, 0, 2331, 10],
[189, 4, 1201, 3330, 1, 2310, 3, 2132, 2, 22, 2],
[191, 4, 3202, 2231, 12, 1031, 2, 3001, 20, 3320, 12, 2311, 2],
[191, 4, 3211, 2201, 20, 103, 2, 1033, 2, 3013, 20],
[191, 4, 3002, 2213, 2, 3103, 20, 2110, 2, 2011, 11],
[191, 5, 1411, 3400, 10, 131, 11, 3232, 0, 2114, 12, 1403, 20],
[192, 4, 1013, 2032, 11, 3030, 11, 2122, 1, 3331, 2],
[192, 4, 3130, 3123, 21, 301, 3, 2013, 3, 2200, 10],
[192, 4, 2001, 3131, 10, 3212, 2, 23, 12, 1130, 2],
[192, 4, 2010, 3223, 1, 2003, 21, 1333, 1, 1102, 3],
[192, 4, 2321, 21, 20, 1010, 1, 3020, 11, 3132, 3],
[192, 4, 2131, 3022, 2, 1210, 3, 100, 10, 1023, 3],
[193, 5, 2010, 4221, 2, 4204, 2, 1044, 11, 4343, 0, 342, 2],
[194, 4, 1231, 3203, 11, 2323, 2, 2002, 1, 3103, 2],
[194, 5, 4144, 2020, 0, 3133, 10, 2014, 11, 4324, 20, 2431, 2],
[195, 5, 4142, 2440, 12, 330, 0, 4024, 12, 2122, 20, 1141, 20],
[196, 4, 3002, 313, 2, 2221, 1, 232, 12, 1120, 2],
[196, 4, 1201, 3122, 2, 310, 2, 220, 11, 2030, 2],
[196, 5, 2200, 4414, 0, 2004, 21, 4402, 11, 322, 3, 323, 2],
[196, 5, 2300, 221, 2, 200, 21, 1334, 10, 4122, 1, 2232, 11],
[196, 4, 2332, 2003, 11, 3121, 2, 311, 10, 1102, 10],
[197, 4, 2231, 3312, 3, 1111, 10, 1200, 11, 2032, 21],
[197, 4, 3032, 2233, 12, 2012, 20, 321, 3, 2122, 10],
[197, 4, 3230, 302, 3, 3132, 21, 1100, 10, 3123, 12],
[197, 4, 3130, 230, 20, 1013, 3, 3010, 21, 3032, 21],
[197, 4, 2003, 301, 12, 3203, 21, 1301, 11, 3212, 2],
[197, 4, 3022, 1220, 12, 121, 11, 303, 2, 3302, 21],
[197, 4, 2211, 1210, 21, 1023, 2, 3223, 11, 1002, 2],
[197, 4, 113, 302, 11, 3103, 21, 3221, 2, 3122, 11],
[197, 4, 1023, 310, 3, 1130, 12, 1030, 21, 1303, 21],
[197, 4, 13, 2212, 10, 2012, 20, 2103, 12, 1200, 3],
[197, 4, 2123, 3202, 3, 2102, 21, 311, 2, 3030, 1],
[197, 4, 2313, 3223, 12, 1133, 12, 2210, 20, 3101, 2],
[197, 4, 3300, 301, 21, 10, 11, 3022, 11, 131, 2],
[197, 4, 3011, 2303, 2, 23, 11, 2013, 21, 101, 12],
[197, 4, 2113, 1212, 12, 221, 2, 310, 11, 2032, 11],
[197, 4, 3103, 1232, 2, 3132, 21, 2303, 21, 3200, 20],
[199, 5, 203, 140, 11, 2142, 1, 2200, 21, 4003, 21],
[199, 5, 2, 14, 20, 1220, 2, 4432, 10, 2122, 10, 2040, 12],
[199, 5, 1012, 1004, 20, 2114, 12, 1330, 11, 3143, 1, 2142, 11],
[201, 4, 3222, 3330, 10, 1313, 1, 321, 11, 3203, 20],
[201, 5, 102, 4240, 2, 1242, 11, 2333, 1, 1332, 11, 140, 21],
[201, 5, 3104, 4004, 20, 1404, 21, 1330, 3, 430, 3],
[201, 5, 3132, 1134, 20, 3411, 11, 1104, 10, 3121, 21, 1344, 2],
[201, 5, 3224, 1033, 1, 1344, 11, 2303, 2, 3243, 21],
[201, 5, 1334, 1431, 21, 2101, 1, 314, 21, 3010, 2, 1312, 20],
[201, 5, 3301, 1314, 11, 4331, 21, 12, 2, 4243, 1, 3430, 12],
[201, 5, 4202, 440, 2, 2410, 3, 44, 2, 2223, 11],
[201, 5, 1400, 4323, 1, 4300, 21, 413, 12, 1441, 20, 1210, 20],
[202, 4, 3021, 2113, 3, 2332, 2, 1323, 12, 1030, 12],
[202, 5, 203, 3022, 3, 141, 10, 420, 12, 2144, 1, 4320, 3],
[202, 5, 1012, 1113, 20, 4101, 3, 1040, 20, 1433, 10, 442, 11],
[202, 4, 2000, 322, 2, 11, 11, 2112, 10, 3033, 10],
[202, 4, 12, 2121, 2, 332, 20, 1120, 3, 3131, 1],
[202, 4, 2030, 103, 3, 1322, 2, 2001, 21, 1310, 11],
[202, 4, 1032, 2123, 3, 2210, 3, 3302, 12, 3131, 11],
[202, 4, 1033, 211, 2, 1102, 11, 103, 12, 220, 1],
[202, 4, 1222, 2001, 2, 2213, 12, 1313, 10, 2302, 11],
[202, 4, 1232, 2011, 2, 3132, 21, 2320, 3, 3200, 11],
[202, 4, 2032, 2200, 12, 301, 2, 1120, 2, 1323, 2],
[202, 5, 2440, 4214, 3, 221, 2, 3011, 1, 202, 2],
[202, 4, 3012, 2320, 3, 3202, 21, 201, 3, 212, 21],
[202, 5, 1102, 2001, 12, 3422, 10, 2311, 3, 3332, 10],
[203, 5, 1122, 2323, 11, 2144, 11, 222, 20, 4042, 10, 3001, 1],
[204, 5, 4422, 4112, 20, 4043, 11, 3443, 11, 1313, 0, 4201, 11],
[204, 5, 3001, 1311, 11, 3134, 11, 4401, 20, 2424, 0],
[205, 4, 3130, 3000, 20, 1021, 2, 103, 12, 332, 12, 1101, 11],
[206, 4, 2312, 2133, 12, 23, 2, 1031, 2, 3201, 3],
[206, 4, 332, 3311, 11, 1101, 1, 112, 20, 2013, 3],
[206, 4, 1021, 1033, 20, 3222, 10, 3200, 2, 3132, 2],
[206, 4, 3332, 2102, 10, 3031, 20, 3230, 21, 1202, 10],
[206, 4, 3111, 301, 11, 1231, 12, 3013, 20, 3302, 10],
[206, 4, 2121, 2102, 21, 132, 11, 31, 10, 1031, 11],
[206, 4, 2111, 2330, 10, 1013, 11, 2123, 20, 2001, 20],
[206, 4, 2113, 331, 2, 2332, 11, 3302, 2, 1020, 2],
[206, 4, 1000, 1213, 10, 303, 11, 31, 12, 3220, 10],
[206, 4, 111, 1210, 12, 1221, 11, 2331, 10, 230, 10],
[206, 5, 3202, 242, 21, 1314, 1, 230, 12, 1411, 0, 4243, 11],
[206, 4, 1, 1221, 10, 2321, 10, 1031, 20, 1303, 11],
[206, 4, 3303, 3221, 10, 322, 11, 300, 20, 3001, 20],
[206, 4, 3331, 2021, 10, 232, 10, 233, 11, 3113, 12],
[206, 4, 3330, 323, 12, 131, 11, 2321, 10, 10, 10],
[207, 4, 3220, 2033, 3, 320, 21, 2333, 2, 1312, 2],
[207, 4, 2200, 230, 21, 2031, 11, 1201, 20, 30, 11],
[207, 4, 232, 3020, 3, 2021, 3, 1301, 2, 331, 20],
[207, 4, 2312, 101, 1, 3311, 20, 3230, 2, 1311, 20],
[207, 4, 2231, 2002, 11, 2133, 21, 1123, 3, 3012, 3],
[207, 5, 3322, 4422, 20, 2120, 11, 3103, 11, 442, 10, 4141, 0],
[207, 4, 2123, 232, 3, 3011, 2, 312, 3, 122, 21],
[207, 4, 3001, 120, 3, 2121, 10, 2230, 2, 2313, 2],
[207, 4, 3101, 2323, 1, 3013, 12, 1122, 11, 32, 2],
[207, 4, 2223, 3123, 20, 1022, 11, 3201, 11, 2320, 21],
[207, 4, 3231, 2031, 21, 2123, 3, 1002, 2, 33, 11, 2013, 3],
[208, 5, 3202, 2022, 12, 1232, 21, 4112, 10, 3420, 12],
[208, 5, 1011, 3344, 0, 3202, 1, 3301, 11, 133, 2, 444, 1],
[208, 5, 1101, 4200, 10, 2321, 10, 3002, 10, 2233, 0, 4143, 10],
[208, 5, 1421, 3, 0, 2433, 11, 3311, 11, 1003, 10, 2120, 11],
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[370, 5, 1402, 1440, 21, 1004, 21, 4022, 12, 1424, 21],
[370, 5, 4102, 2134, 12, 4042, 21, 1242, 12, 4300, 20],
[371, 4, 2030, 2001, 21, 3100, 12, 312, 3, 2233, 20],
[372, 4, 1200, 1221, 20, 310, 12, 3213, 11, 3300, 20],
[373, 5, 3144, 2224, 10, 4330, 2, 24, 10, 1104, 20],
[374, 5, 1421, 3122, 11, 442, 11, 4241, 12, 44, 1],
[377, 5, 2433, 2120, 10, 2110, 10, 4042, 2, 2101, 10, 3410, 11],
[378, 5, 3112, 1120, 12, 3210, 21, 2011, 12, 1041, 2, 4442, 10],
[380, 5, 1132, 4102, 20, 3141, 12, 1001, 11, 4234, 11],
[383, 5, 2142, 4121, 12, 3244, 11, 3144, 20, 2044, 20, 210, 2],
[384, 5, 4043, 1441, 11, 4224, 11, 1, 10, 4130, 12, 144, 12],
[386, 4, 3022, 3231, 11, 2021, 21, 3300, 11, 311, 2],
[398, 4, 1322, 31, 2, 3300, 10, 2303, 11, 3131, 2],
[401, 5, 3411, 3434, 20, 2400, 10, 1223, 2, 1430, 12],
[406, 4, 1032, 12, 21, 3112, 12, 1130, 21, 1113, 11],
[406, 4, 1302, 1132, 21, 1330, 21, 3321, 12, 3122, 12],
[406, 4, 2202, 3122, 11, 233, 11, 3221, 11, 2230, 21],
[408, 5, 340, 2333, 10, 1143, 11, 1333, 10, 4042, 11, 3243, 11],
[410, 5, 3204, 3403, 21, 3401, 21, 304, 21, 3424, 21],
[411, 4, 311, 1312, 21, 121, 21, 3021, 12, 2003, 2],
[411, 4, 3031, 1022, 11, 2233, 11, 3023, 21, 210, 2],
[412, 4, 312, 1102, 12, 3213, 12, 1222, 11, 3, 11, 330, 20],
[413, 5, 4203, 4130, 12, 3201, 21, 4413, 20, 4242, 20],
[413, 5, 3100, 3112, 20, 4002, 11, 1341, 2, 302, 12],
[419, 4, 2132, 1022, 12, 2020, 11, 1003, 2, 1030, 11],
[423, 5, 4243, 1133, 10, 4221, 20, 4441, 20, 1441, 11, 202, 10],
[438, 5, 2311, 320, 11, 3434, 1, 213, 12, 1220, 2, 212, 11],
[440, 5, 2432, 1244, 2, 2013, 11, 3413, 11, 4214, 2],
[443, 5, 1241, 1100, 11, 3131, 11, 3242, 20, 1423, 12, 22, 1],
[444, 4, 1200, 232, 11, 3321, 2, 130, 12, 1122, 11],
[446, 4, 3003, 103, 21, 2302, 11, 3313, 20, 3123, 20],
[446, 4, 3003, 2033, 21, 3321, 11, 201, 11, 2300, 12],
[446, 4, 3113, 1132, 12, 2313, 21, 2101, 11, 11, 11],
[448, 4, 2123, 3110, 11, 2130, 21, 2210, 12, 3013, 11],
[451, 4, 3231, 220, 10, 1330, 12, 3120, 12, 2130, 12],
[452, 4, 323, 2103, 12, 2003, 12, 112, 11, 1313, 20],
[453, 5, 2413, 1424, 12, 204, 2, 2230, 11, 23, 11, 3440, 11],
[463, 5, 2303, 3010, 2, 103, 20, 413, 11, 4220, 2, 4224, 1],
[463, 5, 4302, 1012, 11, 4224, 11, 32, 12, 1122, 10, 2200, 11],
[466, 4, 2130, 2203, 12, 1220, 12, 121, 12, 313, 3],
[467, 5, 113, 44, 10, 1443, 11, 3312, 11, 402, 10, 3134, 11],
[477, 5, 211, 1242, 11, 3200, 11, 2313, 11, 3331, 10, 3420, 2],
[490, 5, 1342, 1232, 21, 1132, 21, 4432, 12, 4122, 12],
[494, 4, 3020, 3112, 11, 322, 12, 1001, 11, 2033, 12],
[500, 4, 1220, 1013, 11, 3322, 11, 302, 2, 3321, 11],
[512, 5, 2431, 2233, 20, 3311, 11, 1313, 2, 2301, 21],
[524, 4, 3103, 1233, 12, 2012, 2, 2323, 11, 1013, 12, 1023, 12],
[527, 5, 413, 4112, 11, 2332, 1, 1133, 11, 1012, 11],
[533, 5, 2034, 3020, 12, 2443, 12, 1042, 12, 3100, 2],
[544, 5, 1011, 1341, 20, 1023, 20, 241, 11, 3100, 2, 4310, 11],
[567, 5, 4214, 4443, 11, 2124, 12, 2244, 21, 424, 12],
[569, 5, 3422, 1332, 11, 430, 11, 2201, 2, 304, 2],
[693, 4, 312, 2213, 12, 2320, 12, 3122, 12, 2300, 12, 3113, 11],
[702, 5, 101, 4011, 12, 220, 11, 1004, 12, 1231, 11, 4002, 11],
[704, 5, 2004, 1012, 11, 1201, 11, 4013, 11, 4421, 2, 4324, 11],
[728, 5, 2110, 230, 11, 1414, 11, 210, 21, 1413, 11, 3142, 11]];
/*
* There are 1,200 5-peg puzzles, but some only appear under certain
* difficulties, or certain circumstances. Some never appear at all.
*
* ------------------------------------------------------------
*
* P = 20 available puzzles
* G = 20 gold key puzzles
* D = 20 diamond key puzzles
* . = 20 unavailable puzzles
*
* (easy)
* [PPPPP]
* [PPPPP]
* [PPPPP]
* [PPPPP] <-- These 200 puzzles are used for Abra's sync events
* [.....] <--
* [GGGGG]
* [GGGGG]
* [.....]
* [DDDDD]
* [DDDDD]
* [DDDDD]
* [.....]
* (hard)
*/
public static var _5Peg:Array<Array<Int>> = [
[265, 5, 10111, 31033, 2, 14443, 10, 332, 10, 21231, 11, 24222, 0],
[275, 5, 300, 1331, 20, 13314, 10, 33024, 2, 12112, 0, 40002, 21],
[292, 6, 55525, 24054, 2, 11521, 20, 44101, 0, 22515, 21, 52331, 11],
[304, 5, 33222, 1233, 12, 22043, 3, 14031, 1, 30223, 31],
[313, 5, 40404, 40420, 31, 30133, 10, 2401, 21, 22202, 10, 13241, 1],
[313, 5, 44344, 41131, 11, 13222, 1, 30321, 10, 10432, 2, 4110, 10],
[325, 6, 53335, 45125, 11, 53515, 30, 40055, 11, 22144, 0, 30222, 1, 10543, 2],
[327, 6, 50520, 2403, 3, 13341, 0, 5051, 4, 32333, 1],
[332, 5, 44443, 41100, 10, 32130, 1, 23024, 2, 4322, 11, 23340, 11],
[351, 6, 500, 54025, 2, 34345, 1, 323, 20, 53251, 1, 24110, 10],
[369, 5, 22244, 41412, 3, 14324, 12, 21000, 10, 11223, 11, 21130, 10],
[371, 5, 11041, 40110, 4, 11412, 22, 2302, 1, 34441, 20, 310, 2],
[372, 6, 24412, 51022, 12, 40321, 3, 11500, 1, 51540, 2, 40242, 13, 53330, 0],
[378, 6, 53455, 2021, 0, 12235, 11, 31555, 22, 45220, 2, 21404, 10, 42345, 12],
[379, 5, 13333, 30132, 12, 20303, 20, 40324, 10, 11232, 20, 11022, 10],
[386, 6, 35554, 31044, 20, 11330, 1, 21102, 0, 13305, 2],
[395, 6, 43433, 24014, 2, 41300, 11, 53150, 10, 21343, 12, 11525, 0],
[400, 5, 22414, 43242, 4, 21312, 21, 44112, 13, 33320, 1, 22030, 20],
[407, 5, 33131, 42311, 12, 14103, 12, 12004, 1, 42111, 20, 10330, 12],
[407, 6, 11031, 45034, 20, 554, 1, 41211, 21, 3511, 13, 23132, 11, 25414, 1],
[407, 6, 31151, 14420, 1, 23430, 1, 22155, 20, 35115, 22, 51141, 31],
[409, 5, 14412, 20001, 2, 42044, 3, 44100, 12, 20210, 11, 40303, 1],
[410, 5, 33033, 40220, 1, 34413, 20, 11312, 1, 44040, 10],
[422, 5, 2020, 101, 12, 41401, 1, 22332, 11, 233, 12, 23220, 21],
[426, 6, 3333, 45311, 10, 13300, 21, 10301, 11, 21025, 1],
[433, 6, 44044, 33314, 10, 42032, 20, 15112, 0, 4550, 11, 3113, 1],
[433, 6, 43341, 35433, 3, 41425, 12, 23130, 12, 25113, 2, 50502, 0],
[435, 5, 24100, 31041, 3, 4140, 31, 31424, 3, 22144, 21],
[435, 5, 31331, 213, 2, 13314, 13, 323, 11, 21143, 12, 4412, 1],
[439, 5, 10202, 11143, 10, 22401, 13, 23324, 2, 2044, 3],
[441, 5, 21110, 21032, 21, 43002, 2, 13000, 11, 34431, 1, 22142, 20],
[442, 6, 11411, 52253, 0, 3102, 1, 11324, 21, 4241, 11],
[442, 5, 44, 32343, 10, 44212, 2, 33042, 20, 20404, 22],
[443, 5, 33312, 34142, 21, 33434, 21, 42412, 20, 43400, 10, 20233, 3],
[444, 6, 55205, 142, 2, 24551, 3, 20451, 3, 35525, 22, 14453, 1],
[445, 6, 11112, 33513, 10, 3252, 10, 20051, 2, 32534, 1, 42500, 1],
[445, 6, 33424, 45252, 2, 12130, 2, 45313, 3, 40341, 3, 5154, 10],
[447, 6, 25522, 42421, 11, 35040, 10, 52150, 3, 51520, 21, 50225, 13],
[450, 5, 420, 42300, 13, 41331, 1, 44311, 1, 31333, 0, 21202, 2],
[452, 5, 24242, 333, 0, 42113, 2, 41214, 12, 32342, 21, 32004, 2],
[462, 5, 13031, 34203, 3, 2300, 2, 24241, 10, 40343, 3],
[463, 5, 44440, 10001, 1, 42312, 10, 22402, 11, 4033, 11, 44331, 20],
[463, 5, 10434, 11344, 22, 10403, 31, 23121, 2, 20431, 31],
[463, 6, 21125, 24320, 20, 21013, 21, 4431, 1, 34452, 2, 55100, 11, 21202, 21],
[463, 6, 35314, 10053, 3, 34313, 31, 3122, 2, 24531, 4],
[464, 6, 14212, 32524, 3, 51433, 2, 35, 0, 14204, 30],
[464, 6, 34044, 53410, 3, 54015, 20, 11235, 1, 44220, 12, 30344, 31],
[465, 5, 20303, 44003, 21, 33010, 4, 11404, 10, 23414, 11, 24132, 11],
[466, 5, 4111, 32442, 1, 13323, 1, 3314, 21, 4042, 20, 23000, 1],
[468, 5, 31111, 32424, 10, 23230, 1, 40111, 30, 40443, 1],
[468, 5, 41003, 40300, 22, 23204, 12, 41334, 21, 22414, 2, 20334, 3],
[468, 5, 12000, 4002, 22, 43311, 1, 12234, 20, 14021, 21, 21124, 2],
[469, 5, 22024, 44113, 1, 21110, 11, 44200, 3, 31342, 2, 3020, 20],
[470, 5, 44334, 2023, 1, 33100, 2, 30232, 11, 41301, 20, 14343, 22],
[471, 5, 14130, 2421, 3, 34301, 13, 31342, 3, 41133, 22, 34340, 21],
[471, 5, 44013, 3221, 3, 41110, 21, 21431, 3, 12134, 3, 41143, 22],
[471, 5, 2440, 434, 22, 42204, 13, 40301, 3, 23444, 21, 44113, 2],
[472, 6, 51122, 55512, 21, 3140, 10, 12205, 4, 21354, 12, 35554, 1],
[472, 5, 21121, 30423, 10, 12100, 12, 3104, 10, 13411, 12],
[472, 5, 22232, 22300, 21, 2023, 12, 2133, 20, 40012, 10, 12122, 21],
[473, 6, 44422, 14442, 31, 43423, 30, 55430, 10, 5102, 10],
[477, 5, 110, 43034, 1, 14331, 2, 22240, 10, 21414, 11, 24000, 12],
[478, 5, 42112, 44124, 21, 20311, 12, 24203, 3, 13030, 1],
[478, 5, 33444, 20344, 21, 44242, 12, 322, 1, 44211, 2, 40430, 12],
[479, 6, 41443, 30403, 20, 42050, 10, 53025, 1, 44514, 13, 12544, 12],
[481, 6, 4304, 30410, 4, 12403, 12, 52120, 1, 32354, 20],
[487, 6, 52532, 1154, 1, 24224, 2, 13151, 2, 22333, 21, 14311, 1, 35233, 12],
[490, 5, 22324, 41040, 1, 2423, 22, 11330, 10, 14042, 2, 23133, 11],
[490, 5, 44134, 3034, 20, 1340, 3, 33423, 2, 1321, 2, 42020, 10],
[490, 5, 30010, 40242, 10, 32111, 20, 42420, 10, 2303, 3, 41132, 2],
[491, 6, 40420, 24034, 4, 22315, 1, 34410, 21, 21105, 2, 1242, 3],
[491, 5, 33340, 13342, 30, 2222, 1, 44233, 3, 33420, 31, 32242, 20],
[491, 5, 24432, 232, 21, 14213, 12, 4304, 12, 10100, 0, 22430, 31],
[492, 6, 1310, 45421, 1, 41353, 20, 21014, 21, 22503, 2, 11215, 20, 40504, 2],
[492, 6, 15111, 50220, 1, 15242, 20, 45531, 20, 2310, 10, 1451, 12],
[493, 5, 42403, 10134, 3, 3234, 4, 34340, 4, 41033, 21, 1312, 3],
[494, 6, 42323, 14220, 12, 55322, 21, 2412, 12, 23304, 13, 5531, 1, 53540, 2],
[494, 5, 22223, 23, 20, 33121, 11, 14412, 1, 43012, 2, 20032, 12],
[494, 5, 20020, 13323, 10, 10031, 20, 33333, 0, 12142, 2, 433, 11],
[495, 5, 14402, 30344, 3, 14013, 21, 13432, 30, 14244, 22, 22230, 2],
[495, 5, 24232, 32200, 12, 33122, 12, 43324, 3, 42403, 3, 1002, 10],
[496, 6, 52055, 20544, 3, 12522, 11, 35351, 11, 14430, 1, 25500, 4],
[498, 6, 22523, 41251, 2, 35531, 11, 31040, 1, 33345, 2, 51222, 13],
[498, 6, 42402, 13351, 0, 25235, 2, 25520, 3, 45004, 21, 13342, 11, 24003, 12],
[499, 5, 41101, 44043, 11, 24332, 1, 12033, 2, 10104, 22, 103, 20, 12013, 3],
[499, 5, 2121, 14221, 22, 21003, 3, 13244, 2, 13220, 13],
[499, 5, 3003, 32040, 12, 23422, 10, 30332, 3, 14401, 10],
[500, 5, 10110, 2343, 1, 32214, 10, 12111, 30, 31134, 11, 42420, 10],
[500, 5, 34444, 1140, 10, 1322, 1, 34134, 30, 301, 1],
[501, 6, 13033, 14233, 30, 413, 12, 25404, 1, 34225, 1, 31115, 2],
[503, 5, 1031, 34034, 20, 12214, 2, 233, 21, 44110, 3, 22224, 0],
[506, 5, 32323, 20011, 1, 22423, 30, 3421, 11, 44413, 10],
[506, 5, 1102, 11312, 21, 24204, 11, 22102, 30, 41, 12, 40334, 1],
[506, 5, 10313, 2101, 3, 124, 11, 22004, 1, 1334, 13, 24400, 1],
[509, 5, 12422, 24424, 21, 31443, 11, 22320, 21, 20031, 2, 30320, 10],
[509, 6, 13132, 12152, 30, 31332, 22, 14220, 11, 453, 1, 32230, 12],
[510, 6, 5230, 1234, 30, 322, 13, 5000, 30, 32503, 4, 4302, 13, 1033, 21],
[512, 5, 20121, 21011, 22, 41240, 3, 13223, 12, 30202, 12, 2012, 4],
[512, 6, 41411, 2015, 10, 52243, 1, 5344, 2, 41015, 30, 10523, 1],
[514, 6, 52115, 1115, 30, 11252, 4, 25300, 2, 43540, 1, 42535, 21],
[516, 5, 42343, 1014, 1, 30224, 3, 422, 2, 31130, 2, 32140, 21, 44413, 21],
[517, 5, 40303, 13434, 3, 20123, 20, 11404, 11, 1142, 2, 14410, 2],
[518, 5, 33220, 4043, 2, 2420, 21, 42243, 12, 40332, 4, 323, 13],
[518, 6, 32244, 54103, 2, 55040, 10, 32351, 20, 34024, 22, 22055, 11],
[519, 6, 55512, 54312, 30, 12511, 21, 51013, 20, 433, 0, 1252, 12],
[519, 6, 31535, 31240, 20, 25040, 1, 5032, 11, 33214, 12, 22144, 1, 54503, 12],
[520, 6, 1001, 51435, 10, 44121, 11, 2041, 30, 41132, 11, 52000, 21, 23252, 0],
[524, 5, 34144, 12213, 2, 302, 1, 2401, 2, 21424, 12, 34304, 30],
[525, 6, 33500, 22305, 12, 34351, 12, 42143, 1, 50435, 3, 22400, 20],
[526, 6, 553, 1031, 12, 50311, 12, 12242, 0, 23000, 3, 22503, 21],
[527, 5, 414, 31000, 3, 14331, 2, 2324, 20, 3400, 21],
[527, 5, 44211, 31442, 4, 31103, 2, 22330, 1, 40310, 20],
[527, 5, 23404, 23042, 22, 42010, 3, 44122, 3, 20244, 22, 21422, 20],
[527, 5, 22414, 10421, 12, 2330, 10, 23231, 12, 10241, 3, 43143, 3],
[527, 5, 42404, 2330, 11, 24232, 2, 41342, 12, 11303, 10, 211, 2],
[528, 5, 1021, 43230, 2, 1301, 31, 13403, 2, 310, 12],
[528, 5, 10313, 40043, 20, 34201, 3, 11113, 30, 10301, 31],
[528, 5, 42424, 41033, 10, 43, 1, 13233, 1, 33244, 12, 32113, 10],
[529, 5, 11422, 40042, 11, 30142, 12, 2243, 3, 31421, 31, 31300, 10],
[529, 6, 52551, 24534, 11, 2105, 12, 35551, 31, 25305, 3, 45113, 2, 20032, 1],
[531, 5, 20142, 2204, 4, 12422, 13, 30442, 30, 33040, 11],
[532, 5, 414, 21231, 1, 42220, 2, 30004, 21, 44401, 13, 1043, 13],
[533, 5, 43244, 30133, 1, 22424, 12, 21104, 11, 33240, 30, 4401, 2],
[533, 5, 22323, 33101, 2, 21414, 10, 24224, 21, 2320, 30],
[533, 5, 14431, 10100, 11, 40403, 12, 41200, 2, 40112, 3, 10204, 11, 3004, 2],
[534, 5, 23024, 12333, 2, 32020, 22, 23222, 30, 21022, 30, 41302, 4],
[536, 5, 14314, 23332, 10, 2242, 1, 44303, 21, 21144, 13, 40140, 3],
[539, 6, 41512, 5513, 20, 10005, 2, 30420, 2, 31510, 30, 42452, 21],
[539, 6, 1404, 1020, 21, 43511, 2, 2304, 30, 25523, 0, 14501, 12],
[539, 6, 12234, 54211, 12, 15534, 30, 21542, 4, 15515, 10],
[539, 6, 5420, 25355, 11, 1012, 12, 50315, 2, 55410, 30, 55201, 12],
[539, 6, 5512, 25412, 30, 25312, 30, 5543, 30, 15011, 21, 21431, 2],
[540, 6, 4402, 5342, 21, 42023, 3, 34403, 30, 14251, 11, 35010, 2],
[540, 5, 22112, 42433, 10, 3100, 10, 30231, 2, 23011, 21, 11224, 4],
[540, 6, 51511, 2251, 11, 35044, 1, 31211, 30, 50420, 10, 50345, 11],
[540, 5, 42240, 30404, 3, 41113, 10, 2144, 22, 14143, 11, 42023, 22],
[541, 6, 52352, 34124, 2, 12405, 11, 55552, 30, 25502, 13, 2535, 13, 25040, 2],
[542, 5, 11133, 10013, 21, 23231, 12, 44330, 11, 14424, 10, 34314, 3],
[543, 6, 20030, 12145, 1, 33035, 20, 3332, 12, 11202, 2, 15424, 1],
[545, 5, 32432, 4043, 2, 132, 20, 20343, 4, 23300, 3, 23200, 3],
[546, 5, 124, 41202, 4, 21130, 12, 34131, 11, 12411, 3, 12140, 13, 1210, 13],
[547, 6, 15215, 54112, 13, 12243, 20, 40530, 1, 10134, 11, 13122, 12, 41552, 4],
[547, 5, 2023, 3443, 20, 24230, 4, 30121, 12, 44312, 2, 2420, 31],
[549, 5, 4340, 2112, 10, 13310, 20, 43034, 4, 10223, 2],
[549, 5, 31440, 40401, 13, 43110, 13, 44331, 4, 10130, 12, 43433, 12, 23112, 2],
[549, 5, 20322, 23341, 20, 1230, 3, 32200, 4, 2332, 22],
[550, 6, 52501, 20145, 4, 34330, 1, 42055, 13, 45342, 2, 42013, 12],
[550, 6, 43431, 33142, 13, 24342, 3, 35552, 1, 54214, 3, 30450, 11],
[551, 5, 34344, 43414, 13, 3430, 3, 40100, 1, 11322, 10],
[554, 6, 41354, 15025, 2, 32533, 2, 3242, 2, 41500, 21, 44413, 13],
[556, 5, 23143, 1404, 2, 43304, 12, 23132, 31, 24031, 13, 12022, 2],
[556, 5, 24001, 32422, 2, 24400, 31, 11203, 12, 11240, 4, 13234, 3],
[557, 5, 14124, 12001, 12, 31231, 3, 10432, 12, 34024, 30, 13424, 31],
[557, 6, 30044, 24453, 3, 35231, 10, 1503, 3, 1143, 12, 4032, 13, 13351, 1],
[557, 6, 50555, 3044, 1, 33325, 10, 41114, 0, 11253, 10, 54122, 10],
[558, 6, 54311, 51351, 31, 51124, 13, 35105, 3, 21231, 12, 35452, 3, 40135, 4],
[558, 5, 41021, 22302, 2, 14200, 4, 44212, 12, 41143, 21, 3142, 4, 10314, 4],
[561, 5, 3444, 3332, 20, 11324, 11, 2102, 10, 44432, 13, 22233, 1],
[561, 5, 30414, 20340, 12, 11002, 2, 30312, 30, 41342, 4, 144, 22],
[561, 6, 55000, 32250, 11, 54212, 10, 25351, 11, 553, 4, 51404, 20],
[561, 5, 4001, 21100, 12, 2114, 12, 32032, 10, 44003, 30, 42130, 3],
[562, 5, 12424, 21313, 2, 22324, 30, 44144, 12, 131, 1],
[562, 5, 33443, 44410, 11, 34033, 22, 24000, 1, 40104, 2, 22131, 1],
[562, 5, 13, 12020, 12, 33313, 20, 21422, 1, 3310, 22, 230, 22, 32134, 2],
[562, 5, 11212, 31023, 11, 100, 1, 34222, 20, 43134, 1, 32443, 1],
[564, 5, 30341, 30130, 22, 34003, 13, 44130, 4, 34011, 22, 4440, 11],
[565, 6, 53200, 20535, 4, 43145, 11, 1044, 2, 35351, 2, 13420, 21],
[566, 5, 34331, 22433, 12, 44301, 30, 13223, 3, 41331, 31, 22220, 0],
[566, 5, 22221, 23123, 21, 32403, 10, 24414, 11, 1021, 20],
[567, 6, 10010, 41345, 1, 42141, 2, 52505, 1, 13423, 10, 41115, 11],
[567, 6, 11514, 51435, 12, 12232, 10, 13220, 10, 33145, 3, 22451, 3],
[567, 6, 54222, 5544, 2, 14304, 10, 53220, 30, 5315, 1, 43533, 2],
[568, 6, 51342, 35432, 13, 21032, 21, 15254, 4, 32535, 3, 11242, 30, 41152, 22],
[568, 5, 41001, 33422, 1, 13031, 21, 44322, 10, 4114, 4, 12114, 3],
[568, 5, 30043, 44221, 1, 244, 21, 22424, 1, 3230, 4],
[569, 5, 31201, 31323, 21, 20034, 3, 43340, 2, 23001, 22, 21223, 21],
[571, 5, 31, 14343, 2, 24040, 11, 21420, 2, 22123, 2, 11404, 2],
[572, 5, 22011, 134, 2, 30242, 3, 41110, 12, 23421, 21, 33244, 1],
[573, 6, 34111, 50115, 20, 14454, 11, 42412, 11, 52, 0, 23354, 2],
[574, 5, 10100, 11004, 22, 40434, 10, 20033, 11, 43030, 11, 12401, 21],
[575, 6, 20104, 42421, 3, 54121, 12, 25452, 11, 31301, 11, 1450, 4, 35135, 10],
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[1469, 6, 1351, 43134, 2, 23320, 11, 3405, 12, 14005, 3, 5512, 12, 55214, 2],
[1469, 6, 20513, 14102, 3, 43143, 11, 44552, 11, 11040, 2, 2234, 3, 14423, 12],
[1475, 6, 41030, 41322, 21, 112, 3, 44303, 12, 11230, 30, 12554, 2],
[1477, 6, 13241, 3454, 11, 44121, 13, 24251, 21, 55204, 11, 22535, 2],
[1477, 5, 12313, 40303, 20, 33240, 3, 14341, 21, 40023, 11, 2101, 12],
[1477, 5, 34211, 23213, 21, 4202, 20, 1120, 3, 4324, 12, 40234, 12],
[1484, 6, 23325, 25045, 20, 31433, 2, 15344, 11, 54434, 2, 13535, 21],
[1502, 5, 32323, 4224, 11, 21103, 11, 32213, 31, 30203, 21],
[1503, 6, 40350, 25233, 2, 32345, 12, 30134, 12, 41451, 20, 10155, 20],
[1505, 6, 40350, 15511, 1, 35141, 3, 51344, 12, 50045, 13, 3240, 13, 20244, 11],
[1505, 5, 30003, 42002, 20, 4314, 2, 33142, 11, 14001, 20, 1314, 2],
[1510, 5, 13340, 3403, 13, 4310, 22, 34244, 11, 24220, 11, 12412, 11],
[1512, 6, 24151, 23134, 21, 2221, 11, 3354, 11, 20251, 30],
[1513, 6, 53440, 35402, 13, 22440, 30, 52301, 12, 41314, 3, 21533, 2, 14013, 3],
[1514, 6, 43135, 45221, 12, 53242, 12, 33235, 30, 51025, 11, 54405, 11, 3223, 11],
[1520, 6, 23302, 23155, 20, 53032, 22, 4012, 11, 24533, 12, 20103, 21],
[1524, 5, 13110, 14313, 21, 20310, 21, 34124, 11, 24211, 11, 41412, 11],
[1524, 5, 20112, 22314, 21, 30322, 21, 33213, 11, 4013, 11, 20240, 21],
[1530, 6, 24034, 2035, 21, 52035, 21, 50404, 12, 13455, 2, 31100, 2],
[1531, 6, 50305, 25432, 2, 13002, 12, 1005, 21, 20021, 11, 250, 12, 45511, 2],
[1536, 6, 1424, 41312, 12, 44415, 12, 20253, 2, 40001, 3, 2115, 12],
[1567, 6, 4132, 33102, 22, 53124, 13, 1241, 13, 521, 12, 12414, 3, 53033, 11],
[1569, 6, 55035, 25335, 30, 54003, 21, 41543, 2, 12105, 11, 4105, 11],
[1570, 6, 51405, 15445, 22, 41541, 12, 4210, 3, 25103, 12, 50124, 13, 52342, 11],
[1570, 6, 35211, 14133, 3, 25303, 12, 52404, 2, 22512, 12, 1312, 13],
[1570, 6, 43153, 12411, 2, 33005, 12, 53254, 21, 13320, 12, 45334, 13, 53534, 13],
[1576, 6, 14421, 44342, 12, 51000, 1, 2323, 10, 24034, 12, 413, 11, 15042, 12],
[1577, 6, 40115, 14433, 2, 21542, 3, 3214, 12, 43340, 11, 40300, 20, 53125, 20],
[1578, 5, 1203, 10410, 3, 4220, 21, 343, 21, 41022, 12, 12231, 12],
[1589, 6, 14201, 42502, 12, 52540, 3, 3214, 13, 21105, 13, 35540, 2, 55115, 2],
[1594, 5, 13224, 12231, 22, 41203, 13, 31130, 2, 23211, 22, 33421, 22],
[1605, 6, 54131, 44540, 11, 45302, 3, 52420, 11, 23251, 12, 5121, 21, 41211, 12],
[1607, 6, 3515, 34104, 3, 5253, 13, 2554, 21, 43300, 11, 22015, 21, 21052, 3],
[1622, 5, 13300, 34013, 4, 31321, 12, 12001, 21, 23001, 22, 11033, 13],
[1633, 5, 10243, 144, 21, 42221, 12, 2320, 3, 24443, 21],
[1634, 6, 1423, 54015, 3, 21252, 11, 30022, 12, 3523, 30, 2524, 21],
[1644, 6, 20240, 13340, 20, 10534, 11, 53205, 11, 21244, 30, 45025, 3, 45402, 3],
[1660, 6, 1225, 43423, 10, 15301, 3, 3032, 11, 5104, 12, 40515, 12, 50250, 12],
[1662, 5, 41203, 1022, 12, 10414, 3, 33240, 13, 44030, 12, 34234, 12],
[1663, 5, 14033, 13240, 13, 3322, 3, 12422, 11, 11434, 21, 311, 3],
[1663, 6, 3411, 43131, 22, 31215, 12, 1324, 13, 4110, 22, 52540, 2],
[1677, 6, 20513, 24301, 13, 14244, 2, 45121, 3, 10434, 12, 30023, 21, 120, 12],
[1682, 6, 54433, 33455, 13, 51434, 31, 21343, 12, 23315, 3],
[1684, 5, 24413, 23321, 12, 24012, 30, 41301, 3, 11233, 12, 3043, 11],
[1687, 5, 10420, 10012, 22, 14122, 21, 24320, 21, 42233, 2, 24220, 21],
[1688, 6, 10523, 31345, 3, 34450, 3, 4203, 12, 12051, 13, 50305, 12, 50113, 22],
[1691, 6, 14422, 24405, 21, 32025, 11, 41125, 12, 50224, 12, 34421, 31],
[1692, 6, 41125, 14423, 12, 34533, 2, 40021, 21, 41551, 22, 3013, 1],
[1707, 6, 42030, 3232, 12, 40332, 22, 33210, 12, 35001, 12, 52142, 11, 52131, 20],
[1708, 6, 5230, 5542, 21, 41002, 3, 51201, 12, 35513, 11, 12551, 2, 22501, 3],
[1710, 5, 30402, 24232, 12, 13123, 2, 42411, 11, 41322, 12, 14000, 12],
[1723, 6, 1554, 1, 11, 25112, 2, 2445, 12, 5010, 12, 33441, 2, 13504, 22],
[1726, 6, 4513, 1045, 13, 51013, 22, 42005, 3, 35315, 12, 25443, 12],
[1728, 5, 24013, 23302, 12, 13300, 3, 34134, 12, 23123, 21, 22114, 21],
[1729, 5, 21431, 23344, 12, 212, 2, 3224, 3, 40410, 11, 40221, 12],
[1747, 6, 54203, 52422, 12, 34255, 22, 23035, 4, 54353, 30, 25302, 13],
[1748, 5, 32302, 40342, 21, 3131, 3, 31022, 22, 30123, 13],
[1765, 5, 4032, 44100, 12, 3311, 11, 31433, 11, 42113, 3, 10102, 12, 2301, 13],
[1776, 6, 15342, 41204, 3, 13455, 13, 14005, 12, 33345, 21, 54112, 13],
[1779, 6, 45344, 44123, 12, 43155, 12, 35453, 12, 54214, 12, 12531, 2, 30022, 1],
[1791, 6, 53031, 12150, 3, 5243, 3, 34355, 3, 4551, 12, 2253, 3, 40113, 3],
[1795, 5, 1421, 3023, 20, 22440, 12, 44413, 11, 43441, 20],
[1813, 6, 14321, 4342, 21, 44513, 12, 3031, 11, 53050, 1, 13014, 13, 1305, 11],
[1819, 6, 22310, 32013, 22, 2105, 12, 4422, 3, 45513, 11, 4121, 3],
[1821, 6, 43514, 3021, 11, 30130, 2, 24133, 3, 12524, 21, 23245, 12, 44241, 12],
[1829, 6, 15213, 34250, 12, 30313, 20, 4133, 11, 2414, 11, 14335, 12, 51553, 12],
[1830, 6, 4003, 55044, 11, 23441, 2, 42001, 21, 2553, 20, 21032, 11, 12033, 20],
[1837, 5, 14342, 32311, 12, 10131, 11, 24101, 12, 20330, 11, 20214, 3],
[1839, 5, 40113, 44013, 31, 32304, 3, 23114, 22, 31134, 13, 43140, 22],
[1858, 5, 10123, 44403, 11, 20003, 21, 42234, 2, 3104, 12, 3413, 12],
[1872, 6, 32515, 20533, 12, 13101, 2, 23422, 2, 5402, 2, 42423, 11, 11330, 2],
[1877, 6, 43551, 34253, 12, 51501, 21, 43422, 20, 1034, 3, 13513, 21],
[1884, 5, 12031, 24332, 11, 33131, 21, 10114, 12, 31032, 22, 31130, 13],
[1887, 6, 33301, 14343, 12, 51404, 11, 50332, 12, 40344, 11, 3304, 30, 45504, 10],
[1894, 6, 14525, 33514, 12, 41425, 22, 33445, 11, 11052, 12, 22435, 12],
[1905, 6, 15004, 12105, 21, 20254, 12, 14210, 12, 41355, 3, 20122, 2, 5433, 12],
[1920, 6, 33502, 23143, 12, 55211, 2, 1224, 2, 22535, 12, 25432, 12, 25123, 3],
[1944, 6, 45102, 12342, 12, 15122, 30, 55514, 12, 20032, 11, 50434, 3],
[1979, 6, 30154, 5122, 12, 41020, 3, 35304, 22, 40443, 12, 1514, 13, 55414, 12],
[1982, 6, 15432, 11405, 21, 30554, 3, 41214, 3, 2412, 21, 25154, 13],
[1996, 6, 31110, 24324, 1, 45011, 12, 4503, 2, 1225, 11, 43113, 21],
[2007, 6, 32510, 51212, 12, 112, 12, 43115, 12, 12132, 12, 20131, 4, 50520, 21],
[2010, 6, 32005, 3053, 13, 52400, 22, 14152, 2, 20013, 13, 22533, 12],
[2029, 6, 25315, 25013, 31, 11252, 3, 44302, 11, 21040, 11, 51313, 21],
[2045, 6, 24341, 35114, 3, 23423, 12, 40535, 2, 15553, 2, 21310, 21, 25412, 12],
[2047, 6, 10325, 35302, 13, 54350, 12, 14440, 11, 52511, 3, 20253, 13, 30100, 12],
[2067, 5, 3132, 12233, 13, 43243, 12, 22433, 12, 40012, 12, 33414, 12, 31233, 13],
[2076, 5, 34210, 30404, 12, 42233, 12, 4411, 21, 34441, 21, 30420, 22],
[2081, 6, 15403, 25230, 12, 33204, 12, 12124, 11, 53424, 12, 41405, 22, 10502, 21],
[2089, 6, 3215, 31315, 21, 40355, 12, 30411, 12, 34131, 2, 22554, 2, 43023, 12],
[2095, 5, 3242, 43411, 11, 34432, 12, 4024, 12, 43000, 12, 303, 11, 32443, 12],
[2099, 6, 20430, 2255, 2, 14125, 2, 23553, 11, 24334, 21, 25544, 11, 52534, 12],
[2131, 5, 21203, 11034, 12, 4100, 11, 13003, 21, 23334, 11, 33112, 3],
[2148, 6, 50323, 21023, 21, 54452, 11, 3400, 2, 30155, 12, 4210, 2, 25122, 11],
[2158, 6, 20441, 31103, 2, 35250, 2, 44331, 12, 10453, 21, 10540, 21, 23032, 11],
[2165, 5, 2043, 23003, 22, 233, 22, 34341, 11, 12320, 12, 3421, 13],
[2169, 6, 5112, 31103, 12, 53014, 12, 50101, 13, 41242, 11, 52302, 12],
[2181, 6, 22505, 52324, 12, 30520, 12, 13204, 11, 34201, 11, 45353, 2],
[2181, 6, 12135, 43114, 12, 21435, 22, 42205, 20, 10334, 20, 35432, 12],
[2188, 5, 24410, 4403, 21, 31401, 12, 31334, 2, 43422, 12, 2332, 2],
[2219, 5, 14313, 31302, 12, 12123, 21, 13240, 12, 40220, 1, 4141, 12],
[2222, 6, 20155, 41505, 13, 51121, 12, 13035, 12, 20541, 22, 12500, 4, 20023, 20],
[2258, 5, 22133, 1203, 12, 32412, 13, 12023, 22, 22311, 22],
[2261, 6, 33341, 44332, 12, 15355, 11, 53321, 30, 25142, 11, 13100, 11],
[2279, 6, 31140, 35414, 12, 24550, 11, 35230, 20, 33151, 21, 34342, 20],
[2298, 6, 24132, 10530, 11, 34031, 21, 25054, 11, 4431, 21, 20420, 12],
[2306, 6, 34112, 12010, 12, 14524, 12, 15132, 22, 5543, 2, 25301, 3],
[2326, 6, 44523, 4040, 11, 54411, 12, 41402, 12, 12114, 2, 51503, 20],
[2335, 6, 2043, 35255, 2, 10242, 12, 1321, 12, 1544, 20, 50341, 12, 21103, 12],
[2420, 6, 32005, 42033, 21, 40030, 12, 55042, 12, 422, 3, 42515, 20],
[2438, 6, 40151, 53033, 2, 42541, 21, 3344, 2, 55001, 12, 20410, 12, 2120, 11],
[2493, 6, 10544, 20501, 21, 41200, 3, 50115, 12, 5405, 3, 43523, 11],
[2540, 6, 25042, 4110, 2, 432, 12, 22035, 22, 15001, 20],
[2623, 6, 53410, 12153, 3, 14210, 21, 2013, 12, 5510, 21, 12344, 3],
[2708, 6, 32405, 21203, 12, 2213, 12, 45241, 3, 410, 11, 30314, 12, 54055, 12],
[2832, 5, 30122, 24023, 13, 42232, 12, 1024, 12, 14212, 12, 30401, 21],
[2841, 6, 35340, 15421, 11, 11503, 3, 2344, 21, 23103, 3, 5410, 21],
[2995, 6, 53021, 21324, 12, 54352, 12, 55542, 11, 11454, 2, 43450, 12, 4511, 12],
[3000, 6, 2543, 21410, 3, 531, 21, 31115, 2, 424, 12, 12520, 21],
[3004, 5, 3230, 10210, 21, 22010, 12, 4031, 21, 3211, 30, 32244, 11],
[3168, 6, 43511, 21250, 2, 35312, 12, 53402, 12, 45432, 12, 53045, 12, 40015, 21],
[3285, 6, 5523, 14425, 11, 21150, 3, 3131, 11, 23402, 3, 1340, 11],
[3375, 6, 34324, 44200, 12, 32154, 21, 14154, 20, 32030, 12, 12324, 30, 25432, 3],
[3870, 6, 43512, 22115, 12, 1144, 2, 331, 2, 23420, 12, 53011, 21, 45401, 12],
[4141, 6, 54210, 52524, 12, 12410, 22, 50541, 13, 15015, 12, 21500, 13],
[4425, 5, 14302, 22343, 12, 11114, 11, 3202, 21, 21101, 12, 2402, 21],
[5182, 6, 55021, 55442, 21, 22201, 12, 1314, 2, 25220, 21, 2225, 12],
[6898, 6, 3145, 54253, 3, 24354, 3, 402, 11, 55240, 12, 51102, 12, 50233, 3]];
/*
* There are 800 7-peg puzzles, but some only appear under certain
* difficulties, or certain circumstances. Some never appear at all.
*
* ------------------------------------------------------------
*
* P = 20 available puzzles
* D = 20 multi-diamond puzzles
* . = 20 unavailable puzzles
*
* (easy)
* [PPPPP]
* [PPPPP]
* [PPPPP]
* [.....]
* [DDDDD]
* [DDDDD]
* [DDDDD]
* [.....]
* (hard)
*/
public static var _7Peg:Array<Array<Int>> = [
[497, 5, 3112331, 4021432, 12, 4231443, 4, 1023201, 13, 1402110, 13, 2041302, 12, 1330412, 5],
[618, 5, 3441334, 2104032, 12, 1332013, 4, 143410, 13, 1432341, 23, 1330423, 5],
[699, 5, 3021304, 1234012, 5, 441002, 23, 2443210, 5, 2031240, 24, 4113421, 4],
[820, 5, 2331443, 3221330, 14, 412034, 5, 3024312, 5, 4113221, 4, 1430342, 24],
[968, 5, 1230114, 3224012, 23, 441320, 5, 1334021, 24, 3412341, 5, 321003, 4, 3102330, 4],
[968, 5, 3112441, 2441004, 4, 4003110, 4, 2440234, 4, 124213, 14, 4320113, 5],
[991, 6, 2401024, 2005310, 22, 4301042, 33, 4105014, 32, 4220541, 6, 1234112, 4, 5220532, 3],
[995, 5, 1403012, 4113041, 23, 332143, 5, 2134321, 5, 4221443, 4, 3024213, 14],
[1033, 5, 4330413, 1443114, 13, 4113041, 14, 441320, 5, 1234321, 13, 3104230, 5, 412341, 5],
[1034, 5, 3004130, 4223001, 5, 112331, 13, 4230123, 14, 2330241, 5, 231042, 5, 1430341, 5],
[1034, 5, 2310223, 1330112, 23, 3102031, 5, 4203442, 4, 3210342, 24, 3441034, 4, 1223410, 5],
[1074, 5, 2001443, 241002, 14, 4213124, 5, 1243012, 5, 2314221, 13, 3412330, 5],
[1115, 5, 4331223, 2403112, 5, 221402, 13, 1420334, 5, 3124002, 5, 423214, 14],
[1116, 5, 1330113, 3001430, 4, 3002334, 4, 2114021, 4, 3441304, 4, 4110332, 14],
[1116, 5, 2001230, 4320442, 4, 1440224, 13, 2113201, 23, 3214001, 5, 331203, 23, 4320142, 5],
[1130, 6, 3015130, 543110, 24, 2334053, 4, 2105210, 23, 4120442, 2, 5031552, 13],
[1144, 6, 1503110, 4331053, 4, 4523201, 22, 5410221, 4, 153520, 23, 2154225, 2],
[1156, 5, 1420114, 4331043, 4, 4332043, 4, 4210432, 14, 2001420, 4, 3214301, 5, 2113220, 4],
[1177, 6, 5420351, 3445312, 23, 2005241, 14, 4520152, 33, 314502, 6, 3140523, 15, 4552105, 6],
[1192, 6, 2440532, 3021305, 4, 534002, 14, 334110, 3, 5234551, 13, 4335440, 5, 4113224, 5],
[1213, 6, 1330115, 5421332, 4, 114251, 5, 4052443, 3, 3201530, 5, 3042330, 3],
[1223, 5, 3110421, 4221442, 12, 1420241, 23, 442104, 4, 443104, 4, 4301230, 5, 214332, 14],
[1240, 6, 2110521, 1503015, 4, 4250312, 14, 1054330, 3, 521254, 5, 3221452, 4, 3201543, 13],
[1250, 5, 3112341, 1442314, 23, 1420134, 5, 4023112, 5, 1330142, 15, 314203, 14],
[1259, 6, 1432114, 345234, 13, 3524331, 4, 4550425, 3, 4213502, 4, 115003, 3, 5240453, 4],
[1259, 6, 3115230, 552315, 5, 5123210, 33, 4553001, 4, 125003, 23, 5220442, 3],
[1264, 5, 3440314, 134223, 5, 4110442, 14, 2341430, 15, 2331043, 5, 4002143, 5, 3224031, 14],
[1288, 6, 3502013, 134225, 5, 1035102, 6, 4052543, 22, 1554215, 21, 2413220, 4],
[1302, 5, 1420132, 4223441, 14, 342401, 5, 3102013, 5, 334021, 5, 413240, 14],
[1303, 5, 2034201, 4223401, 24, 1204110, 14, 4112034, 5, 3401342, 5, 243401, 24],
[1303, 5, 2330441, 1304213, 15, 3004223, 5, 1430213, 24, 4113421, 23, 221032, 4, 1302013, 14],
[1318, 6, 4051440, 3520334, 3, 3442504, 5, 5243005, 4, 1205123, 3, 2401250, 23],
[1327, 6, 124053, 3452331, 5, 1035220, 6, 1330423, 14, 5113440, 14, 3024250, 33, 1423142, 13],
[1330, 5, 2304220, 342103, 14, 2013442, 14, 4221304, 5, 4002340, 23, 143001, 4, 4021243, 14],
[1331, 5, 113204, 443120, 24, 4312441, 14, 1440332, 5, 4032401, 15, 1332043, 5, 334002, 23],
[1338, 6, 4035320, 4110541, 12, 5302551, 4, 2341234, 4, 5041335, 23, 523004, 6],
[1344, 5, 2310442, 4112031, 14, 2441004, 14, 123410, 14, 1032113, 4, 234023, 5, 3104330, 4],
[1356, 5, 1330142, 421240, 13, 4002410, 4, 1403220, 14, 1302410, 24, 314223, 15, 3140334, 14],
[1370, 5, 3114330, 321243, 5, 1403012, 5, 1443214, 4, 1234003, 14, 2140221, 13, 132013, 14],
[1397, 6, 2150321, 1032145, 6, 1445024, 13, 5213154, 5, 3445003, 3, 1034112, 5],
[1399, 6, 3150335, 1342001, 3, 5431254, 4, 4251524, 12, 1442304, 12, 3552405, 31],
[1411, 5, 113201, 3201032, 5, 1230314, 5, 2341004, 14, 231440, 14, 3002430, 4, 3004113, 5],
[1411, 5, 4032440, 341003, 4, 1430324, 14, 1440112, 4, 114032, 5, 2304220, 14],
[1412, 5, 1243024, 2430113, 5, 3442314, 23, 441204, 23, 123214, 24, 4301430, 5],
[1446, 6, 4315231, 4321534, 33, 3542114, 6, 2331443, 14, 5001340, 4, 3145332, 24],
[1449, 6, 5201435, 3250513, 15, 3412354, 5, 415023, 6, 1224553, 15, 3215334, 23, 3541450, 24],
[1453, 6, 1432004, 2541224, 13, 342403, 24, 2105240, 5, 4221330, 5, 5134550, 13, 4123412, 5],
[1458, 6, 431302, 5442304, 31, 5112530, 4, 2005124, 5, 3001352, 33, 3220554, 4],
[1474, 6, 4023502, 145330, 5, 3241054, 5, 2054223, 15, 5330425, 5, 4120513, 32],
[1477, 5, 112441, 3440334, 3, 224102, 13, 3004112, 5, 2410324, 14, 1034102, 5],
[1478, 5, 4003240, 4123004, 24, 124302, 5, 442114, 4, 3441003, 5, 3241034, 5, 2034320, 23],
[1479, 5, 1023441, 3401320, 5, 2130224, 5, 3042134, 15, 4002340, 23, 2004320, 13],
[1479, 6, 3002431, 1245314, 4, 2341225, 4, 3501230, 33, 1502335, 32, 4002554, 31, 3442003, 24],
[1479, 6, 4305423, 5330445, 24, 2351532, 13, 4003450, 32, 2510251, 3, 5332415, 23, 1054310, 4],
[1485, 6, 5042530, 2335112, 3, 5231325, 13, 3145330, 31, 3514051, 5, 113002, 4],
[1487, 6, 2534110, 2140314, 24, 3041430, 13, 1445021, 6, 4012443, 5, 2401332, 14, 153502, 5],
[1491, 5, 4312440, 1432110, 23, 3124302, 5, 234002, 4, 1403221, 5, 143401, 14],
[1503, 6, 3041502, 4230415, 6, 5014552, 32, 113251, 5, 2034523, 23, 1405140, 5, 2104032, 15],
[1515, 6, 5134350, 4123240, 22, 2554015, 14, 314550, 33, 3201023, 4, 3145320, 33, 1345403, 6],
[1517, 5, 2003442, 3221330, 4, 341203, 5, 1442130, 5, 1043224, 24],
[1518, 5, 2304223, 124330, 14, 3124032, 15, 1440334, 4, 4213442, 4, 4203442, 14, 241324, 14],
[1518, 5, 441332, 4031203, 15, 4001240, 14, 3114001, 4, 3002140, 5, 4120314, 15, 4320412, 15],
[1527, 6, 2534052, 3441335, 3, 4002450, 13, 453524, 6, 1425204, 5, 4235423, 14, 5110241, 4],
[1532, 5, 2110431, 3002310, 4, 442003, 4, 2004320, 13, 2443220, 13, 4031240, 5, 3104332, 23],
[1549, 6, 223440, 4203021, 24, 445324, 14, 1503420, 32, 5220331, 22, 5204551, 12],
[1554, 6, 2105421, 1205413, 33, 3412330, 4, 2550415, 23, 1554213, 5, 5332445, 12, 5204125, 24],
[1558, 5, 1223014, 423102, 24, 2330442, 5, 4320113, 24, 3001230, 4, 213140, 24],
[1558, 5, 3104230, 3421034, 24, 3221304, 15, 4312441, 4, 1243112, 4, 2401324, 14, 224001, 14],
[1559, 5, 3410123, 224012, 4, 1423112, 23, 4031340, 5, 2330412, 15, 1442034, 14, 2113220, 23],
[1559, 6, 4331443, 415330, 4, 1435143, 32, 5041354, 13, 3112031, 3, 2445124, 4],
[1569, 6, 451342, 5440335, 23, 3540235, 5, 5012341, 24, 5130513, 4, 3502035, 4, 2534220, 5],
[1572, 5, 1240132, 3001440, 4, 234021, 15, 4113004, 5, 4310441, 14, 334210, 5],
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[12996, 5, 3214102, 2034220, 14, 341432, 14, 3401334, 13, 4332143, 13, 4012134, 24, 123001, 14],
[13182, 5, 2334021, 324112, 24, 214102, 14, 2014230, 24, 4102043, 14, 2301442, 24, 4112431, 13],
[13188, 5, 3021234, 314132, 15, 124003, 14, 241423, 15, 4012441, 13, 2401043, 14],
[13371, 5, 2013240, 2140324, 15, 2443104, 23, 123214, 24, 1223110, 23, 114002, 14, 2340114, 14],
[13371, 5, 324112, 3221430, 15, 3002314, 14, 3120314, 24, 3002310, 13, 441324, 14, 1043214, 15],
[13379, 6, 2114553, 2554315, 24, 1503452, 15, 1034521, 24, 2440314, 13, 442351, 14, 3551443, 14],
[14128, 5, 4120334, 2014320, 14, 413024, 15, 2440223, 14, 442104, 14, 112003, 13],
[14316, 5, 2334110, 431024, 14, 213420, 14, 3442330, 14, 3224001, 14, 1443012, 15, 4013124, 15],
[14504, 5, 213441, 3221334, 13, 142034, 15, 1003214, 15, 1024201, 14, 4132001, 15, 4231023, 14],
[15251, 5, 2340421, 2410134, 24, 114201, 13, 3041302, 14, 4302014, 15, 231443, 15, 3112440, 15],
[15251, 5, 1430114, 243410, 14, 4110234, 24, 334003, 12, 1443201, 24, 4210443, 14, 143412, 15],
[15509, 6, 3154035, 4110524, 13, 5412534, 14, 3442334, 21, 1504215, 23, 532345, 15, 412003, 13],
[16942, 5, 2104032, 4110221, 14, 3140421, 14, 143210, 15, 2443104, 14, 3241332, 23, 4312130, 14]];
public static function randomEasy3Peg():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_easy3Peg, 0, _easy3Peg.length - 1);
puzzle._easy = true;
return puzzle;
}
public static function fixedEasy3Peg(seed:Int):Puzzle
{
Puzzle.PUZZLE_RANDOM = new FlxRandom(seed);
var puzzle:Puzzle = randomEasy3Peg();
Puzzle.PUZZLE_RANDOM = FlxG.random;
return puzzle;
}
/**
* Initialize a randomly chosen puzzle within the specified range, inclusive
*
* @param puzzleArray puzzles which should be chosen from
* @param min easiest puzzle which should be chosen (inclusive)
* @param max hardest puzzle which should be chosen (inclusive)
*/
public static function initializePuzzle(puzzleArray:Array<Array<Int>>, min:Int, max:Int)
{
var puzzleIndex:Int = Puzzle.PUZZLE_RANDOM.int(min, max);
var pegCount:Int;
if (puzzleArray == _7Peg)
{
pegCount = 7;
}
else if (puzzleArray == _5Peg)
{
pegCount = 5;
}
else if (puzzleArray == _4Peg)
{
pegCount = 4;
}
else
{
pegCount = 3;
}
var puzzle:Puzzle = new Puzzle(pegCount, puzzleArray[puzzleIndex]);
puzzle._puzzleIndex = puzzleIndex;
puzzle.randomize();
puzzle._puzzlePercentile = puzzleIndex / (puzzleArray == _easy3Peg ? puzzleArray.length : puzzleArray.length - 100);
if (puzzleArray == _easy3Peg)
{
puzzle._puzzlePercentile = 0.5;
}
return puzzle;
}
public static function random3Peg():Puzzle
{
return initializePuzzle(_3Peg, 0, 400);
}
public static function random3PegFinal():Puzzle
{
return initializePuzzle(_3Peg, 400, 480);
}
public static function fixed3Peg(seed:Int):Puzzle
{
Puzzle.PUZZLE_RANDOM = new FlxRandom(seed);
var puzzle:Puzzle = random3Peg();
Puzzle.PUZZLE_RANDOM = FlxG.random;
return puzzle;
}
public static function random4Peg():Puzzle
{
return initializePuzzle(_4Peg, 0, 400);
}
public static function fixed4Peg(seed:Int):Puzzle
{
Puzzle.PUZZLE_RANDOM = new FlxRandom(seed);
var puzzle:Puzzle = random4Peg();
Puzzle.PUZZLE_RANDOM = FlxG.random;
return puzzle;
}
public static function random5Peg():Puzzle
{
return initializePuzzle(_5Peg, 0, 400);
}
public static function fixed5Peg(seed:Int):Puzzle
{
Puzzle.PUZZLE_RANDOM = new FlxRandom(seed);
var puzzle:Puzzle = random5Peg();
Puzzle.PUZZLE_RANDOM = FlxG.random;
return puzzle;
}
public static function random7Peg():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_7Peg, 0, 300);
puzzle._reward = Puzzle.getSmallestRewardGreaterThan(puzzle._difficulty * 0.6 * 1.25); // 497-2960 -> 372-2220
puzzle._reward = Std.int(FlxMath.bound(puzzle._reward, 1000, 2300)); // always a single diamond chest (not multiple)
return puzzle;
}
public static function fixed7Peg(seed:Int):Puzzle
{
Puzzle.PUZZLE_RANDOM = new FlxRandom(seed);
var puzzle:Puzzle = random7Peg();
Puzzle.PUZZLE_RANDOM = FlxG.random;
return puzzle;
}
public static function random4PegFinal():Puzzle
{
return initializePuzzle(_4Peg, 300, 500);
}
public static function random4PegSilver():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_4Peg, 500, 700);
puzzle._reward = Puzzle.getSmallestRewardGreaterThan(puzzle._difficulty * 0.6 * 1.25);
puzzle._reward = Std.int(Math.max(puzzle._reward, 200));
return puzzle;
}
public static function random5PegFinal():Puzzle
{
return initializePuzzle(_5Peg, 300, 500);
}
public static function random5PegGold():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_5Peg, 500, 700);
puzzle._reward = Puzzle.getSmallestRewardGreaterThan(puzzle._difficulty * 0.6 * 1.25);
puzzle._reward = Std.int(Math.max(puzzle._reward, 500));
return puzzle;
}
public static function random5PegDiamond():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_5Peg, 800, 1100);
puzzle._reward = Puzzle.getSmallestRewardGreaterThan(puzzle._difficulty * 0.6 * 1.56);
puzzle._reward = Std.int(Math.max(puzzle._reward, 1000));
return puzzle;
}
public static function random7PegMultiDiamond():Puzzle
{
var puzzle:Puzzle = initializePuzzle(_7Peg, 400, 700);
puzzle._reward = Puzzle.getSmallestRewardGreaterThan(puzzle._difficulty * 0.6 * 1.56); // 3505-7909 -> 3280-7412
puzzle._reward = Std.int(Math.max(puzzle._reward, 2700)); // always trigger double chest
return puzzle;
}
/**
* Returns a number from min (inclusive) to max (inclusive), skipping puzzle indexes which have been picked recently
*/
private static function randomPuzzleIndex(min:Int, max:Int):Int
{
var puzzleIndex:Int = Puzzle.PUZZLE_RANDOM.int(min, max);
var mercy:Int = 0;
while (PlayerData.recentPuzzleIndexes.indexOf(puzzleIndex) != -1)
{
if (mercy++ > 50)
{
// too many collisions
break;
}
puzzleIndex++;
if (puzzleIndex > max)
{
puzzleIndex = min;
}
}
PlayerData.recentPuzzleIndexes.push(puzzleIndex);
PlayerData.recentPuzzleIndexes = PlayerData.recentPuzzleIndexes.splice(0, PlayerData.recentPuzzleIndexes.length - 50);
return puzzleIndex;
}
}
|
argonvile/monster
|
source/puzzle/PuzzleDatabase.hx
|
hx
|
unknown
| 266,016 |
package puzzle;
import flixel.FlxSprite;
import flixel.math.FlxRect;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
/**
* Lights manager for puzzles, providing methods for making spotlights which
* cover different parts of the clues or answers.
*/
class PuzzleLightsManager extends LightsManager
{
private var _puzzleState:PuzzleState;
public function new(puzzleState:PuzzleState)
{
super();
this._puzzleState = puzzleState;
}
public function growLeftClueLight(clueIndex:Int, pegIndex:Int, s:FlxRect)
{
var rect:FlxRect = FlxRect.get(s.x, s.y - 18, s.width, s.height + 20);
_spotlights.growSpotlight("wholeclue" + clueIndex, rect);
_spotlights.growSpotlight("leftclue" + clueIndex, rect);
_spotlights.addSpotlight("clue" + clueIndex + "peg" + pegIndex);
_spotlights.growSpotlight("clue" + clueIndex + "peg" + pegIndex, rect);
}
public function growRightClueLight(clueIndex:Int, s:FlxRect)
{
var rect:FlxRect = FlxRect.get(s.x, s.y - 16, s.width, s.height + 8);
_spotlights.growSpotlight("wholeclue" + clueIndex, rect);
_spotlights.growSpotlight("rightclue" + clueIndex, rect);
}
public function addClueLight(clueIndex:Int)
{
_spotlights.addSpotlight("wholeclue" + clueIndex);
_spotlights.addSpotlight("leftclue" + clueIndex);
_spotlights.addSpotlight("rightclue" + clueIndex);
}
public function removeClueLight(clueIndex:Int)
{
_spotlights.removeSpotlight("wholeclue" + clueIndex);
_spotlights.removeSpotlight("leftclue" + clueIndex);
_spotlights.removeSpotlight("rightclue" + clueIndex);
for (pegIndex in 0..._puzzleState._puzzle._pegCount)
{
_spotlights.removeSpotlight("clue" + clueIndex + "peg" + pegIndex);
}
}
}
|
argonvile/monster
|
source/puzzle/PuzzleLightsManager.hx
|
hx
|
unknown
| 1,750 |
package puzzle;
import Cell.ICell;
import MmStringTools.*;
import TextEntryGroup.KeyConfig;
import credits.CreditsState;
import credits.EndingAnim;
import credits.FakeCrash;
import critter.Critter;
import critter.CritterHolder;
import critter.IdleAnims;
import critter.RewardCritter;
import critter.SexyAnims;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.addons.transition.TransitionData;
import flixel.effects.particles.FlxEmitter;
import flixel.effects.particles.FlxParticle;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxDestroyUtil;
import kludge.BetterFlxRandom;
import kludge.FlxSoundKludge;
import kludge.FlxSpriteKludge;
import kludge.LateFadingFlxParticle;
import minigame.MinigameState;
import openfl.utils.Object;
import poke.Password;
import poke.PokeWindow;
import poke.abra.AbraDialog;
import poke.abra.AbraResource;
import poke.abra.AbraSexyState;
import poke.abra.AbraWindow;
import poke.grov.GrovyleDialog;
import poke.grov.GrovyleResource;
import poke.grov.GrovyleWindow;
import poke.sexy.SexyState;
import puzzle.RankTracker;
import puzzle.RankTracker.RankChance;
/**
* PuzzleState encompasses the logic for a puzzle levels -- initializing the
* puzzle, putting the right number of bugs in the right places, adding your
* pokemon partner, checking whether you've solved it, and deciding what
* happens after you solve it.
*/
class PuzzleState extends LevelState
{
public static var DIALOG_VARS:Map<Int, Int> = new Map<Int, Int>(); // dynamic variables which are occasionally needed during conversations
private static var _MAX_UNDO:Int = 1000;
public var _clueCells:Array<Cell.ICell>;
private var _answerCells:Array<Cell.ICell>;
public var _allCells:Array<Cell.ICell>;
private var _holopads:Array<Holopad>;
private var _holograms:Array<Hologram>;
// for 7-peg puzzles, we remember the holopad state even when bugs are removed
private var _sevenPegHolopadState:Map<Int, Array<Bool>> = new Map<Int, Array<Bool>>();
public var _clueClouds:Map<Cell.ICell,BouncySprite>;
public var _cloudParticles:FlxEmitter;
public var _clueOkGroup:FlxTypedGroup<LateFadingFlxParticle>;
public var _previousOk:LateFadingFlxParticle;
public var _puzzleLightsManager:PuzzleLightsManager;
public var _clueCritters:Array<Critter>;
public var _clueBlockers:Array<FlxSprite>; // bugs can't idly hang out on top of clues. clueBlockers are invisible sprites used to gently shove them out of the way
public var _mainRewardCritter:RewardCritter; // bug who runs out periodically to bring you a chest
public var _rewardCritters:Array<RewardCritter> = []; // bugs who run out to bring you tons of chests, in the case of a minigame
private var _payedAllChests:Bool = false; // did the player finish receiving money from all of the end-game chests?
private var _needToCube:Bool = false; // do we still need to lock all of the bugs into their clue boxes?
private var handlingGuess:Bool = false; // are we currently going through the various steps of handling a player's guess?
private var _buttonGroup:FlxTypedGroup<FlxSprite> = new FlxTypedGroup<FlxSprite>();
private var _undoButton:FlxButton;
private var _redoButton:FlxButton;
public var _puzzle:Puzzle;
private var _clueFactory:ClueFactory;
private var _undoOperations:Array<UndoOperation>;
private var _undoIndex:Int;
private var _endTimer:Float = -1;
/*
* During tutorials, some bugs are given labels so that we can remember,
* "You're the specific purple bug I moved onto this holopad, and now I'll
* move you into the solution box."
*
* labelledCritters keeps track of the critters which we gave labels to
*/
private var labelledCritters:Map<String, Critter> = new Map<String, Critter>();
private var _textWindowGroup:TextEntryGroup;
private var _textMaxLength:Null<Int>;
public var _tutorial:Dynamic = null;
public var _tutorialTime:Float = 0;
public var _askedHintCount:Int = 0;
public var _allowedHintCount:Int = 0; // you get one extra hint every time the random reward chest shows up
public var _dispensedHintCount:Int = 0;
public var _abraAvailable:Bool = true; // if Abra's mad at us because of ending stuff, we can't ask for hints. (Even from other Pokemon.)
public var _abraWasMad:Bool = false; // if we're playing "with" Abra, but Abra's shunning us -- then we skip any minigames or events which would force Abra to be present
public var _hintElapsedTime:Float = 0; // how long has it been since we asked for a hint?
private var _rankWindowGroup:WhiteGroup;
private var _rankBrainSync:BrainSyncPanel;
private var _rankWindowSprite:FlxSprite;
private var _rankLeftButtonCover:FlxSprite;
private var _rankRightButtonCover:FlxSprite;
private var _rankLabel:FlxText;
private var _rankParticle:FlxText;
private var _rankTextColor:FlxColor;
private var _rankBorderColor:FlxColor;
private var _rankChestGroup:WhiteGroup;
private var _lockPrompt:PlayerData.Prompt = PlayerData.Prompt.AlwaysNo;
private var _releaseTimer:Float = 0;
private var _coinSprite:FlxSprite;
private var _rankHistoryBackup:Array<Int>; // during final trial, if the player's not rank-eligible we just restore their rank history after a trial
private var _rankTracker:RankTracker;
private var _rankChance:RankTracker.RankChance;
public var _minigameChance:Bool = false; // are we playing a minigame when the puzzle is done?
private var _otherWindows:Array<PokeWindow> = [];
private var helpfulDialog:Bool = false;
private var _critterRefillTimer:Float = FlxG.random.float(3, 5); // when this counts down to zero, new bugs will run onscreen if there are any spots open
private var _critterRefillQueued:Bool = false;
private var _lightsOut:LightsOut;
public var _lockedPuzzle:Puzzle; // a more difficult puzzle the player can opt into
private var _justMadeMistake:Bool = false; // if the player just made an incorrect guess, we wait for them to change their answer before we register a new answer
private var _siphonPuzzleReward:Int = -1; // weird sandslash-specific thing where he steals your money
public function new(?TransIn:TransitionData, ?TransOut:TransitionData)
{
super(TransIn, TransOut);
}
override public function create():Void
{
super.create();
// initialize mousePressedPosition to avoid possible NPE if mouse starts out pressed
_mousePressedPosition = FlxG.mouse.getWorldPosition();
SexyAnims.initialize();
_cloudParticles = new FlxEmitter(0, 0, 12);
add(_cloudParticles);
_clueCritters = [];
_clueCells = [];
_answerCells = [];
_allCells = [];
_undoOperations = [];
_holopads = [];
_holograms = [];
_clueClouds = new Map<Cell.ICell, BouncySprite>();
setState(80);
if (PlayerData.name == null)
{
// intro stuff
_tutorial = TutorialDialog.tutorialNovice;
}
var seed:Null<Int> = null;
if (_tutorial != null)
{
// don't use unlocked colors for tutorials
Critter.initialize(Critter.LOAD_BASIC_ONLY);
}
if (_tutorial == TutorialDialog.tutorialNovice)
{
if (PlayerData.level == 0)
{
seed = 277926;
}
else if (PlayerData.level == 1)
{
seed = 711487;
}
else
{
seed = 611886;
}
_puzzle = PuzzleDatabase.fixedEasy3Peg(seed);
}
else if (_tutorial == TutorialDialog.tutorial3Peg)
{
if (PlayerData.level == 0)
{
seed = 594454;
}
else if (PlayerData.level == 1)
{
seed = 837376;
}
else
{
seed = 165766;
}
_puzzle = PuzzleDatabase.fixed3Peg(seed);
}
else if (_tutorial == TutorialDialog.tutorial4Peg)
{
if (PlayerData.level == 0)
{
seed = 184969;
}
else if (PlayerData.level == 1)
{
seed = 204876;
}
else
{
seed = 650424;
}
_puzzle = PuzzleDatabase.fixed4Peg(seed);
}
else if (_tutorial == TutorialDialog.tutorial5Peg)
{
if (PlayerData.level == 0)
{
seed = 358849;
_puzzle = PuzzleDatabase.fixed5Peg(seed);
}
else if (PlayerData.level == 1)
{
seed = 374602;
_puzzle = PuzzleDatabase.fixed5Peg(seed);
}
else
{
seed = 677671;
_puzzle = PuzzleDatabase.fixed7Peg(seed);
}
}
else {
if (PlayerData.difficulty == Easy)
{
_puzzle = PuzzleDatabase.randomEasy3Peg();
}
else if (PlayerData.difficulty == _3Peg)
{
_puzzle = PlayerData.finalTrial ? PuzzleDatabase.random3PegFinal() : PuzzleDatabase.random3Peg();
}
else if (PlayerData.difficulty == _4Peg)
{
_puzzle = PlayerData.finalTrial ? PuzzleDatabase.random4PegFinal() : PuzzleDatabase.random4Peg();
}
else if (PlayerData.difficulty == _5Peg)
{
_puzzle = PlayerData.finalTrial ? PuzzleDatabase.random5PegFinal() : PuzzleDatabase.random5Peg();
}
else if (PlayerData.difficulty == _7Peg)
{
_puzzle = PuzzleDatabase.random7Peg();
}
}
Critter.shuffleCritterColors(seed);
_clueFactory = new ClueFactory(this);
_puzzleLightsManager = new PuzzleLightsManager(this);
/*
* 0123 45 678
* OOOOxOOxOOOx
*/
var challengeInt:Int = 0;
if (_tutorial != null)
{
// no challenges during tutorials
}
else if (PlayerData.finalTrial)
{
// no challenges during final trial
}
else if (PlayerData.difficulty == PlayerData.Difficulty._4Peg)
{
challengeInt = (PlayerData.level + LevelIntroDialog.getChatChecksum(this, 3539)) % 5;
}
else if (PlayerData.difficulty == PlayerData.Difficulty._5Peg || PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
challengeInt = (PlayerData.level + LevelIntroDialog.getChatChecksum(this, 3539)) % 8;
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_GOLD_PUZZLE_KEY) && challengeInt >= 4 && challengeInt <= 5)
{
if (PlayerData.difficulty == PlayerData.Difficulty._4Peg)
{
// silver challenge
_lockedPuzzle = PuzzleDatabase.random4PegSilver();
}
else if (PlayerData.difficulty == PlayerData.Difficulty._5Peg)
{
// gold challenge
_lockedPuzzle = PuzzleDatabase.random5PegGold();
}
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_DIAMOND_PUZZLE_KEY) && challengeInt >= 6)
{
if (PlayerData.difficulty == PlayerData.Difficulty._5Peg)
{
// diamond challenge
_lockedPuzzle = PuzzleDatabase.random5PegDiamond();
}
else if (PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
// multi-diamond challenge
_lockedPuzzle = PuzzleDatabase.random7PegMultiDiamond();
}
}
if (_lockedPuzzle != null)
{
if (_lockedPuzzle._reward >= 1000)
{
_lockPrompt = PlayerData.promptDiamondKey;
if (PlayerData.difficulty == PlayerData.Difficulty._7Peg && _lockPrompt == PlayerData.Prompt.AlwaysYes)
{
// don't auto-accept 7-peg multi-diamond puzzles
_lockPrompt = PlayerData.Prompt.Ask;
}
}
else if (_lockedPuzzle._reward >= 500)
{
_lockPrompt = PlayerData.promptGoldKey;
}
else if (_lockedPuzzle._reward >= 200)
{
_lockPrompt = PlayerData.promptSilverKey;
}
if (_lockPrompt == PlayerData.Prompt.AlwaysNo)
{
_lockedPuzzle = null;
}
if (_lockPrompt == PlayerData.Prompt.AlwaysYes)
{
_puzzle = _lockedPuzzle;
}
}
_clueFactory.reinitialize();
if (_puzzle._pegCount == 4 || _puzzle._pegCount == 5)
{
createHolopad(256 + 4, 30);
}
if (_puzzle._pegCount == 7)
{
createHolopad(256 + 4 - _clueFactory._gridWidth / 2, 90);
createHolopad(512 - 8 - _clueFactory._gridWidth / 2, 90);
}
// add empty solution cells
_puzzleLightsManager._spotlights.addSpotlight("wholeanswer");
for (i in 0..._puzzle._pegCount)
{
var cellX:Float = _clueFactory._gridX + _clueFactory._gridWidth * i;
var cellY:Float = 30 + 43;
if (_puzzle._pegCount == 7)
{
cellX -= 256 - 66;
cellY -= 30;
if (i <= 1)
{
cellX += _clueFactory._gridWidth * 0.5;
}
else if (i >= 2 && i <= 4)
{
cellY += 30;
cellX -= _clueFactory._gridWidth * 2;
}
else if (i >= 5)
{
cellY += 60;
cellX -= _clueFactory._gridWidth * 4.5;
}
}
var cell:Cell.ICell;
if (_puzzle._easy)
{
if (i > 0)
{
continue;
}
cell = new BigCell(cellX + 20, cellY - 16);
}
else
{
cell = new Cell(cellX, cellY);
}
_midSprites.add(cell.getSprite());
_midSprites.add(cell.getFrontSprite());
_answerCells.push(cell);
_allCells.push(cell);
var rect:FlxRect = FlxRect.get(cell.getSprite().x, cell.getSprite().y - 18, cell.getSprite().width, cell.getSprite().height + 20);
_puzzleLightsManager._spotlights.growSpotlight("wholeanswer", rect);
_puzzleLightsManager._spotlights.addSpotlight("answer" + i);
_puzzleLightsManager._spotlights.growSpotlight("answer" + i, rect);
}
// shuffle the clue cells so that critters jump out in a random order
FlxG.random.shuffle(_clueCells);
FlxG.random.shuffle(_allCells);
initializeBlockers();
_mainRewardCritter = new RewardCritter(this);
_rewardCritters.push(_mainRewardCritter);
addCritter(_mainRewardCritter, false);
var sign0 = new FlxSprite(256 + (_clueFactory._gridX - 256) * 0.25 - 17, 216);
if (_puzzle._easy)
{
sign0.x = 256 + (_clueFactory._gridX - 256) * 0.5 - 17;
}
sign0.loadGraphic(AssetPaths.signs__png, true, 34, 45);
sign0.height = 11;
sign0.offset.y = 45 - 11;
sign0.width = 24;
sign0.offset.x = 5;
sign0.animation.frameIndex = 1;
sign0.immovable = true;
_shadowGroup.makeShadow(sign0);
_midSprites.add(sign0);
if (!_puzzle._easy)
{
var sign1 = new FlxSprite(256 + (_clueFactory._gridX - 256) * 0.75 - 17, 216);
sign1.loadGraphic(AssetPaths.signs__png, true, 34, 45);
sign1.height = 11;
sign1.offset.y = 45 - 11;
sign1.width = 24;
sign1.offset.x = 5;
sign1.immovable = true;
_shadowGroup.makeShadow(sign1);
_midSprites.add(sign1);
}
if (_puzzle._easy)
{
helpfulDialog = PlayerData.puzzleCount[0] + PlayerData.puzzleCount[1] + PlayerData.puzzleCount[2] + PlayerData.puzzleCount[3] < 10;
}
else {
helpfulDialog = PlayerData.puzzleCount[1] + PlayerData.puzzleCount[2] + PlayerData.puzzleCount[3] < 10;
}
_pokeWindow = PokeWindow.fromInt(PlayerData.profIndex);
if (_puzzle._pegCount == 7)
{
// don't add 7-peg pokewindow
}
else {
if (!PlayerData.sfw)
{
_hud.add(_pokeWindow);
}
}
_hud.add(_puzzleLightsManager._spotlights);
_hud.add(_buttonGroup);
_clueOkGroup = new FlxTypedGroup<LateFadingFlxParticle>();
_clueOkGroup.maxSize = _puzzle._clueCount;
for (i in 0..._clueOkGroup.maxSize)
{
var sprite:LateFadingFlxParticle = new LateFadingFlxParticle();
sprite.loadGraphic(AssetPaths.clue_checkmark__png, true, 64, 64);
sprite.exists = false;
_clueOkGroup.add(sprite);
}
_hud.add(_clueOkGroup);
_undoButton = newButton(AssetPaths.undo_button__png, FlxG.width - 103, 3, 28, 28, clickUndo);
_redoButton = newButton(AssetPaths.redo_button__png, FlxG.width - 68, 3, 28, 28, clickRedo);
if (!_puzzle._easy)
{
_buttonGroup.add(_undoButton);
_buttonGroup.add(_redoButton);
}
_buttonGroup.add(_helpButton);
if (!PlayerData.sfw)
{
addCameraButtons();
}
if (LevelIntroDialog.getChatChecksum(this, 4763) % 3 == PlayerData.level
|| PlayerData.level == 2 && PlayerData.minigameReward >= 2500) // guaranteed minigame if the player has 2500 in their minigame bank; it should really happen before then, but you never know
{
// minigame?
if (PlayerData.level < 2 && LevelIntroDialog.isFixedChat(this))
{
// don't have minigame; it would interrupt the conversation they were having...
}
else if (PlayerData.finalTrial)
{
// don't have minigame during final trial
}
else
{
var minigameState:MinigameState = LevelIntroDialog.peekNextMinigame();
if (minigameState == null)
{
// don't have minigame; haven't unlocked any characters who handle explanations...
}
else if (LevelIntroDialog.getChatChecksum(this, 6233) % minigameState.avgReward < PlayerData.minigameReward)
{
// 10 = 1% chance... 500 = 50% chance... 1000 = 100% chance...
_minigameChance = true;
}
}
}
if (PlayerData.finalTrial)
{
var botCutoffRank:Int = BrainSyncPanel.getLowestTargetIq();
var topCutoffRank:Int = BrainSyncPanel.getHighestTargetIq();
var botTargetRank = Math.ceil(botCutoffRank * 5 / 8);
var topTargetRank = Math.ceil(topCutoffRank * 5 / 8);
var puzzleDifficulty:Int = _puzzle._difficulty;
if (!RankTracker.computeRankChance(puzzleDifficulty).eligible)
{
/*
* Player isn't eligible for a rank up; we'll still run the
* regular rank chance logic, but we'll restore their
* original rank history after the puzzle
*/
_rankHistoryBackup = PlayerData.rankHistory.copy();
}
_rankChance = {eligible:true};
_rankChance.rankUpTime = RankTracker.computeSlowestRankTime(topTargetRank, puzzleDifficulty);
if (_rankChance.rankUpTime < RankTracker.FINAL_MIN_TIME)
{
_rankChance.rankUpTime = null;
}
_rankChance.rankDownTime = RankTracker.computeFastestRankTime(botTargetRank - 1, puzzleDifficulty);
if (_rankChance.rankDownTime < RankTracker.FINAL_MIN_TIME)
{
_rankChance.rankDownTime = null;
}
}
if (LevelIntroDialog.getChatChecksum(this, 6232) % 2 + 1 == PlayerData.level)
{
// rank chance?
if (_minigameChance)
{
// don't have rank chance, minigame is more fun...
}
else if (PlayerData.finalTrial)
{
// don't have regular rank chance during final trial
}
else
{
var puzzleDifficulty:Int = _lockedPuzzle != null ? _lockedPuzzle._difficulty : _puzzle._difficulty;
_rankChance = RankTracker.computeRankChance(puzzleDifficulty);
if (RankTracker.isStaleRankChance(_rankChance))
{
RankTracker.increaseRankVolatility(puzzleDifficulty);
_rankChance = RankTracker.computeRankChance(puzzleDifficulty);
}
}
}
var tree:Array<Array<Object>>;
if (_tutorial != null)
{
// add a few critters that are visible during dialog
for (i in 0..._puzzle._colorCount + 1)
{
var critter = findExtraCritter(i % _puzzle._colorCount);
if (critter != null)
{
critter.runTo(FlxG.random.float(248, 496), 320 + FlxG.random.float( -20, 20));
}
}
Critter.IDLE_ENABLED = false;
tree = [];
PlayerData.appendChatHistory("tutorial." + PlayerData.getDifficultyInt() + "." + PlayerData.level);
_tutorial(tree);
_rankChance = null;
_minigameChance = false;
helpfulDialog = true;
if (PlayerData.name == null)
{
if (PlayerData.level == 0)
{
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
GrovyleResource.preinitializeResources();
GrovyleDialog.boyOrGirlIntro(beforeTree);
tree = DialogTree.prepend(beforeTree, tree);
}
else if (PlayerData.level == 1)
{
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
GrovyleDialog.abraIntro(beforeTree);
tree = DialogTree.prepend(beforeTree, tree);
}
else if (PlayerData.level == 2)
{
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
GrovyleDialog.nameIntro(this, beforeTree);
tree = DialogTree.prepend(beforeTree, tree);
}
}
if (PlayerData.cursorType == "none")
{
tree = prependRestoreHandDialog(tree);
}
}
else {
tree = LevelIntroDialog.generateDialog(this);
if (PlayerData.cursorType == "none")
{
tree = prependRestoreHandDialog(tree);
}
else if (!PlayerData.rankChance && _rankChance != null && _rankChance.eligible && _rankChance.rankUpTime != null)
{
if (PlayerData.finalTrial)
{
// grovyle shouldn't interrupt final trial
}
else
{
// first time doing a "Rank Chance?"
PlayerData.rankChance = true;
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
if (Std.isOfType(_pokeWindow, GrovyleWindow))
{
GrovyleDialog.firstRankChanceGrovyle(beforeTree);
}
else
{
GrovyleDialog.firstRankChanceOther(beforeTree);
}
tree = DialogTree.prepend(beforeTree, tree);
}
}
else if (!PlayerData.rankDefend && _rankChance != null && _rankChance.eligible && _rankChance.rankUpTime == null)
{
if (PlayerData.finalTrial)
{
// grovyle shouldn't interrupt final trial
}
else
{
// first time doing a "Defend Rank"?
PlayerData.rankDefend = true;
// don't do a challenge puzzle alongside their first defend rank; it might not be a defend rank then!
_lockedPuzzle = null;
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
if (Std.isOfType(_pokeWindow, GrovyleWindow))
{
GrovyleDialog.firstRankDefendGrovyle(beforeTree);
}
else
{
GrovyleDialog.firstRankDefendOther(beforeTree);
}
tree = DialogTree.prepend(beforeTree, tree);
}
}
}
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
// pre-load any pokemon who enter, so that the game doesn't pause mid-dialog
{
var pokeLimit:Int = 4;
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
pokeLimit = 0;
}
else if (PlayerData.detailLevel == PlayerData.DetailLevel.Low)
{
pokeLimit = 1;
}
var pokeCount:Int = 0;
for (t in tree)
{
if (t != null && Std.isOfType(t[0], String) && cast(t[0], String).substring(0, 6) == "%enter")
{
pokeCount++;
if (pokeCount > pokeLimit)
{
// don't cache pokemon; low memory
break;
}
if (PlayerData.sfw)
{
// don't cache pokemon; not being displayed
break;
}
PokeWindow.fromString(cast(t[0], String).substring(6, cast(t[0], String).length - 1));
}
}
}
_hud.add(_cashWindow);
_hud.add(_dialogger);
_cloudParticles.angularVelocity.set(0);
_cloudParticles.launchMode = FlxEmitterMode.CIRCLE;
_cloudParticles.speed.set(30, 60, 0, 0);
_cloudParticles.acceleration.set(0);
_cloudParticles.alpha.set(0.88, 0.88, 0, 0);
_cloudParticles.lifespan.set(0.6);
if (PlayerData.abraStoryInt == 4 && _pokeWindow._prefix == "abra" && !PlayerData.finalTrial)
{
_abraWasMad = true;
_abraAvailable = false;
}
for (i in 0..._cloudParticles.maxSize)
{
var particle:FlxParticle = new MinRadiusParticle(7);
particle.makeGraphic(3, 3, 0xFFFFFFFF);
particle.exists = false;
_cloudParticles.add(particle);
}
}
function prependRestoreHandDialog(tree:Array<Array<Object>>)
{
var beforeTree:Array<Array<Object>> = new Array<Array<Object>>();
if (PlayerData.abraStoryInt == 4 && !PlayerData.finalTrial)
{
// they've pissed abra off; abra doesn't show up to return their glove
AbraDialog.restoreHandNone(beforeTree);
}
else if (Std.isOfType(_pokeWindow, AbraWindow))
{
AbraDialog.restoreHandAbra(beforeTree);
}
else
{
AbraDialog.restoreHandOther(beforeTree);
}
return DialogTree.prepend(beforeTree, tree);
}
function passwordEntryCallback(text:String):Void
{
_hud.remove(_textWindowGroup);
_textWindowGroup = null;
GrovyleDialog.checkPassword(_dialogTree, _dialogger, text);
_puzzleLightsManager.setLightsUndim();
_dialogger.unpause();
}
function nameEntryCallback(text:String):Void
{
_hud.remove(_textWindowGroup);
_textWindowGroup = null;
GrovyleDialog.fixName(_dialogTree, _dialogger, text);
_puzzleLightsManager.setLightsUndim();
_dialogger.unpause();
}
function ipEntryCallback(text:String):Void
{
_hud.remove(_textWindowGroup);
_textWindowGroup = null;
AbraDialog.fixIp(_dialogTree, _dialogger, text);
_puzzleLightsManager.setLightsUndim();
_dialogger.unpause();
}
function findWindow(prof:String):PokeWindow
{
if (_pokeWindow._prefix == prof)
{
return _pokeWindow;
}
for (window in _otherWindows)
{
if (window._prefix == prof)
{
return window;
}
}
return null;
}
override function dialogTreeCallback(Msg:String):String
{
super.dialogTreeCallback(Msg);
if (StringTools.startsWith(Msg, "%proxy"))
{
var window:PokeWindow = findWindow(substringBetween(Msg, "%proxy", "%"));
if (window != null)
{
window.doFun(substringBetween(Msg, "%fun-", "%"));
}
}
if (StringTools.startsWith(Msg, "%fun-"))
{
_pokeWindow.doFun(substringBetween(Msg, "%fun-", "%"));
}
if (Msg == "%prompt-password%")
{
_textWindowGroup = new TextEntryGroup(passwordEntryCallback, KeyConfig.Password);
_textWindowGroup.setMaxLength(20);
showTextWindowGroup();
}
if (Msg == "%prompt-name%")
{
_textWindowGroup = new TextEntryGroup(nameEntryCallback, KeyConfig.Name);
if (_textMaxLength != null)
{
_textWindowGroup.setMaxLength(_textMaxLength);
}
showTextWindowGroup();
}
if (Msg == "%prompt-ip%")
{
_textWindowGroup = new TextEntryGroup(ipEntryCallback, KeyConfig.Ip);
_textWindowGroup.setMaxLength(15);
showTextWindowGroup();
}
if (StringTools.startsWith(Msg, "%name-max-length-"))
{
_textMaxLength = Std.parseInt(substringBetween(Msg, "%name-max-length-", "%"));
}
if (Msg == "%reset-puzzle%")
{
Critter.IDLE_ENABLED = false;
// remove critters from solution cells, "main area"
for (critter in _critters)
{
if (critter == null || critter.isCubed() || critter._soulSprite.y >= 245)
{
continue;
}
if (critter._targetSprite.immovable)
{
// being held?
var success:Bool = removeCritterFromHolder(critter);
if (!success)
{
continue;
}
}
var toX:Int = FlxG.random.int(0, FlxG.width) - 10;
var toY:Int = FlxG.random.int(FlxG.height, Std.int(1.5 * FlxG.height)) + 40;
critter.setPosition(toX, toY);
}
for (cell in _clueCells)
{
if (Std.isOfType(cell, Cell))
{
setClueCloud(cast(cell), CloudState.Maybe, true);
}
}
_undoOperations.splice(0, _undoOperations.length);
}
if (Msg == "%crashsoon%")
{
_eventStack.addEvent({time:_eventStack._time + 4.8, callback:eventCrash});
}
if (StringTools.startsWith(Msg, "%setabrastory-"))
{
PlayerData.abraStoryInt = Std.parseInt(substringBetween(Msg, "-", "%"));
// if the player pisses off abra, they can't ask for hints
_abraAvailable = true;
if (PlayerData.abraStoryInt == 4 && _pokeWindow._prefix == "abra" && !PlayerData.finalTrial)
{
_abraAvailable = false;
}
}
if (Msg == "%hiderankwindow%")
{
setState(100);
}
if (Msg == "%showrankwindow%")
{
setState(90);
}
if (StringTools.startsWith(Msg, "%setvar-"))
{
var index0:Int = Msg.indexOf("-");
var index1:Int = Msg.indexOf("-", index0 + 1);
var str0:String = Msg.substring(index0 + 1, index1);
var str1:String = Msg.substring(index1 + 1, Msg.length - 1);
DIALOG_VARS[Std.parseInt(str0)] = Std.parseInt(str1);
}
if (Msg == "%set-name%")
{
PlayerData.name = _dialogger.getReplacedText("<good-name>");
_dialogger.setReplacedText("<name>", PlayerData.name);
}
if (StringTools.startsWith(Msg, "%set-name-"))
{
PlayerData.name = substringBetween(Msg, "%set-name-", "%");
_dialogger.setReplacedText("<name>", PlayerData.name);
}
if (Msg == "%set-password%")
{
var password:Password = new Password(_dialogger.getReplacedText("<good-name>"), _dialogger.getReplacedText("<password>"));
if (!password.isValid())
{
throw "Invalid password: (<" + _dialogger.getReplacedText("<good-name>") + ">,<" + _dialogger.getReplacedText("<password>") + ">)";
}
password.applyToPlayerData();
_cashWindow._currentAmount = PlayerData.cash;
}
if (Msg == "%cube-clue-critters%")
{
_eventStack.addEvent({time:_eventStack._time, callback:eventHoldAndCubeClueCritters});
}
if (Msg == "%intro-lights-off%")
{
_lightsOut = new LightsOut();
_puzzleLightsManager.setLightsOff();
for (bodyPart in GrovyleResource.BODY_PARTS)
{
_lightsOut.lightsOutBody(bodyPart);
}
_lightsOut.lightsOut(AssetPaths.grovyle_chat__png, GrovyleResource.SHADOW_MAPPING);
_lightsOut.lightsOut(AssetPaths.grovyle_chat_f__png, GrovyleResource.SHADOW_MAPPING);
}
if (Msg == "%intro-lights-on%")
{
introLightsOn();
}
if (StringTools.startsWith(Msg, "%label-peg-"))
{
var colorStr:String = substringBetween(Msg, "-peg-", "-as-");
var labelStr:String = substringBetween(Msg, "-as-", "%");
var colorIndex:Int = Critter.getColorIndexFromString(colorStr);
var critter:Critter = findExtraCritter(colorIndex);
if (critter == null)
{
critter = findIdleCritter(colorIndex);
}
if (critter != null)
{
labelledCritters[labelStr] = critter;
}
}
if (Msg == "%unlabel-pegs%")
{
unlabelAllCritters();
}
if (StringTools.startsWith(Msg, "%move-peg-"))
{
var fromStr:String = substringBetween(Msg, "-from-", "-to-");
var toStr:String = substringBetween(Msg, "-to-", "%");
var colorIndex:Int = Critter.getColorIndexFromString(fromStr);
var critter:Critter;
if (labelledCritters.exists(fromStr))
{
critter = labelledCritters.get(fromStr);
}
else if (StringTools.startsWith(fromStr, "answer"))
{
var i:Int = Std.parseInt(fromStr.substr(6, fromStr.length - 6));
if (_puzzle._easy)
{
critter = _answerCells[0].getCritters()[i];
}
else
{
critter = _answerCells[i].getCritters()[0];
}
}
else
{
critter = findExtraCritter(colorIndex);
if (critter == null)
{
critter = findIdleCritter(colorIndex);
}
}
if (critter == null)
{
/*
* couldn't find idle critter; this likely ruins the tutorial
* but should never happen
*/
}
else
{
removeCritterFromHolder(critter);
SoundStackingFix.play(AssetPaths.drop__mp3);
if (toStr == "answerempty")
{
if (_puzzle._easy)
{
if (_answerCells[0].getCritters().length < _puzzle._pegCount)
{
placeCritterInHolder(cast(_answerCells[0]), critter);
}
}
else
{
for (i in 0..._answerCells.length)
{
if (_answerCells[i].getCritters().length == 0)
{
placeCritterInHolder(cast(_answerCells[i]), critter);
break;
}
}
}
}
else if (StringTools.startsWith(toStr, "answer"))
{
var i:Int = Std.parseInt(toStr.substr(6, toStr.length - 6));
if (_puzzle._easy)
{
throw toStr + " is not supported for easy puzzles";
}
else
{
if (_answerCells[i].getCritters().length == 0)
{
placeCritterInHolder(cast(_answerCells[i]), critter);
}
}
}
else if (StringTools.startsWith(toStr, "holopad"))
{
var i:Int = Std.parseInt(toStr.substr(7, toStr.length - 7));
if (_holopads[i]._critter == null)
{
placeCritterInHolopad(_holopads[i], critter);
}
}
else if (toStr == "offscreen")
{
critter.setPosition(critter._soulSprite.x, 500 + FlxG.random.float( -12, 12));
}
else
{
var toX:Null<Int> = Std.parseInt(toStr.substring(0, 3));
var toY:Null<Int> = Std.parseInt(toStr.substring(4, 7));
if (toX != null && toY != null)
{
critter.setPosition(toX, toY);
}
}
}
}
if (StringTools.startsWith(Msg, "%holopad-state-"))
{
var paramStr:String = substringAfter(Msg, "%holopad-state-");
var colorStr:String = substringBefore(paramStr, "-");
var stateStr:String = substringAfter(paramStr, "-");
var state:Array<Bool> = [];
for (i in 0...stateStr.length)
{
state.push(stateStr.charAt(i) == '1' ? true : false);
}
var colorIndex:Int = Critter.getColorIndexFromString(colorStr);
setHolopadState(colorIndex, state);
}
if (StringTools.startsWith(Msg, "%cluecloud-"))
{
var paramStr:String = substringBetween(Msg, "%cluecloud-", "-");
var clueIndex:Int = Std.parseInt(substringBetween(paramStr, "clue", "peg"));
var pegIndex:Int = Std.parseInt(substringAfter(paramStr, "peg"));
var cloudState:CloudState = CloudState.Maybe;
if (StringTools.endsWith(Msg, "-yes%"))
{
cloudState = CloudState.Yes;
}
else if (StringTools.endsWith(Msg, "-no%"))
{
cloudState = CloudState.No;
}
setClueCloud(cast(getCell(clueIndex, pegIndex)), cloudState);
}
if (StringTools.startsWith(Msg, "%add-light-"))
{
var lightName:String = substringBetween(Msg, "%add-light-", "-location-");
var lightDimensions:String = substringBetween(Msg, "-location-", "%");
var x:Int = Std.parseInt(lightDimensions.substr(0, 3));
var y:Int = Std.parseInt(lightDimensions.substr(4, 7));
var w:Int = Std.parseInt(lightDimensions.substr(8, 11));
var h:Int = Std.parseInt(lightDimensions.substr(12, 15));
_puzzleLightsManager._spotlights.addSpotlight(lightName);
_puzzleLightsManager._spotlights.growSpotlight(lightName, FlxRect.get(x, y, w, h));
}
if (StringTools.startsWith(Msg, "%remove-light-"))
{
var lightName:String = substringBetween(Msg, "%remove-light-", "%");
_puzzleLightsManager._spotlights.removeSpotlight(lightName);
}
if (Msg == "%abra-gone%")
{
_abraAvailable = false;
}
if (Msg == "%lights-on%")
{
_puzzleLightsManager.setLightsOn();
}
if (Msg == "%lights-dim%")
{
_puzzleLightsManager.setLightsDim();
}
if (Msg == "%lights-off%")
{
_puzzleLightsManager.setLightsOff();
}
if (Msg == "%help-button-on%")
{
_helpButton.alpha = 0.99;
}
if (Msg == "%help-button-off%")
{
_helpButton.alpha = LevelState.BUTTON_OFF_ALPHA;
}
if (Msg == "%undo-buttons-on%")
{
_undoButton.alpha = 0.99;
_redoButton.alpha = 0.99;
}
if (Msg == "%undo-buttons-off%")
{
_undoButton.alpha = LevelState.BUTTON_OFF_ALPHA;
_redoButton.alpha = LevelState.BUTTON_OFF_ALPHA;
}
if (StringTools.startsWith(Msg, "%siphon-puzzle-reward-"))
{
var suffix:String = substringBetween(Msg, "reward-", "%");
var index:Int = Std.parseInt(substringBefore(suffix, "-"));
var amount:Int = Std.parseInt(substringAfter(suffix, "-"));
_puzzle._reward -= amount;
if (_lockedPuzzle != null)
{
_lockedPuzzle._reward -= amount;
}
DIALOG_VARS[index] += amount;
}
if (StringTools.startsWith(Msg, "%siphon-entire-puzzle-reward-"))
{
_siphonPuzzleReward = Std.parseInt(substringBetween(Msg, "reward-", "%"));
}
if (StringTools.startsWith(Msg, "%reimburse-"))
{
var reimburseIndex:Int = Std.parseInt(substringBetween(Msg, "reimburse-", "%"));
if (DIALOG_VARS[reimburseIndex] > 0)
{
_cashWindow.show();
PlayerData.cash += DIALOG_VARS[reimburseIndex];
DIALOG_VARS[reimburseIndex] = 0;
}
}
if (StringTools.startsWith(Msg, "%lights-on-"))
{
_puzzleLightsManager.setSpotlightsOn(substringBetween(Msg, "%lights-on-", "%"));
}
if (StringTools.startsWith(Msg, "%lights-off-"))
{
_puzzleLightsManager.setSpotlightsOff(substringBetween(Msg, "%lights-off-", "%"));
}
if (StringTools.startsWith(Msg, "%light-on-"))
{
_puzzleLightsManager.setSpotlightOn(substringBetween(Msg, "%light-on-", "%"));
}
if (StringTools.startsWith(Msg, "%light-off-"))
{
_puzzleLightsManager.setSpotlightOff(substringBetween(Msg, "%light-off-", "%"));
}
if (Msg == "%hint-asked%")
{
_askedHintCount++;
_hintElapsedTime = 0;
}
if (Msg == "%hint-given%")
{
_dispensedHintCount++;
_hintElapsedTime = 0;
if (_rankTracker != null)
{
_rankTracker.penalize();
}
}
if (Msg == "%cursor-normal%")
{
PlayerData.cursorType = "default";
CursorUtils.initializeHandSprite(_handSprite, AssetPaths.hands__png);
_handSprite.setSize(12, 11);
_handSprite.offset.set(65, 83);
CursorUtils.initializeHandSprite(_thumbSprite, AssetPaths.thumbs__png);
_thumbSprite.setSize(12, 1);
_thumbSprite.offset.set(65, 93);
CursorUtils.initializeSystemCursor();
}
if (StringTools.startsWith(Msg, "%nextden-"))
{
var prefix:String = substringBetween(Msg, "%nextden-", "%");
PlayerData.nextDenProf = PlayerData.PROF_PREFIXES.indexOf(prefix);
}
if (StringTools.startsWith(Msg, "%enter"))
{
var prefix:String = substringBetween(Msg, "%enter", "%");
if (prefix == _pokeWindow._prefix)
{
_hud.insert(0, _pokeWindow);
_pokeWindow._partAlpha = 1;
}
else
{
var windowLimit:Int = 2;
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
windowLimit = 0;
}
else if (PlayerData.detailLevel == PlayerData.DetailLevel.Low)
{
windowLimit = 1;
}
if (_otherWindows.length >= windowLimit)
{
// too many windows... don't enter
}
else if (PlayerData.sfw)
{
// sfw; don't show pokewindows
}
else
{
var newWindow:PokeWindow;
if (_otherWindows.length == 0)
{
newWindow = PokeWindow.fromString(prefix, 514, 0, 248, 325);
}
else
{
newWindow = PokeWindow.fromString(prefix, 257, 0, 248, 349);
}
newWindow.setNudity(0);
_hud.insert(0, newWindow);
_otherWindows.push(newWindow);
}
}
}
if (StringTools.startsWith(Msg, "%tomid"))
{
var prof:String = substringBetween(Msg, "%tomid", "%");
var window:PokeWindow = findWindow(prof);
if (window != null)
{
window.moveTo(257, 0);
window.resize(248, 349);
}
}
if (StringTools.startsWith(Msg, "%swapwindow-"))
{
removeCameraButtons();
for (window in _otherWindows)
{
_hud.remove(window);
FlxDestroyUtil.destroy(window);
}
_hud.remove(_pokeWindow);
FlxDestroyUtil.destroy(_pokeWindow);
_pokeWindow = PokeWindow.fromString(substringBetween(Msg, "%swapwindow-", "%"));
if (!PlayerData.sfw)
{
_hud.insert(0, _pokeWindow);
addCameraButtons();
}
}
if (StringTools.startsWith(Msg, "%exit"))
{
var prof:String = substringBetween(Msg, "%exit", "%");
var window:PokeWindow = findWindow(prof);
if (window != null)
{
_hud.remove(window);
if (window == _pokeWindow)
{
if (_puzzle._pegCount == 7)
{
// abra exits 7-peg puzzles for visibility reasons, but he's still watching.
}
else
{
window._partAlpha = 0;
}
removeCameraButtons();
// don't destroy original pokeWindow -- too many NPEs to avoid
}
else
{
_otherWindows.remove(window);
FlxDestroyUtil.destroy(window);
}
}
}
if (Msg.substring(0, 5) == "%skip")
{
PlayerData.level++;
}
if (Msg.substring(0, 5) == "%push")
{
LevelIntroDialog.pushes[PlayerData.level] = Std.parseInt(substringBetween(Msg, "%push", "%"));
}
if (Msg == "%quit-soon%")
{
if (_rankWindowGroup != null && _gameState >= 90 && _gameState < 100)
{
// we were displaying some kind of rank window stuff; remove it so the user doesn't accidentally click it while he's quitting
setState(100);
_hud.remove(_rankWindowGroup);
_rankWindowGroup = FlxDestroyUtil.destroy(_rankWindowGroup);
}
}
if (Msg.substring(0, 6) == "%label")
{
if (substringBetween(Msg, "%label", "%") == "gay")
{
PlayerData.sexualPreferenceLabel = PlayerData.SexualPreferenceLabel.Gay;
}
else if (substringBetween(Msg, "%label", "%") == "les")
{
PlayerData.sexualPreferenceLabel = PlayerData.SexualPreferenceLabel.Lesbian;
}
else if (substringBetween(Msg, "%label", "%") == "str")
{
PlayerData.sexualPreferenceLabel = PlayerData.SexualPreferenceLabel.Straight;
}
else if (substringBetween(Msg, "%label", "%") == "bis")
{
PlayerData.sexualPreferenceLabel = PlayerData.SexualPreferenceLabel.Bisexual;
}
else if (substringBetween(Msg, "%label", "%") == "com")
{
PlayerData.sexualPreferenceLabel = PlayerData.SexualPreferenceLabel.Complicated;
}
}
if (StringTools.startsWith(Msg, "%gender-"))
{
if (substringBetween(Msg, "%gender-", "%") == "boy")
{
PlayerData.gender = PlayerData.Gender.Boy;
}
else if (substringBetween(Msg, "%gender-", "%") == "girl")
{
PlayerData.gender = PlayerData.Gender.Girl;
}
else
{
PlayerData.gender = PlayerData.Gender.Complicated;
}
}
if (StringTools.startsWith(Msg, "%sexualpref-"))
{
if (substringBetween(Msg, "%sexualpref-", "%") == "boys")
{
PlayerData.setSexualPreference(PlayerData.SexualPreference.Boys);
}
else if (substringBetween(Msg, "%sexualpref-", "%") == "girls")
{
PlayerData.setSexualPreference(PlayerData.SexualPreference.Girls);
}
else if (substringBetween(Msg, "%sexualpref-", "%") == "both")
{
PlayerData.setSexualPreference(PlayerData.SexualPreference.Both);
}
else
{
/**
* Grovyle asks you whether she has a penis or a vagina down
* there. One of the replies is something like "You have a
* dishwasher down there," in which case you're labelled as an
* idiot.
*
* ...Bisexual people are not idiots. Transgender people are
* not idiots. That's not what this is.
*/
PlayerData.setSexualPreference(PlayerData.SexualPreference.Idiot);
}
}
if (StringTools.startsWith(Msg, "%sexualsummary"))
{
return GrovyleDialog.sexualSummary(Msg);
}
if (Msg == "%pay-1000%")
{
/*
* Lucario asks the player for $1,000 randomly. The player's
* allowed to pay, but the money comes back to them later in random
* chests. Karma!
*/
var amount:Int = Std.int(FlxMath.bound(1000, 0, PlayerData.cash));
if (amount > 0)
{
_cashWindow.show();
FlxSoundKludge.play(AssetPaths.cash_get_0037__mp3, 0.7);
PlayerData.cash -= amount;
PlayerData.reimburseCritterBonus(amount);
}
}
if (Msg == "%grim-reimburse%")
{
PlayerData.cash += PlayerData.grimMoneyOwed;
PlayerData.grimMoneyOwed = 0;
}
if (Msg == "")
{
// done; remove any remaining hud windows
while (_otherWindows.length > 0)
{
var window:PokeWindow = _otherWindows.pop();
_hud.remove(window);
FlxDestroyUtil.destroy(window);
}
unlabelAllCritters();
// when replaying tutorials, gamestate might be 200 with cells full
if (_gameState == 200)
{
if (cellsFull() && !DialogTree.isDialogging(_dialogTree) && !_justMadeMistake)
{
handleGuess();
}
}
else if (_gameState == 400)
{
// cycle minigame
var minigameState:MinigameState = LevelIntroDialog.popNextMinigame();
ItemDatabase._solvedPuzzle = true;
FlxG.switchState(minigameState);
}
else if (_gameState == 500)
{
setState(505);
}
}
return null;
}
function addCameraButtons()
{
for (button in _pokeWindow._cameraButtons)
{
var _cameraButton:FlxButton = newButton(button.image, button.x + _pokeWindow.x, button.y + _pokeWindow.y, 28, 28, button.callback);
_buttonGroup.add(_cameraButton);
}
}
function removeCameraButtons()
{
for (button in _buttonGroup.members)
{
if (button == _undoButton || button == _redoButton || button == _helpButton)
{
// not a camera button...
continue;
}
// camera button, probably?
_buttonGroup.remove(button);
FlxDestroyUtil.destroy(button);
}
}
private function showTextWindowGroup()
{
// move spotlights/pokewindow to back...
_hud.remove(_puzzleLightsManager._spotlights);
if (_hud.members.indexOf(_pokeWindow) != -1)
{
_hud.remove(_pokeWindow);
_hud.add(_pokeWindow);
}
_hud.add(_puzzleLightsManager._spotlights);
_hud.add(_textWindowGroup);
_dialogger.pause();
_puzzleLightsManager.setLightsDim();
}
function introLightsOn():Void
{
GrovyleResource.initialize();
AbraResource.initialize();
_pokeWindow.refreshGender();
_puzzleLightsManager.setLightsOn();
if (_lightsOut == null)
{
return;
}
for (bodyPart in GrovyleResource.BODY_PARTS)
{
_lightsOut.lightsOn(bodyPart);
}
_lightsOut.lightsOn(AssetPaths.grovyle_chat__png);
_lightsOut.lightsOn(AssetPaths.grovyle_chat_f__png);
for (part in _pokeWindow._parts)
{
// force repaint, since pixels changed
part.dirty = true;
}
}
override function quit()
{
_mainRewardCritter.reimburseChestReward();
if (_rankHistoryBackup != null)
{
PlayerData.rankHistory = _rankHistoryBackup;
}
super.quit();
}
function createHolopad(X:Float, Y:Float)
{
var holopad:Holopad = new Holopad(X, Y);
_backSprites.add(holopad._sprite);
_holopads.push(holopad);
for (i in 0..._puzzle._pegCount)
{
var sprite = new FlxSprite(X + _clueFactory._gridWidth * (i + 1), Y);
sprite.loadGraphic(AssetPaths.holopad__png, true, 64, 64);
sprite.animation.frameIndex = 1;
sprite.setSize(36, 10);
sprite.offset.set(14, 39);
_backSprites.add(sprite);
if (_puzzle._pegCount == 7)
{
if (i <= 1)
{
sprite.x -= _clueFactory._gridWidth * 1.5;
sprite.y += 30;
}
else if (i >= 2 && i <= 4)
{
sprite.x -= _clueFactory._gridWidth * 4;
sprite.y += 60;
}
else if (i >= 5)
{
sprite.x -= _clueFactory._gridWidth * 6.5;
sprite.y += 90;
}
}
}
for (i in 0..._puzzle._pegCount)
{
var hologram:Hologram = new Hologram(holopad, i, X + _clueFactory._gridWidth * (i + 1), Y);
_midSprites.add(hologram);
_holograms.push(hologram);
if (_puzzle._pegCount == 7)
{
if (i <= 1)
{
hologram.x -= _clueFactory._gridWidth * 1.5;
hologram.y += 30;
}
else if (i >= 2 && i <= 4)
{
hologram.x -= _clueFactory._gridWidth * 4;
hologram.y += 60;
}
else if (i >= 5)
{
hologram.x -= _clueFactory._gridWidth * 6.5;
hologram.y += 90;
}
}
}
}
public function clickUndo():Void
{
if (_undoIndex > 0)
{
if (_undoOperations[_undoIndex - 1].oldCloudState != null)
{
// toggling cloud
}
else
{
SoundStackingFix.play(AssetPaths.drop__mp3);
}
}
undo();
}
public function undo():Void
{
if (_undoIndex <= 0)
{
return;
}
_undoIndex--;
if (_undoOperations[_undoIndex].critter != null)
{
var critter:Critter = _undoOperations[_undoIndex].critter;
if (_undoOperations[_undoIndex].oldX != null && _undoOperations[_undoIndex].oldY != null)
{
critter.setPosition(_undoOperations[_undoIndex].oldX, _undoOperations[_undoIndex].oldY);
if (SexyAnims.isLinked(critter))
{
SexyAnims.unlinkCritterAndMakeGroupIdle(critter);
}
critter.setIdle();
}
}
if (_undoOperations[_undoIndex].oldCloudState != null)
{
// only toggle cloud
setClueCloud(cast(_undoOperations[_undoIndex].oldCritterHolder), _undoOperations[_undoIndex].oldCloudState);
}
else {
if (_undoOperations[_undoIndex].newCritterHolder != null)
{
_undoOperations[_undoIndex].newCritterHolder.removeCritter(_undoOperations[_undoIndex].critter);
_undoOperations[_undoIndex].critter.setImmovable(false);
}
if (_undoOperations[_undoIndex].oldCritterHolder != null)
{
_undoOperations[_undoIndex].oldCritterHolder.holdCritter(_undoOperations[_undoIndex].critter);
}
if (_undoOperations[_undoIndex].oldHolopadState != null)
{
setHolopadState(_undoOperations[_undoIndex].critter.getColorIndex(), _undoOperations[_undoIndex].oldHolopadState);
}
}
}
public function clickRedo():Void
{
if (_undoIndex < _undoOperations.length)
{
if (_undoOperations[_undoIndex].newCloudState != null)
{
// toggling cloud
}
else
{
SoundStackingFix.play(AssetPaths.drop__mp3);
}
}
redo();
}
override public function clickHelp():Void
{
var tree:Array<Array<Object>> = LevelIntroDialog.generateHelp(this);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
public function redo():Void
{
if (_undoIndex >= _undoOperations.length)
{
return;
}
if (_undoOperations[_undoIndex].critter != null)
{
var critter:Critter = _undoOperations[_undoIndex].critter;
critter.setImmovable(false);
if (_undoOperations[_undoIndex].newX != null && _undoOperations[_undoIndex].newY != null)
{
critter.setPosition(_undoOperations[_undoIndex].newX, _undoOperations[_undoIndex].newY);
if (SexyAnims.isLinked(critter))
{
SexyAnims.unlinkCritterAndMakeGroupIdle(critter);
}
critter.setIdle();
}
}
if (_undoOperations[_undoIndex].newCloudState != null)
{
// only toggle cloud
setClueCloud(cast(_undoOperations[_undoIndex].newCritterHolder), _undoOperations[_undoIndex].newCloudState);
}
else {
if (_undoOperations[_undoIndex].oldCritterHolder != null)
{
_undoOperations[_undoIndex].critter.setImmovable(false);
_undoOperations[_undoIndex].oldCritterHolder.removeCritter(_undoOperations[_undoIndex].critter);
}
if (_undoOperations[_undoIndex].newCritterHolder != null)
{
_undoOperations[_undoIndex].newCritterHolder.holdCritter(_undoOperations[_undoIndex].critter);
}
if (_undoOperations[_undoIndex].newHolopadState != null)
{
setHolopadState(_undoOperations[_undoIndex].critter.getColorIndex(), _undoOperations[_undoIndex].newHolopadState);
}
}
_undoIndex++;
}
override public function destroy():Void
{
super.destroy();
_clueCells = FlxDestroyUtil.destroyArray(_clueCells);
_answerCells = FlxDestroyUtil.destroyArray(_answerCells);
_allCells = FlxDestroyUtil.destroyArray(_allCells);
_holopads = FlxDestroyUtil.destroyArray(_holopads);
_holograms = FlxDestroyUtil.destroyArray(_holograms);
_sevenPegHolopadState = null;
_clueCells = FlxDestroyUtil.destroyArray(_clueCells);
_answerCells = FlxDestroyUtil.destroyArray(_answerCells);
_allCells = FlxDestroyUtil.destroyArray(_allCells);
_holopads = FlxDestroyUtil.destroyArray(_holopads);
_holograms = FlxDestroyUtil.destroyArray(_holograms);
_clueClouds = null;
_cloudParticles = FlxDestroyUtil.destroy(_cloudParticles);
_clueOkGroup = FlxDestroyUtil.destroy(_clueOkGroup);
_previousOk = FlxDestroyUtil.destroy(_previousOk);
_puzzleLightsManager = FlxDestroyUtil.destroy(_puzzleLightsManager);
_clueCritters = FlxDestroyUtil.destroyArray(_clueCritters);
_clueBlockers = FlxDestroyUtil.destroyArray(_clueBlockers);
_mainRewardCritter = FlxDestroyUtil.destroy(_mainRewardCritter);
_rewardCritters = FlxDestroyUtil.destroyArray(_rewardCritters);
_buttonGroup = FlxDestroyUtil.destroy(_buttonGroup);
_undoButton = FlxDestroyUtil.destroy(_undoButton);
_redoButton = FlxDestroyUtil.destroy(_redoButton);
_puzzle = FlxDestroyUtil.destroy(_puzzle);
_clueFactory = FlxDestroyUtil.destroy(_clueFactory);
_undoOperations = null;
labelledCritters = null;
_textWindowGroup = FlxDestroyUtil.destroy(_textWindowGroup);
_textMaxLength = null;
_tutorial = null;
_rankWindowGroup = FlxDestroyUtil.destroy(_rankWindowGroup);
_rankBrainSync = FlxDestroyUtil.destroy(_rankBrainSync);
_rankWindowSprite = FlxDestroyUtil.destroy(_rankWindowSprite);
_rankLeftButtonCover = FlxDestroyUtil.destroy(_rankLeftButtonCover);
_rankRightButtonCover = FlxDestroyUtil.destroy(_rankRightButtonCover);
_rankLabel = FlxDestroyUtil.destroy(_rankLabel);
_rankParticle = FlxDestroyUtil.destroy(_rankParticle);
_rankChestGroup = FlxDestroyUtil.destroy(_rankChestGroup);
_coinSprite = FlxDestroyUtil.destroy(_coinSprite);
_rankTracker = null;
_otherWindows = FlxDestroyUtil.destroyArray(_otherWindows);
_lightsOut = null;
_lockedPuzzle = FlxDestroyUtil.destroy(_lockedPuzzle);
}
public function getCell(clueIndex:Int, ?pegIndex:Int = 0):Cell.ICell
{
if (_puzzle._easy)
{
for (clueCell in _clueCells)
{
var cell:BigCell = cast(clueCell);
if (cell.getClueIndex() == clueIndex)
{
return cell;
}
}
}
else {
for (clueCell in _clueCells)
{
var cell:Cell = cast(clueCell);
if (cell.getClueIndex() == clueIndex && cell._pegIndex == pegIndex)
{
return cell;
}
}
}
return null;
}
public function eventUncube(params:Array<Dynamic>):Void
{
var cell:Cell.ICell = params[0];
for (critter in cell.getCritters())
{
uncubeCritter(critter);
}
}
public function eventCube(params:Array<Dynamic>):Void
{
var cell:Cell.ICell = params[0];
for (critter in cell.getCritters())
{
cubeCritter(critter);
}
}
public function eventCheer(params:Array<Dynamic>):Void
{
if (_hud.members.indexOf(_pokeWindow) == -1 && _puzzle._pegCount <= 5)
{
// pokewindow is closed...
}
else if (_pokeWindow._partAlpha == 0 && _pokeWindow._breakTime <= 0)
{
// pokemon is away...
}
else {
_pokeWindow.cheerful();
}
}
public function eventClueOk(params:Array<Dynamic>):Void
{
var sprite:LateFadingFlxParticle = _clueOkGroup.recycle(LateFadingFlxParticle);
sprite.reset(0, 0);
sprite.alpha = 1;
sprite.lifespan = params[1] ? 1 : 3;
var clueBounds:FlxRect;
if (params[0] == -1)
{
clueBounds = _puzzleLightsManager._spotlights.getBounds("wholeanswer");
}
else {
clueBounds = _puzzleLightsManager._spotlights.getBounds("wholeclue" + params[0]);
}
sprite.x = FlxG.random.float(clueBounds.left + 32, clueBounds.right - 32) - 32;
sprite.y = clueBounds.y + clueBounds.height / 2 - 16;
sprite.animation.frameIndex = params[1] ? 0 : 1;
sprite.alphaRange.set(1, 0);
sprite.enableLateFade(3);
FlxTween.tween(sprite, {y:sprite.y - 32}, params[1] ? 1 : 3, {ease:FlxEase.circOut});
_clueOkGroup.add(sprite);
_previousOk = sprite;
}
public function eventClueSurpriseWrong(params:Array<Dynamic>):Void
{
if (_previousOk != null)
{
_previousOk.animation.frameIndex = 1;
_previousOk.lifespan = 3;
}
}
public function eventClueBadDialog(params:Array<Dynamic>):Void
{
var tree:Array<Array<Object>> = LevelIntroDialog.generateBadGuessDialog(this);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
public function eventInvalidAnswerDialog(params:Array<Dynamic>):Void
{
var tree:Array<Array<Object>> = LevelIntroDialog.generateInvalidAnswerDialog(this);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
}
/**
* 80 = challenge window
* 90 = rank window
* 100 = intro dialog
* 150 = wait for critters to cube
* 160 = intro
* 200 = playing
* 300 = clear
* 350 = rank result/minigame transition
* 400 = minigame transition
* 500 = very final end-of-game chat...
*/
override public function update(elapsed:Float):Void
{
if (_mainRewardCritter._rewardTimer > 0)
{
_tutorialTime += elapsed;
_hintElapsedTime += elapsed;
}
if (_puzzle._easy)
{
for (cell in _allCells)
{
if (Std.isOfType(cell, BigCell))
{
cast(cell, BigCell).leashAll(true);
}
}
}
super.update(elapsed);
if (_gameState == 85)
{
_dialogger._clickEnabled = true;
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60 - 50);
_rankWindowSprite.animation.add("play", [1, 0, 0], 30, false);
_rankWindowSprite.animation.play("play");
_rankLeftButtonCover = FlxDestroyUtil.destroy(_rankLeftButtonCover);
_rankRightButtonCover = FlxDestroyUtil.destroy(_rankRightButtonCover);
_rankChestGroup = FlxDestroyUtil.destroy(_rankChestGroup);
setState(86);
}
if (_gameState == 86)
{
if (_rankWindowSprite != null && _rankWindowSprite.animation != null && _rankWindowSprite.animation.finished)
{
_hud.remove(_rankWindowGroup);
_rankWindowGroup = FlxDestroyUtil.destroy(_rankWindowGroup);
if (!PlayerData.finalTrial && (_rankChance == null || !_rankChance.eligible))
{
// skip rank chance; change states now
setState(90);
}
else
{
// rank chance prompt follows; have a short delay before changing state
_eventStack.addEvent({time:_eventStack._time + 0.5, callback:eventSetState, args:[90]});
}
}
}
if (_gameState == 80)
{
if (_lockedPuzzle == null)
{
setState(90);
}
else
{
if (_stateTime > 0.2 && _rankWindowGroup == null)
{
_rankWindowGroup = new WhiteGroup();
_rankWindowSprite = new FlxSprite();
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60 - 50);
_rankWindowSprite.animation.add("play", [0, 1, 1], 30, false);
_rankWindowSprite.animation.play("play");
_rankWindowGroup.add(_rankWindowSprite);
_hud.insert(0, _rankWindowGroup);
}
if (_stateTime > 0.2 && _stateTime - elapsed <= 0.2 && elapsed > 0)
{
_rankWindowSprite.loadGraphic(_lockPrompt == PlayerData.Prompt.Ask ? AssetPaths.challenge_bg__png : AssetPaths.challenge_auto_bg__png, true, 200, 160);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
_rankWindowSprite.animation.add("glisten", AnimTools.blinkyAnimation([0, 1]), 6, false);
_rankWindowSprite.animation.play("glisten");
if (_lockPrompt == PlayerData.Prompt.Ask)
{
_rankLeftButtonCover = new FlxSprite();
_rankLeftButtonCover.loadGraphic(AssetPaths.rank_left_button_cover__png);
_rankLeftButtonCover.setPosition(_rankWindowSprite.x, _rankWindowSprite.y);
_rankLeftButtonCover.alpha = 0.7;
_rankWindowGroup.add(_rankLeftButtonCover);
_rankRightButtonCover = new FlxSprite();
_rankRightButtonCover.loadGraphic(AssetPaths.rank_right_button_cover__png);
_rankRightButtonCover.setPosition(_rankWindowSprite.x, _rankWindowSprite.y);
_rankRightButtonCover.alpha = 0.7;
_rankWindowGroup.add(_rankRightButtonCover);
}
_rankWindowGroup.addTeleparticles(_rankWindowSprite.x + _rankWindowSprite.width * 0.3, _rankWindowSprite.y + _rankWindowSprite.height * 0.1, _rankWindowSprite.x + _rankWindowSprite.width * 0.7, _rankWindowSprite.y + _rankWindowSprite.height * 0.9, 10);
FlxTween.tween(_rankWindowGroup, { _whiteness:0 }, 0.1);
}
if (_stateTime > 0.7 && _stateTime - elapsed <= 0.7 && elapsed > 0)
{
_rankChestGroup = new WhiteGroup();
_rankWindowGroup.add(_rankChestGroup);
var chestSprite:FlxSprite = new FlxSprite();
if (_lockedPuzzle._reward >= 1000)
{
chestSprite.loadGraphic(AssetPaths.challenge_diamond_chest__png);
}
else if (_lockedPuzzle._reward >= 500)
{
chestSprite.loadGraphic(AssetPaths.challenge_gold_chest__png);
}
else
{
chestSprite.loadGraphic(AssetPaths.challenge_silver_chest__png);
}
chestSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
_rankChestGroup.add(chestSprite);
if (_lockedPuzzle._reward >= 2500)
{
// multi-diamond
chestSprite.x -= 5;
var multiplierSprite:FlxSprite = new FlxSprite(chestSprite.x + 110, chestSprite.y + 85);
multiplierSprite.loadGraphic(AssetPaths.challenge_diamond_multiplier__png, true, 32, 32);
var chestCount:Int = Std.int(FlxMath.bound((_lockedPuzzle._reward - 500) / 1000, 1, 7));
multiplierSprite.animation.frameIndex = Std.int(FlxMath.bound(chestCount - 2, 0, 5));
_rankChestGroup.add(multiplierSprite);
}
_rankWindowGroup.addTeleparticles(chestSprite.x + chestSprite.width * 0.3, chestSprite.y + chestSprite.height * 0.5, chestSprite.x + chestSprite.width * 0.7, chestSprite.y + chestSprite.height * 0.8, 10);
FlxTween.tween(_rankChestGroup, { _whiteness:0 }, 0.5);
}
if (_stateTime > 1.7 && _lockPrompt == PlayerData.Prompt.AlwaysYes)
{
setState(85);
}
if ((_rankLeftButtonCover != null || _rankRightButtonCover != null) && _rankWindowGroup.visible)
{
_dialogger._clickEnabled = true;
if (_rankLeftButtonCover != null)
{
if (FlxG.mouse.getPosition().distanceTo(FlxPoint.weak(316, 210)) < 25)
{
_rankLeftButtonCover.alpha = 0;
_dialogger._clickEnabled = false;
if (FlxG.mouse.justPressed)
{
// user accepts the challenge
_puzzle = _lockedPuzzle;
setState(85);
_clueFactory.reinitialize();
initializeBlockers();
}
}
else
{
_rankLeftButtonCover.alpha = 0.7;
}
}
if (_rankRightButtonCover != null)
{
if (FlxG.mouse.getPosition().distanceTo(FlxPoint.weak(455, 210)) < 25)
{
_rankRightButtonCover.alpha = 0;
_dialogger._clickEnabled = false;
if (FlxG.mouse.justPressed)
{
// user declines the challenge; also declines any corresponding rank chance
setState(85);
_rankChance = null;
}
}
else
{
_rankRightButtonCover.alpha = 0.7;
}
}
}
}
}
if (_gameState == 95)
{
_dialogger._clickEnabled = true;
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60 - 50);
_rankWindowSprite.animation.add("play", [1, 0, 0], 30, false);
_rankWindowSprite.animation.play("play");
_rankLeftButtonCover = FlxDestroyUtil.destroy(_rankLeftButtonCover);
_rankRightButtonCover = FlxDestroyUtil.destroy(_rankRightButtonCover);
_rankBrainSync = FlxDestroyUtil.destroy(_rankBrainSync);
setState(96);
}
if (_gameState == 96 && _rankWindowSprite.animation.finished)
{
_hud.remove(_rankWindowGroup);
_rankWindowGroup = FlxDestroyUtil.destroy(_rankWindowGroup);
setState(100);
}
if (_gameState == 90)
{
if (!PlayerData.finalTrial && (_rankChance == null || !_rankChance.eligible))
{
setState(100);
}
else
{
if (_stateTime > 0.2 && _rankWindowGroup == null)
{
_rankWindowGroup = new WhiteGroup();
_rankWindowSprite = new FlxSprite();
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60 - 50);
_rankWindowSprite.animation.add("play", [0, 1, 1], 30, false);
_rankWindowSprite.animation.play("play");
_rankWindowGroup.add(_rankWindowSprite);
_hud.insert(0, _rankWindowGroup);
}
if (_stateTime > 0.2 && _rankLeftButtonCover == null && _rankWindowSprite != null && _rankWindowSprite.animation.finished)
{
if (PlayerData.finalTrial)
{
_rankBrainSync = BrainSyncPanel.newInstance(this);
_rankWindowGroup.insert(0, _rankBrainSync);
}
var rankGraphic:Dynamic;
if (PlayerData.finalTrial)
{
rankGraphic = AssetPaths.sync_chance__png;
}
else if (_rankChance.rankUpTime == null)
{
rankGraphic = AssetPaths.rank_defend__png;
}
else
{
rankGraphic = AssetPaths.rank_chance__png;
}
_rankWindowSprite.loadGraphic(rankGraphic, true, 200, 150);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
_rankWindowSprite.animation.add("glisten", AnimTools.blinkyAnimation([0, 1]), 6, false);
_rankWindowSprite.animation.play("glisten");
_rankLeftButtonCover = new FlxSprite();
_rankLeftButtonCover.loadGraphic(AssetPaths.rank_left_button_cover__png);
_rankLeftButtonCover.setPosition(_rankWindowSprite.x, _rankWindowSprite.y);
_rankLeftButtonCover.alpha = 0.7;
_rankWindowGroup.add(_rankLeftButtonCover);
if (PlayerData.finalTrial)
{
// can't refuse final trial; don't add "no" option
}
else
{
_rankRightButtonCover = new FlxSprite();
_rankRightButtonCover.loadGraphic(AssetPaths.rank_right_button_cover__png);
_rankRightButtonCover.setPosition(_rankWindowSprite.x, _rankWindowSprite.y);
_rankRightButtonCover.alpha = 0.7;
_rankWindowGroup.add(_rankRightButtonCover);
}
if (ItemDatabase.playerHasItem(ItemDatabase.ITEM_CALCULATOR))
{
_rankWindowGroup.add(new FlxSprite(_rankWindowSprite.x, _rankWindowSprite.y, AssetPaths.rank_details__png));
{
var rankUpRank:Int = RankTracker.computeRankUpRank();
var upString:String = "--:--";
if (_rankChance.rankUpTime != null)
{
var upTime:Int = _rankChance.rankUpTime;
upString = "";
upString = upTime % 60 + upString;
if (upString.length < 2)
{
upString = "0" + upString;
}
upTime = Std.int(upTime / 60);
upString = Math.min(99, upTime) + ":" + upString;
}
var text:FlxText = new FlxText(FlxG.width / 2 - 50, FlxG.height / 2 - 50 + 18 + 20, 100, upString, 20);
text.alignment = CENTER;
text.font = AssetPaths.hardpixel__otf;
text.color = OptionsMenuState.WHITE_BLUE;
text.setBorderStyle(OUTLINE, OptionsMenuState.DARK_BLUE, 2);
_rankWindowGroup.add(text);
}
{
var rankDownRank:Int = RankTracker.computeRankDownRank();
var downString:String = "--:--";
if (_rankChance.rankDownTime != null)
{
downString = "";
var downTime:Int = _rankChance.rankDownTime;
downString = downTime % 60 + downString;
if (downString.length < 2)
{
downString = "0" + downString;
}
downTime = Std.int(downTime / 60);
downString = Math.min(99, downTime) + ":" + downString;
}
var text:FlxText = new FlxText(FlxG.width / 2 - 50, FlxG.height / 2 - 50 + 18 + 20 + 20, 100, downString, 20);
text.alignment = CENTER;
text.font = AssetPaths.hardpixel__otf;
text.color = OptionsMenuState.WHITE_BLUE;
text.setBorderStyle(OUTLINE, OptionsMenuState.DARK_BLUE, 2);
_rankWindowGroup.add(text);
}
_rankWindowGroup.add(new FlxSprite(_rankWindowSprite.x + 56, _rankWindowSprite.y + 116, AssetPaths.rank_check_x__png));
}
var text:FlxText = new FlxText(FlxG.width / 2 - 50, FlxG.height / 2 - 50 + 18, 100, "RANK " + RankTracker.computeAggregateRank(), 20);
text.alignment = CENTER;
text.font = AssetPaths.hardpixel__otf;
text.color = OptionsMenuState.WHITE_BLUE;
text.setBorderStyle(OUTLINE, OptionsMenuState.DARK_BLUE, 2);
_rankWindowGroup.add(text);
_rankWindowGroup.addTeleparticles(_rankWindowSprite.x + _rankWindowSprite.width * 0.3, _rankWindowSprite.y + _rankWindowSprite.height * 0.1, _rankWindowSprite.x + _rankWindowSprite.width * 0.7, _rankWindowSprite.y + _rankWindowSprite.height * 0.9, 10);
FlxTween.tween(_rankWindowGroup, { _whiteness:0 }, 0.1);
}
if ((_rankRightButtonCover != null || _rankLeftButtonCover != null) && _rankWindowGroup.visible)
{
_dialogger._clickEnabled = true;
if (_rankLeftButtonCover != null)
{
if (FlxG.mouse.getPosition().distanceTo(FlxPoint.weak(316, 210)) < 25)
{
_rankLeftButtonCover.alpha = 0;
_dialogger._clickEnabled = false;
if (FlxG.mouse.justPressed)
{
// user agrees to be ranked
_rankTracker = new RankTracker(this);
setState(95);
}
}
else
{
_rankLeftButtonCover.alpha = 0.7;
}
}
if (_rankRightButtonCover != null)
{
if (FlxG.mouse.getPosition().distanceTo(FlxPoint.weak(455, 210)) < 25)
{
_rankRightButtonCover.alpha = 0;
_dialogger._clickEnabled = false;
if (FlxG.mouse.justPressed)
{
// user doesn't agree to be ranked
setState(95);
}
}
else
{
_rankRightButtonCover.alpha = 0.7;
}
}
}
}
}
if (_gameState <= 100)
{
if (_rankWindowGroup != null)
{
if (_dialogger.isPrompting())
{
_rankWindowGroup.visible = false;
_dialogger._clickEnabled = true;
}
else
{
_rankWindowGroup.visible = true;
}
}
}
if (_gameState == 100 && !DialogTree.isDialogging(_dialogTree))
{
if (_textWindowGroup != null && _textWindowGroup.visible)
{
// don't transition state if we're prompting user for a name/ip
}
else
{
setState(150);
_eventStack.addEvent({time:_eventStack._time, callback:eventHoldAndCubeClueCritters});
}
}
if (_gameState == 150)
{
// wait for all critters to be cubed; then start timer and puzzle
var anyUncubed = anyClueCrittersUncubed();
if (!anyUncubed)
{
setState(160);
if (_rankTracker != null)
{
_rankTracker.start();
}
_hintElapsedTime = 0;
_eventStack.addEvent({time:_eventStack._time + 0.2, callback:eventAddRankWindowBlip});
_eventStack.addEvent({time:_eventStack._time + 0.3, callback:eventAddRankWindowGraphics});
_eventStack.addEvent({time:_eventStack._time + 1.5, callback:eventRemoveRankWindowGraphics});
_eventStack.addEvent({time:_eventStack._time + 1.6, callback:eventRemoveRankWindowBlip});
Critter.IDLE_ENABLED = true;
}
}
if (DialogTree.isDialogging(_dialogTree) || _gameState >= 300 || _gameState < 200 || _eventStack._alive)
{
for (member in _buttonGroup.members)
{
if (member != null && member.alpha == 1.0)
{
member.alpha = LevelState.BUTTON_OFF_ALPHA;
}
}
}
else {
for (member in _buttonGroup.members)
{
if (member != null && member.alpha == LevelState.BUTTON_OFF_ALPHA)
{
member.alpha = 1.0;
}
}
}
if (Critter.IDLE_ENABLED)
{
_globalIdleTimer -= elapsed;
if (_globalIdleTimer <= 0)
{
var annoyingAnimationConstant:Float = [0, 0, 0.25, 0.5, 1.0, 1.95, 3.10, 4.5][PlayerData.pegActivity];
var map:Map<String,Float> = new Map<String,Float>();
map["global-enter"] = 1 * annoyingAnimationConstant;
map["global-leave"] = 1 * annoyingAnimationConstant;
map["global-leave-many"] = 0.2 * annoyingAnimationConstant;
map["global-enter-many"] = 0.2 * annoyingAnimationConstant;
map["global-noop"] = 1; // avoid edge case where everything has a 0% chance
IdleAnims.playGlobalAnim(this, BetterFlxRandom.getObjectWithMap(map));
}
updateSexyTimer(elapsed);
}
if (PlayerData.cheatsEnabled)
{
// hit '$' to spawn the reward critter, which also lets you ask for another hint
if (FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.FOUR)
{
if (_mainRewardCritter._rewardTimer > 0)
{
FlxSoundKludge.play(AssetPaths.cash_get_0037__mp3);
_mainRewardCritter.immediatelySpawnIdleReward();
}
}
// hit '%' to skip to the main menu, populating name and stuff
if (FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.FIVE && PlayerData.name == null)
{
PlayerData.name = "Mr. Handerson"; // ...my name is neo!!!
PlayerData.gender = PlayerData.Gender.Boy;
PlayerData.setSexualPreference(PlayerData.SexualPreference.Boys);
introLightsOn();
FlxG.switchState(new MainMenuState());
}
}
#if debug
// hit 'I' to make someone do an idle animation; shift 'I' for a global idle animation; control 'I' for some debug information
if (FlxG.keys.justPressed.I)
{
if (FlxG.keys.pressed.SHIFT)
{
//SexyAnims.playGlobalAnim(this, "global-sexy-doggy-gangbang");
_globalSexyTimer = 0;
//_globalIdleTimer = 0;
}
else
{
var closestCritter:Critter = null;
for (critter in _critters)
{
if (closestCritter == null || closestCritter._bodySprite.getPosition().distanceTo(FlxG.mouse.getPosition()) > critter._bodySprite.getPosition().distanceTo(FlxG.mouse.getPosition()))
{
closestCritter = critter;
}
}
if (FlxG.keys.pressed.CONTROL)
{
if (closestCritter != null)
{
trace("critter " + closestCritter.myId + ": " + closestCritter._lastSexyAnim);
}
}
else
{
if (closestCritter != null)
{
closestCritter.playAnim("idle-outcold0", true);
//closestCritter._bodySprite._idleTimer = 0;
}
}
}
}
else if (FlxG.keys.pressed.SHIFT && FlxG.keys.justPressed.R)
{
var playState:PuzzleState = new PuzzleState();
playState._tutorial = _tutorial;
FlxG.switchState(playState);
return;
}
#end
if (_gameState == 200)
{
if (_critterRefillTimer >= 0)
{
_critterRefillTimer -= elapsed;
if (_critterRefillTimer < 0)
{
refillCritters();
}
}
else
{
// on cooldown
_critterRefillTimer -= elapsed;
if (_critterRefillTimer < -1.5)
{
if (_critterRefillQueued)
{
_critterRefillTimer = 0;
_critterRefillQueued = false;
}
else
{
_critterRefillTimer = FlxG.random.float(3, 5);
}
}
}
}
if (_dialogTree == null || !DialogTree.isDialogging(_dialogTree))
{
for (critter in _rewardCritters)
{
critter.update(elapsed);
}
}
if (_rankTracker != null)
{
_rankTracker.update(elapsed);
}
if (_gameState == 300)
{
_releaseTimer -= elapsed;
if (_releaseTimer <= 0)
{
_releaseTimer += 0.05;
var foundCell:Cell.ICell = null;
for (cell in _allCells)
{
if (cell.getCritters().length > 0)
{
foundCell = cell;
break;
}
}
if (foundCell == null)
{
setState(305);
}
else
{
var critter:Critter = FlxG.random.getObject(foundCell.getCritters());
jumpOutOfCell(critter, runFromCell);
}
}
}
if (_gameState == 305 && allChestsFinishedPaying())
{
setState(310);
}
if (_gameState == 310)
{
if (_stateTime > 0.8 || _minigameChance)
{
setState(350);
}
}
if (_gameState == 350 && _minigameChance)
{
var tree:Array<Array<Object>> = LevelIntroDialog.generateBonusCoinDialog(this);
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(400);
}
if (_gameState == 350 && _rankTracker == null)
{
switchState();
}
if (_gameState == 350 && _rankTracker != null)
{
if (_rankWindowGroup == null)
{
_rankWindowGroup = new WhiteGroup();
_rankWindowSprite = new FlxSprite();
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60 - 50);
_rankWindowSprite.animation.add("play", [0, 1, 1], 30, false);
_rankWindowSprite.animation.play("play");
_rankWindowGroup.add(_rankWindowSprite);
_hud.insert(0, _rankWindowGroup);
}
if (_rankWindowSprite != null && _rankWindowSprite.animation.finished)
{
var newRank:Int = RankTracker.computeAggregateRank();
if (PlayerData.finalTrial)
{
_rankBrainSync = BrainSyncPanel.newInstance(this);
_rankWindowGroup.insert(0, _rankBrainSync);
}
if (newRank > _rankTracker._oldRank || newRank == _rankTracker._oldRank && _rankChance.rankUpTime == null)
{
_rankWindowSprite.loadGraphic(AssetPaths.rank_nice__png, true, 200, 150);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
var glistenAnim:Array<Int> = [];
AnimTools.push(glistenAnim, 16, [0, 1]);
_rankWindowSprite.animation.add("glisten", glistenAnim, 6, false);
_rankWindowSprite.animation.play("glisten");
_rankTextColor = OptionsMenuState.WHITE_BLUE;
_rankBorderColor = OptionsMenuState.DARK_BLUE;
}
if (newRank == _rankTracker._oldRank && _rankChance.rankUpTime != null)
{
_rankWindowSprite.loadGraphic(AssetPaths.rank_just_ok__png, true, 200, 150);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
_rankTextColor = 0xFFB4F2FF;
_rankBorderColor = OptionsMenuState.DARK_BLUE;
}
if (newRank < _rankTracker._oldRank)
{
_rankWindowSprite.loadGraphic(AssetPaths.rank_oh_no__png, true, 200, 150);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2 - 50);
_rankTextColor = OptionsMenuState.MEDIUM_BLUE;
_rankBorderColor = OptionsMenuState.LIGHT_BLUE;
}
_rankWindowGroup.addTeleparticles(_rankWindowSprite.x + _rankWindowSprite.width * 0.3, _rankWindowSprite.y + _rankWindowSprite.height * 0.1, _rankWindowSprite.x + _rankWindowSprite.width * 0.7, _rankWindowSprite.y + _rankWindowSprite.height * 0.9, 10);
FlxTween.tween(_rankWindowGroup, { _whiteness:0 }, 0.1);
setState(355);
}
}
if (_gameState == 355 && _rankLabel == null && _stateTime > 1.2)
{
_rankLabel = new FlxText(FlxG.width / 2 - 50, FlxG.height / 2 - 50 + 23, 100, "RANK " + _rankTracker._oldRank, 20);
_rankLabel.alignment = CENTER;
_rankLabel.font = AssetPaths.hardpixel__otf;
_rankLabel.color = _rankTextColor;
_rankLabel.setBorderStyle(OUTLINE, _rankBorderColor, 2);
_rankWindowGroup.add(_rankLabel);
FlxSoundKludge.play(AssetPaths.beep_0065__mp3);
}
if (_gameState == 355 && _rankParticle == null && _stateTime > 2.4)
{
var oldRank:Int = _rankTracker._oldRank;
var newRank:Int = RankTracker.computeAggregateRank();
playAdjustRankAnim(oldRank, newRank);
}
if (_gameState == 355)
{
if (PlayerData.finalTrial && PlayerData.level < 2)
{
// first two final trial levels; let the player watch the brain screensaver
if (_stateTime > 7.3)
{
switchState();
}
}
else if (PlayerData.finalTrial && PlayerData.level == 2)
{
if (_stateTime > 3.4)
{
var tree:Array<Array<Object>>;
if (_rankBrainSync.isSuccessfulSync())
{
tree = AbraDialog.finalTrialSuccess();
}
else
{
tree = AbraDialog.finalTrialFailure();
}
_dialogTree = new DialogTree(_dialogger, tree, dialogTreeCallback);
_dialogTree.go();
setState(500);
}
}
else
{
if (_stateTime > 4.8)
{
switchState();
}
}
}
if (_gameState == 505)
{
if (_stateTime > 0.8)
{
if (_rankBrainSync.getPlayerRank() >= _rankBrainSync.getAbraRank())
{
// success;
setState(510);
}
else
{
// failure; decrease rank...
var oldRank:Int = RankTracker.computeAggregateRank();
PlayerData.finalRankHistory = [];
var newRank:Int = RankTracker.computeAggregateRank();
if (oldRank == newRank)
{
// their rank didn't change; don't wait for any animation
switchState();
setState(510);
}
else
{
playAdjustRankAnim(oldRank, newRank);
_rankBrainSync.refreshRankData(this);
setState(510);
}
}
}
}
if (_gameState == 510)
{
if (_rankBrainSync.isSuccessfulSync())
{
if (_stateTime > 1.0)
{
switchState();
}
}
else
{
if (_stateTime > 3.0)
{
// failure; return to main menu
switchState();
}
}
}
for (_otherWindow in _otherWindows)
{
if (_otherWindow != null && _otherWindow.exists && _otherWindow.alive)
{
if (FlxSpriteKludge.overlap(_handSprite, _otherWindow._canvas))
{
_otherWindow._canvas.alpha = Math.max(0.3, _otherWindow._canvas.alpha - 3.0 * elapsed);
}
else
{
_otherWindow._canvas.alpha = Math.min(1.0, _otherWindow._canvas.alpha + 3.0 * elapsed);
}
}
}
}
function eventAddRankWindowBlip(args:Array<Dynamic>)
{
_rankWindowGroup = new WhiteGroup();
_rankWindowSprite = new FlxSprite();
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60);
_rankWindowSprite.animation.add("play", [0, 1, 1], 30, false);
_rankWindowSprite.animation.play("play");
_rankWindowGroup.add(_rankWindowSprite);
_hud.insert(0, _rankWindowGroup);
}
function eventAddRankWindowGraphics(args:Array<Dynamic>)
{
_rankWindowSprite.loadGraphic(AssetPaths.splash_start__png, true, 150, 118);
_rankWindowSprite.setPosition(FlxG.width / 2 - _rankWindowSprite.width / 2, FlxG.height / 2 - _rankWindowSprite.height / 2);
var glistenAnim:Array<Int> = [];
AnimTools.push(glistenAnim, 16, [0, 1]);
_rankWindowSprite.animation.add("glisten", glistenAnim, 6, false);
_rankWindowSprite.animation.play("glisten");
_rankWindowGroup.addTeleparticles(_rankWindowSprite.x + _rankWindowSprite.width * 0.3, _rankWindowSprite.y + _rankWindowSprite.height * 0.1, _rankWindowSprite.x + _rankWindowSprite.width * 0.7, _rankWindowSprite.y + _rankWindowSprite.height * 0.9, 20);
FlxTween.tween(_rankWindowGroup, { _whiteness:0 }, 0.2);
FlxSoundKludge.play(AssetPaths.countdown_go_005c__mp3);
}
function eventRemoveRankWindowGraphics(args:Array<Dynamic>)
{
_rankWindowSprite.loadGraphic(AssetPaths.title_screen_blip__png, true, 768, 432);
_rankWindowSprite.setPosition(20, 60);
_rankWindowSprite.animation.add("play", [1, 0, 0], 30, false);
_rankWindowSprite.animation.play("play");
}
function eventRemoveRankWindowBlip(args:Array<Dynamic>)
{
_hud.remove(_rankWindowGroup);
_rankWindowGroup = FlxDestroyUtil.destroy(_rankWindowGroup);
setState(200);
if (cellsFull() && !DialogTree.isDialogging(_dialogTree))
{
handleGuess();
}
}
function playAdjustRankAnim(oldRank:Int, newRank:Int)
{
var particleText:String;
var sound:Dynamic;
if (newRank > oldRank)
{
particleText = "+" + (newRank - oldRank);
sound = AssetPaths.rank_up_00C4__mp3;
}
else if (newRank == oldRank && _rankChance.rankUpTime == null)
{
particleText = "DEF!";
sound = AssetPaths.rank_defend_0022__mp3;
}
else if (newRank < oldRank)
{
particleText = "-" + (oldRank - newRank);
sound = AssetPaths.rank_down_00C5__mp3;
}
else
{
particleText = "+0";
sound = AssetPaths.rank_same_00C6__mp3;
}
_rankParticle = new FlxText(FlxG.width / 2 - 25 + 40, FlxG.height / 2 - 50 + 23, 50, particleText, 20);
_rankParticle.moves = true;
_rankParticle.alignment = CENTER;
_rankParticle.font = AssetPaths.hardpixel__otf;
_rankParticle.color = _rankTextColor;
_rankParticle.setBorderStyle(OUTLINE, _rankBorderColor, 2);
FlxTween.tween(_rankParticle, {y:_rankParticle.y - 30, alpha:0}, 1.2, {ease:FlxEase.circOut});
_rankWindowGroup.add(_rankParticle);
_rankLabel.text = "RANK " + newRank;
FlxSoundKludge.play(sound);
}
/**
* We don't want the bugs sitting in the clue boxes, because it looks
* glitchy and weird. So they politely step aside as long as they're
* not doing anything important.
*
* These "blockers" are objects which nudge the bugs off of certain
* important places.
*/
function initializeBlockers()
{
_clueBlockers = [];
_blockers.clear();
// add a blocker for each clue
for (i in 0..._puzzle._clueCount)
{
var rect:FlxRect = _puzzleLightsManager._spotlights.getBounds("leftclue" + i);
var sprite:FlxSprite = new FlxSprite(rect.x, rect.y);
sprite.makeGraphic(Std.int(rect.width), Std.int(rect.height), 0xff880088);
sprite.immovable = true;
sprite.visible = false;
_clueBlockers.push(sprite);
}
// add a blocker for the answer
{
var rect:FlxRect = _puzzleLightsManager._spotlights.getBounds("wholeanswer");
var sprite:FlxSprite = new FlxSprite(rect.x, rect.y);
sprite.makeGraphic(Std.int(rect.width), Std.int(rect.height), 0xff880088);
sprite.immovable = true;
sprite.visible = false;
_clueBlockers.push(sprite);
}
// add a blocker for the undo/redo buttons
if (!_puzzle._easy)
{
var sprite:FlxSprite = new FlxSprite(665, 12);
sprite.makeGraphic(64, 36, 0xff880088);
sprite.immovable = true;
sprite.visible = false;
_clueBlockers.push(sprite);
}
for (clueBlocker in _clueBlockers)
{
_blockers.add(clueBlocker);
}
// update positions so that overlap() works properly
for (clueBlocker in _clueBlockers)
{
clueBlocker.last.set(clueBlocker.x, clueBlocker.y);
}
for (targetSprite in _targetSprites)
{
targetSprite.last.set(targetSprite.x, targetSprite.y);
}
FlxG.overlap(_targetSprites, _blockers, avoidBlockers);
}
function destroyBlockers()
{
_clueBlockers = [];
_blockers.clear();
}
/**
* We move left/right to avoid stepping on clues. Since clues are close
* together vertically, we'll end up in an infinite loop otherwise.
*/
public function avoidBlockers(Sprite0:FlxSprite, Sprite1:FlxSprite):Void
{
if (Sprite0.immovable && Sprite1.immovable)
{
return;
}
if (!FlxSpriteKludge.overlap(Sprite0, Sprite1))
{
// we get some false positives for sprites that overlap more than one blocker
return;
}
var tmp:Float = Sprite0.x;
if (Sprite0.x + Sprite0.width / 2 < FlxG.width / 2)
{
Sprite0.x = Sprite1.x + Sprite1.width + FlxG.random.float(10, 50);
}
else {
Sprite0.x = Sprite1.x - Sprite0.width - FlxG.random.float(10, 50);
}
}
function allChestsFinishedPaying():Bool
{
if (_cashWindow._currentAmount != PlayerData.cash)
{
return false;
}
for (chest in _chests)
{
if (!chest._payed)
{
return false;
}
if (chest._paySprite != null)
{
return false;
}
}
return true;
}
public function jumpOutOfCell(critter:Critter, runToCallback:Critter->Void)
{
var foundCell:Cell.ICell = findCell(critter);
if (foundCell != null)
{
foundCell.removeCritter(critter);
}
if (_clueClouds[foundCell] != null)
{
setClueCloud(cast(foundCell), CloudState.Maybe, true);
}
if (critter.isCubed())
{
uncubeCritter(critter);
}
var distX:Float = FlxG.random.float(40, 60);
var distY:Float = FlxG.random.float(20, 60);
critter.jumpTo(critter._soulSprite.x - distX, critter._soulSprite.y + distY - 1, 0, runToCallback);
critter.setImmovable(false);
}
public function isInRefillArea(critter:Critter)
{
return isCoordInRefillArea(critter._soulSprite.x, critter._soulSprite.y) || isCoordInRefillArea(critter._targetSprite.x, critter._targetSprite.y);
}
public function isCoordInRefillArea(x:Float, y:Float)
{
return x >= -5 && x <= 737 && y >= 375 && y <= 425;
}
public function isInPuzzleArea(critter:Critter)
{
return isCoordInPuzzleArea(critter._soulSprite.x, critter._soulSprite.y) || isCoordInRefillArea(critter._targetSprite.x, critter._targetSprite.y);
}
public function isCoordInPuzzleArea(x:Float, y:Float)
{
return x >= -5 && x <= 737 && y >= 20 && y <= 425;
}
function switchState()
{
var incrementPuzzleCount:Bool = true;
PlayerData.level++;
if (_tutorial != null)
{
// don't count tutorials in puzzle count...
incrementPuzzleCount = false;
if (_puzzle._easy)
{
// except for easy puzzles; those count
incrementPuzzleCount = true;
}
}
if (incrementPuzzleCount)
{
PlayerData.puzzleCount[PlayerData.getDifficultyInt()]++;
}
if (PlayerData.level > 2 || PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
ItemDatabase._solvedPuzzle = true;
if (PlayerData.finalTrial)
{
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
LevelIntroDialog.rotateChat();
if (_rankBrainSync.isSuccessfulSync())
{
PlayerData.successfulSync();
if (PlayerData.abraStoryInt == 6)
{
FlxG.switchState(new CreditsState());
}
else
{
FlxG.switchState(EndingAnim.newInstance());
}
}
else
{
FlxG.switchState(new MainMenuState());
}
}
else if (_abraWasMad || PlayerData.abraStoryInt == 4 && _pokeWindow._prefix == "abra" && !PlayerData.finalTrial)
{
// abra's mad; or, was mad when we started the puzzle and needs time to cool off
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
LevelIntroDialog.rotateChat();
FlxG.switchState(new MainMenuState());
}
else if (_tutorial != null)
{
var sexyState:SexyState<Dynamic> = null;
if (PlayerData.sfw)
{
// skip sexystate; sfw mode
}
else
{
sexyState = SexyState.getSexyState();
// don't rotate dialog; we were doing a tutorial
if (Std.isOfType(sexyState, AbraSexyState))
{
if (PlayerData.pokemonLibido == 1)
{
// no boner when libido's zeroed out
}
else
{
cast(sexyState, AbraSexyState).permaBoner = true;
}
}
}
// we still rotate professors; we don't want to get Grovyle again after a tutorial
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
if (sexyState == null)
{
// skip sexystate; sfw mode
transOut = MainMenuState.fadeOutSlow();
FlxG.switchState(new MainMenuState(MainMenuState.fadeInFast()));
}
else
{
FlxG.switchState(sexyState);
}
}
else
{
if (PlayerData.sfw)
{
// skip sexystate; sfw mode
transOut = MainMenuState.fadeOutSlow();
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
LevelIntroDialog.rotateChat();
FlxG.switchState(new MainMenuState(MainMenuState.fadeInFast()));
}
else
{
var sexyState:SexyState<Dynamic> = initializeSexyState();
FlxG.switchState(sexyState);
}
}
}
else
{
var puzzleState:PuzzleState = new PuzzleState();
puzzleState._tutorial = _tutorial;
FlxG.switchState(puzzleState);
}
}
function getHolopadState(colorIndex:Int):Array<Bool>
{
var holopadState:Array<Bool> = [];
while (holopadState.length < _puzzle._pegCount)
{
holopadState.push(true);
}
var matchingHolopad:Holopad = null;
for (holopad in _holopads)
{
if (holopad._critter != null && holopad._critter.getColorIndex() == colorIndex)
{
matchingHolopad = holopad;
break;
}
}
if (matchingHolopad == null)
{
if (_puzzle._pegCount == 7 && _sevenPegHolopadState[colorIndex] != null)
{
return _sevenPegHolopadState[colorIndex];
}
return holopadState;
}
var i:Int = 0;
for (hologram in _holograms)
{
if (hologram._holopad == matchingHolopad)
{
holopadState[i++] = hologram.visible;
}
}
return holopadState;
}
function setHolopadState(colorIndex:Int, state:Array<Bool>):Void
{
for (holopad in _holopads)
{
if (holopad._critter != null && holopad._critter.getColorIndex() == colorIndex)
{
var i:Int = 0;
for (hologram in _holograms)
{
if (hologram._holopad == holopad)
{
hologram.visible = state[i++];
}
}
}
}
if (_puzzle._pegCount == 7)
{
_sevenPegHolopadState[colorIndex] = state;
}
}
/**
* Find an offscreen critter; used for refilling critters at the bottom of the screen, and for some idle animations
*/
public function findExtraCritter(?colorIndex:Int):Critter
{
var start:Int = FlxG.random.int(0, _critters.length - 1);
for (i in 0..._critters.length)
{
var j = (i + start) % _critters.length;
if (!_critters[j]._targetSprite.isOnScreen() && StringTools.startsWith(_critters[j]._bodySprite.animation.name, "idle"))
{
if (colorIndex != null && _critters[j].getColorIndex() != colorIndex)
{
continue;
}
var isLabelled:Bool = false;
for (key in labelledCritters.keys())
{
if (labelledCritters[key] == _critters[j])
{
isLabelled = true;
break;
}
}
if (isLabelled)
{
continue;
}
// offscreen critters might be out cold, so reset them
_critters[j].reset();
return _critters[j];
}
}
// couldn't find an offscreen critter; how about critters who are barely-onscreen?
for (i in 0..._critters.length)
{
var j = (i + start) % _critters.length;
if (!isInPuzzleArea(_critters[j]) && StringTools.startsWith(_critters[j]._bodySprite.animation.name, "idle"))
{
if (colorIndex != null && _critters[j].getColorIndex() != colorIndex)
{
continue;
}
var isLabelled:Bool = false;
for (key in labelledCritters.keys())
{
if (labelledCritters[key] == _critters[j])
{
isLabelled = true;
break;
}
}
if (isLabelled)
{
continue;
}
// offscreen critters might be out cold, so reset them
_critters[j].reset();
return _critters[j];
}
}
return null;
}
public function findExtraCritters(count:Int):Array<Critter>
{
var start:Int = FlxG.random.int(0, _critters.length - 1);
var result:Array<Critter> = [];
for (i in 0..._critters.length)
{
var j = (i + start) % _critters.length;
if (!_critters[j]._targetSprite.isOnScreen() && _critters[j]._bodySprite.animation.name == "idle")
{
result.push(_critters[j]);
if (result.length >= count)
{
return result;
}
}
}
return result;
}
override function findTargetCritterHolder():CritterHolder
{
var minDistance:Float = _puzzle._easy ? 60 : 36;
var closestCritterHolder:CritterHolder = null;
var grabbedMidpoint:FlxPoint = _grabbedCritter._bodySprite.getMidpoint();
for (cell in _answerCells)
{
var distance:Float = cell.getSprite().getMidpoint().distanceTo(grabbedMidpoint);
if (_puzzle._easy)
{
if (distance < minDistance && cell.getCritters().length < _puzzle._pegCount )
{
minDistance = distance;
closestCritterHolder = cast(cell);
}
}
else
{
if (distance < minDistance && cell.getCritters().length == 0)
{
minDistance = distance;
closestCritterHolder = cast(cell);
}
}
}
for (holopad in _holopads)
{
var distance:Float = holopad._sprite.getMidpoint().distanceTo(grabbedMidpoint);
if (distance < minDistance && holopad._critter == null)
{
minDistance = distance;
closestCritterHolder = holopad;
}
}
return closestCritterHolder;
}
override function findGrabbedCritter():Critter
{
var critter:Critter = super.findGrabbedCritter();
if (_textWindowGroup != null && _textWindowGroup.visible)
{
// don't let user grab critters if we're prompting for their name
return null;
}
if (handlingGuess)
{
// don't let user grab critters if we're handling a guess
return null;
}
if (_gameState < 300)
{
// don't let user grab critters from clue cells until puzzle is solved
for (clueCell in _clueCells)
{
if (clueCell.getAssignedCritters().indexOf(critter) != -1)
{
critter = null;
break;
}
}
}
if (critter == null)
{
// are they trying to grab a reward critter?
var offsetPoint:FlxPoint = new FlxPoint(_clickedMidpoint.x, _clickedMidpoint.y);
offsetPoint.y += 10;
var minDistance:Float = 25 + 1;
var closestCritter:Critter = null;
for (rewardCritter in _rewardCritters)
{
if (getCarriedChest(rewardCritter) != null)
{
continue;
}
var distance:Float = rewardCritter._bodySprite.getMidpoint().distanceTo(offsetPoint);
if (distance < minDistance)
{
minDistance = distance;
closestCritter = rewardCritter;
}
}
if (closestCritter != null)
{
// swap places; the rewardCritter blinks offscreen, and the player picks up this random critter
critter = findExtraCritter(closestCritter.getColorIndex());
if (critter == null && _critters.length < 80)
{
// couldn't find an extra critter... just make a new critter to swap with
critter = new Critter(FlxG.random.float(0, FlxG.width), FlxG.random.float(0, FlxG.height), _backdrop);
critter.setColor(closestCritter._critterColor);
addCritter(critter);
}
if (critter != null)
{
critter.setPosition(closestCritter._bodySprite.x, closestCritter._bodySprite.y);
var x:Float = FlxG.random.int( -40 + 100, FlxG.width - 100);
var y:Float = FlxG.random.bool() ? FlxG.height + 100 : -70;
closestCritter.setPosition(x, y);
}
}
}
if (critter != null)
{
_undoOperations[_undoIndex] = { critter: critter, oldX: critter._bodySprite.x, oldY: critter._bodySprite.y };
}
return critter;
}
function findClickedHologram():Hologram
{
var offsetPoint:FlxPoint = new FlxPoint(_clickedMidpoint.x, _clickedMidpoint.y);
offsetPoint.y += 10;
var clickedHologram:Hologram = null;
var minDistance:Float = 25;
for (hologram in _holograms)
{
if (hologram._holopad._critter == null)
{
// ignore clicks corresponding to empty holopads
continue;
}
var distance:Float = hologram.getMidpoint().distanceTo(offsetPoint);
if (distance < minDistance)
{
clickedHologram = hologram;
minDistance = distance;
}
}
return clickedHologram;
}
function findClickedClueCell():Cell.ICell
{
var offsetPoint:FlxPoint = new FlxPoint(_clickedMidpoint.x, _clickedMidpoint.y);
offsetPoint.y += 7;
var clickedCell:Cell.ICell = null;
var minDistance:Float = 25;
for (clueCell in _clueCells)
{
var distance:Float = clueCell.getSprite().getMidpoint().distanceTo(offsetPoint);
if (distance < minDistance)
{
clickedCell = clueCell;
minDistance = distance;
}
}
return clickedCell;
}
function resetHandlingGuess(args:Array<Dynamic>)
{
this.handlingGuess = false;
}
function handleGuess():Void
{
handlingGuess = true;
var eventTime:Float = _eventStack._time + 0.3;
var mistake:Mistake = computeMistake();
if (PlayerData.cheatsEnabled && FlxG.keys.pressed.SHIFT)
{
// cheat
}
else if (mistake != null && mistake.clueIndex == -1)
{
// bogus answer; don't even check clues
_eventStack.addEvent({time:eventTime + 0.07, callback:eventClueOk, args:[mistake.clueIndex, false]});
_eventStack.addEvent({time:eventTime + 0.07, callback:EventStack.eventPlaySound, args:[AssetPaths.clue_bad_00ff__mp3]});
if (helpfulDialog)
{
eventTime += 1.5;
_eventStack.addEvent({time:eventTime, callback:eventInvalidAnswerDialog});
}
else
{
helpfulDialog = true;
}
_eventStack.addEvent({time:eventTime, callback:resetHandlingGuess});
_justMadeMistake = true;
return;
}
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventLightsOff});
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventSpotlightOn, args:["wholeanswer"]});
{
var tmpTime:Float = eventTime;
for (answerCell in _answerCells)
{
_eventStack.addEvent({time:tmpTime + FlxG.random.float(-0.05, 0.05), callback:eventCube, args:[answerCell]});
tmpTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
}
if (mistake == null
// cheat
|| PlayerData.cheatsEnabled && FlxG.keys.pressed.SHIFT)
{
// Change away from state 200, so reward critter knows not to spawn
setState(205);
if (mistake != null && PlayerData.cheatsEnabled && FlxG.keys.pressed.SHIFT)
{
if (_rankTracker != null)
{
_rankTracker.penalize();
}
}
eventTime += 0.7;
for (i in 0..._puzzle._clueCount)
{
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventSpotlightOn, args:["wholeclue" + i]});
_eventStack.addEvent({time:eventTime + 0.07, callback:eventClueOk, args:[i, true]});
_eventStack.addEvent({time:eventTime + 0.07, callback:EventStack.eventPlaySound, args:[AssetPaths.clue_ok_00fa__mp3]});
for (j in 0..._puzzle._pegCount)
{
if (_puzzle._easy && j > 0)
{
break;
}
_eventStack.addEvent({time:eventTime, callback:eventUncube, args:[getCell(i, j)]});
eventTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
eventTime += 0.21;
}
_eventStack.addEvent({time:eventTime, callback:resetHandlingGuess});
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventLightsOn});
{
var tmpTime:Float = eventTime;
for (p in 0..._puzzle._pegCount)
{
if (_puzzle._easy && p > 0)
{
break;
}
_eventStack.addEvent({time:tmpTime, callback:eventUncube, args:[_answerCells[p]]});
tmpTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
}
eventTime += 0.21;
_eventStack.addEvent({time:eventTime, callback:eventSetState, args:[300]});
_eventStack.addEvent({time:eventTime, callback:eventCheer});
_mainRewardCritter.reimburseChestReward();
var _finalChest:Chest = getCarriedChest(_mainRewardCritter);
if (_finalChest == null)
{
_finalChest = addChest();
_finalChest._critter = _mainRewardCritter;
}
_finalChest.setReward(_puzzle._reward);
if (_siphonPuzzleReward >= 0)
{
// sandslash raided your chest
DIALOG_VARS[_siphonPuzzleReward] = _finalChest._reward;
_finalChest.setReward(0);
}
if (_abraWasMad || PlayerData.abraStoryInt == 4 && _pokeWindow._prefix == "abra" && !PlayerData.finalTrial)
{
// skip minigame chance; abra's mad
_minigameChance = false;
}
if (_minigameChance)
{
var minChest:Int;
if (_finalChest._reward >= 1000)
{
minChest = 1000;
}
else if (_finalChest._reward >= 500)
{
minChest = 500;
}
else if (_finalChest._reward >= 200)
{
minChest = 200;
}
else
{
minChest = 100;
}
// maybe siphon player's other bonuses for a comedically huge end-of-level reward...
var siphonedCritterBonus:Int = PlayerData.siphonCritterBonus(FlxG.random.getObject([0.0, 0.0, 0.1, 0.3, 0.6, 1.0]));
var siphonedReservoirReward:Int = PlayerData.siphonReservoirReward(FlxG.random.getObject([0.0, 0.0, 0.0, 0.1, 0.3, 0.6]));
if (siphonedCritterBonus + siphonedReservoirReward + _finalChest._reward >= 200)
{
// it worked; give them a big payout (or, at least an extra chest)
_finalChest._reward += siphonedCritterBonus;
_finalChest._reward += siphonedReservoirReward;
splitLargeReward(minChest);
var coinChest:Chest = addEndGameChest();
coinChest.setReward(minChest);
coinChest._minigameCoin = true;
}
else
{
// they didn't have very much; just give them the lucky coin, and reimburse them for the contents of the chest
PlayerData.reimburseCritterBonus(siphonedCritterBonus + _finalChest._reward);
PlayerData.reservoirReward += siphonedReservoirReward;
_finalChest._minigameCoin = true;
}
}
if (_finalChest._reward >= 2500)
{
splitLargeReward(1000);
}
// randomize the opening order of chests
FlxG.random.shuffle(_chests);
/**
* the end animation can potentially need a lot of gems. we add extra gems to the gem pool,
* removing the offscreen critters to compensate for the extra CPU load
*/
var extraCritter:Critter;
do
{
extraCritter = findExtraCritter();
if (extraCritter != null)
{
removeCritter(extraCritter);
FlxDestroyUtil.destroy(extraCritter);
var gemsPerCritter:Int = 4;
if (PlayerData.detailLevel == PlayerData.DetailLevel.VeryLow)
{
gemsPerCritter = 2;
}
else if (PlayerData.detailLevel == PlayerData.DetailLevel.Low)
{
gemsPerCritter = 3;
}
for (i in 0...gemsPerCritter)
{
_gems.push(new Gem());
}
}
}
while (extraCritter != null);
destroyBlockers();
if ((_tutorial != null) && ((_tutorialTime - 10) * 0.7) < _finalChest._reward ||
_dispensedHintCount > 0)
{
// completed tutorial too fast, or asked for hints -- in these scenarios, we cap the rewards at $42 per minute
var rewardCap:Int = Puzzle.getSmallestRewardGreaterThan((_tutorialTime - 10) * 0.7);
if (_finalChest._reward > rewardCap)
{
_finalChest.setReward(rewardCap);
}
}
_mainRewardCritter.comeToCenter();
if (_rankTracker != null)
{
if (PlayerData.finalTrial)
{
var secondsTaken:Float = _rankTracker.getSecondsTaken(RankTracker.FINAL_MIN_TIME);
var bandTime:Float = Std.int(secondsTaken) / _puzzle._difficulty;
PlayerData.finalRankHistory.push(RankTracker.computeRank(bandTime));
}
_rankTracker.stop();
if (_rankHistoryBackup != null)
{
PlayerData.rankHistory = _rankHistoryBackup;
}
}
return;
}
if (mistake.clueIndex >= 0 && mistake.clueIndex < _puzzle._clueCount)
{
eventTime += 0.7;
for (i in 0...mistake.clueIndex)
{
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventSpotlightOn, args:["wholeclue" + i]});
_eventStack.addEvent({time:eventTime + 0.07, callback:EventStack.eventPlaySound, args:[AssetPaths.clue_ok_00fa__mp3]});
_eventStack.addEvent({time:eventTime + 0.07, callback:eventClueOk, args:[i, true]});
for (j in 0..._puzzle._pegCount)
{
if (_puzzle._easy && j > 0)
{
break;
}
_eventStack.addEvent({time:eventTime, callback:eventUncube, args:[getCell(i, j)]});
eventTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
eventTime += 0.21;
}
if (_puzzle._easy || FlxG.random.bool(85))
{
// straightforward "wrong"
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventSpotlightOn, args:["wholeclue" + mistake.clueIndex]});
_eventStack.addEvent({time:eventTime + 0.07, callback:EventStack.eventPlaySound, args:[AssetPaths.clue_bad_00ff__mp3]});
_eventStack.addEvent({time:eventTime + 0.07, callback:eventClueOk, args:[mistake.clueIndex, false]});
for (i in 0...mistake.clueIndex)
{
_eventStack.addEvent({time:eventTime + 0.07, callback:_puzzleLightsManager.eventSpotlightOff, args:["wholeclue" + i]});
}
eventTime += 0.07;
{
var tmpTime:Float = eventTime;
for (cell in _clueCells)
{
if (cell.getClueIndex() < mistake.clueIndex)
{
_eventStack.addEvent({time:tmpTime + FlxG.random.float(-0.05, 0.05), callback:eventCube, args:[cell]});
tmpTime += 0.05;
}
}
}
}
else
{
/*
* jackass "wrong"... we pretend the answer might be right, but
* then change it to an "X" at the last moment
*/
_mainRewardCritter.immediatelySpawnIdleReward();
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventSpotlightOn, args:["wholeclue" + mistake.clueIndex]});
_eventStack.addEvent({time:eventTime + 0.07, callback:EventStack.eventPlaySound, args:[AssetPaths.clue_fake_ok_00fc__mp3]});
_eventStack.addEvent({time:eventTime + 0.07, callback:eventClueOk, args:[mistake.clueIndex, true]});
for (j in 0..._puzzle._pegCount - 1)
{
if (_puzzle._easy && j > 0)
{
break;
}
_eventStack.addEvent({time:eventTime, callback:eventUncube, args:[getCell(mistake.clueIndex, j)]});
eventTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
_eventStack.addEvent({time:eventTime, callback:eventClueSurpriseWrong});
for (i in 0...mistake.clueIndex)
{
_eventStack.addEvent({time:eventTime + 0.07, callback:_puzzleLightsManager.eventSpotlightOff, args:["wholeclue" + i]});
}
eventTime += 0.07;
{
var tmpTime:Float = eventTime;
for (clueCell in _clueCells)
{
var cell:Cell = cast(clueCell);
if (cell.getClueIndex() < mistake.clueIndex || (cell.getClueIndex() == mistake.clueIndex && cell._pegIndex < _puzzle._pegCount - 1))
{
_eventStack.addEvent({time:tmpTime + FlxG.random.float(-0.05, 0.05), callback:eventCube, args:[cell]});
tmpTime += 0.05;
}
}
}
}
eventTime += 2.0;
{
var tmpTime:Float = eventTime;
for (p in 0..._puzzle._pegCount)
{
if (_puzzle._easy && p > 0)
{
break;
}
_eventStack.addEvent({time:tmpTime, callback:eventUncube, args:[_answerCells[p]]});
tmpTime += _puzzle._easy ? 0.17 : 0.17 / (_puzzle._pegCount - 1);
}
}
_eventStack.addEvent({time:eventTime, callback:resetHandlingGuess});
if (helpfulDialog)
{
_eventStack.addEvent({time:eventTime, callback:eventClueBadDialog});
}
else
{
_eventStack.addEvent({time:eventTime, callback:_puzzleLightsManager.eventLightsOn});
helpfulDialog = true;
}
_justMadeMistake = true;
return;
}
}
override function handleMouseRelease():Void
{
maybeReleaseCritter();
}
override public function maybeReleaseCritter():Bool
{
if (_grabbedCritter != null)
{
// user dropped a critter
if (_mousePressedPosition.distanceTo(FlxG.mouse.getWorldPosition()) >= 8 || _mousePressedDuration > 0.50 || _clickGrabbed)
{
SoundStackingFix.play(AssetPaths.drop__mp3);
var targetCritterHolder:CritterHolder = cast(findTargetCritterHolder());
if (Std.isOfType(targetCritterHolder, Cell) || Std.isOfType(_undoOperations[_undoIndex].oldCritterHolder, Cell))
{
// We messed with the solution; reset the "just made mistake" flag
_justMadeMistake = false;
}
if (targetCritterHolder != null)
{
if (Std.isOfType(targetCritterHolder, Holopad))
{
var holopad:Holopad = cast(targetCritterHolder, Holopad);
var holopadState:Array<Bool> = getHolopadState(_grabbedCritter.getColorIndex());
_undoOperations[_undoIndex].newHolopadState = holopadState;
placeCritterInHolopad(holopad, _grabbedCritter);
}
else
{
placeCritterInHolder(targetCritterHolder, _grabbedCritter);
}
}
else
{
_grabbedCritter._targetSprite.y += 10;
_grabbedCritter._soulSprite.y += 10;
_grabbedCritter._bodySprite.y += 10;
for (cell in _allCells)
{
if (_grabbedCritter._targetSprite.overlaps(cell.getSprite()))
{
critterCollide(_grabbedCritter._targetSprite, cell.getSprite());
}
}
}
_undoOperations[_undoIndex].newCritterHolder = targetCritterHolder;
_undoOperations[_undoIndex].newX = _grabbedCritter._bodySprite.x;
_undoOperations[_undoIndex].newY = _grabbedCritter._bodySprite.y;
if (isCoordInRefillArea(_undoOperations[_undoIndex].oldX, _undoOperations[_undoIndex].oldY)
&& !isCoordInRefillArea(_undoOperations[_undoIndex].newX, _undoOperations[_undoIndex].newY))
{
// we moved a critter out of the bottom area... if we undo, the replacement critter stays on screen,
// and the critter we grabbed is sent offscreen.
_undoOperations[_undoIndex].oldY = 500 + FlxG.random.float( -12, 12);
if (_critterRefillTimer > 0)
{
_critterRefillTimer = FlxG.random.float(0.25, 0.75);
}
else
{
_critterRefillQueued = true;
}
}
finishAppendingUndoOperation();
if (!_puzzle._easy && targetCritterHolder != null && targetCritterHolder == _undoOperations[_undoIndex - 1].oldCritterHolder)
{
// we're dropping a critter back into the same container.
// undoing the previous operation instead of repeating it keeps us from resetting holopads
undo();
_undoOperations.splice(_undoIndex, _undoOperations.length);
}
handleUngrab();
_clickGrabbed = false;
}
else
{
_clickGrabbed = true;
}
return true;
}
return false;
}
override function handleCritterOverlap(elapsed:Float)
{
FlxG.overlap(_targetSprites, _targetSprites, critterCollide);
FlxG.overlap(_targetSprites, _blockers, avoidBlockers);
}
function finishAppendingUndoOperation()
{
_undoIndex++;
_undoOperations.splice(_undoIndex, _undoOperations.length);
if (_undoIndex > _MAX_UNDO)
{
_undoIndex--;
_undoOperations.splice(0, 1);
}
}
override function placeCritterInHolder(holder:CritterHolder, critter:Critter)
{
super.placeCritterInHolder(holder, critter);
if (_gameState == 200)
{
if (cellsFull() && !DialogTree.isDialogging(_dialogTree))
{
handleGuess();
}
}
}
function placeCritterInHolopad(holopad:Holopad, critter:Critter)
{
var holopadState:Array<Bool> = getHolopadState(critter.getColorIndex());
holopad.holdCritter(critter);
// make holograms visible,
var i:Int = 0;
for (hologram in _holograms)
{
if (hologram._holopad == holopad)
{
hologram.visible = holopadState[i++];
}
}
// and create a new holopad?
if (holopad == _holopads[_holopads.length - 1] && _holopads.length < _puzzle._pegCount + 1)
{
if (_puzzle._pegCount == 7)
{
// don't create additional holopads for 7-peg puzzles
}
else
{
createHolopad(holopad._sprite.x, holopad._sprite.y + 24);
}
}
}
override function handleMousePress():Void
{
var chest:Chest = findClickedChest();
if (chest != null)
{
if (chest._critter != null)
{
var rewardCritter:RewardCritter = cast(chest._critter, RewardCritter);
rewardCritter.dropChest(chest);
return;
}
payChest(chest);
return;
}
var didGrabCritter:Bool = maybeGrabCritter();
if (didGrabCritter)
{
if (SexyAnims.isLinked(_grabbedCritter))
{
SexyAnims.unlinkCritterAndMakeGroupIdle(_grabbedCritter);
// unlinking a critter resets their grab animation; reapply grab animation
_grabbedCritter.grab();
}
return;
}
var hologram:Hologram = findClickedHologram();
if (hologram != null && hologram._holopad._critter != null)
{
// toggle holograms
_undoOperations[_undoIndex] = {critter: hologram._holopad._critter};
_undoOperations[_undoIndex].oldHolopadState = getHolopadState(hologram._holopad._critter.getColorIndex());
for (otherHologram in _holograms)
{
if (otherHologram._holopad._critter != null && otherHologram._holopad._critter.getColorIndex() == hologram._holopad._critter.getColorIndex() && otherHologram._pegIndex == hologram._pegIndex)
{
otherHologram.visible = !otherHologram.visible;
if (_puzzle._pegCount == 7)
{
// 7-peg puzzles cache the holopad state; update the cache
_sevenPegHolopadState[hologram._holopad._critter.getColorIndex()] = getHolopadState(hologram._holopad._critter.getColorIndex());
}
}
}
_undoOperations[_undoIndex].newHolopadState = getHolopadState(hologram._holopad._critter.getColorIndex());
finishAppendingUndoOperation();
}
if (!_puzzle._easy)
{
var cell:Cell = cast(findClickedClueCell());
if (cell != null && cell._critter != null && cell.isClosed())
{
// toggle clue cloud
var clueCloud:BouncySprite = _clueClouds[cell];
if (_undoOperations[_undoIndex - 1] != null && _undoOperations[_undoIndex - 1].oldCloudState != null && _undoOperations[_undoIndex - 1].oldCritterHolder == cell)
{
_undoIndex--;
}
else
{
_undoOperations[_undoIndex] = {oldCritterHolder:cell, newCritterHolder:cell};
}
var currCloudState:CloudState;
var newCloudState:CloudState;
if (clueCloud == null)
{
currCloudState = CloudState.Maybe;
newCloudState = CloudState.No;
}
else if (clueCloud.animation != null && clueCloud.animation.name == "no")
{
currCloudState = CloudState.No;
newCloudState = CloudState.Yes;
}
else
{
currCloudState = CloudState.Yes;
newCloudState = CloudState.Maybe;
}
setClueCloud(cell, newCloudState);
if (_undoOperations[_undoIndex].oldCloudState == null)
{
_undoOperations[_undoIndex].oldCloudState = currCloudState;
}
_undoOperations[_undoIndex].newCloudState = newCloudState;
if (_undoOperations[_undoIndex].oldCritterHolder == cell && _undoOperations[_undoIndex].oldCloudState == _undoOperations[_undoIndex].newCloudState)
{
_undoOperations.splice(_undoIndex, _undoOperations.length);
}
else
{
finishAppendingUndoOperation();
}
}
}
}
function setClueCloud(cell:Cell, cloudState:CloudState, mute:Bool = false):Void
{
var clueCloud:BouncySprite = _clueClouds[cell];
if (cloudState == CloudState.Maybe)
{
if (clueCloud != null)
{
emitCloudParticles(clueCloud);
if (!mute)
{
SoundStackingFix.play(AssetPaths.cloud_onoff_0093__mp3, 0.7);
}
_midSprites.remove(clueCloud);
FlxDestroyUtil.destroy(clueCloud);
_clueClouds[cell] = null;
}
}
else {
if (clueCloud == null)
{
clueCloud = new BouncySprite(cell._frontSprite.x + 16, cell._frontSprite.y + 2, 4, 3, FlxG.random.float(0, 1));
clueCloud.alpha = 0.88;
clueCloud.setBaseOffsetY(21);
clueCloud.loadGraphic(AssetPaths.clue_cloud__png, true, 18, 18);
clueCloud.animation.add("yes", [4, 5, 6, 7], 3);
clueCloud.animation.add("no", [0, 1, 2, 3], 3);
_midSprites.add(clueCloud);
_clueClouds[cell] = clueCloud;
emitCloudParticles(clueCloud);
if (!mute)
{
SoundStackingFix.play(AssetPaths.cloud_onoff_0093__mp3, 0.7);
}
}
else {
if (!mute)
{
SoundStackingFix.play(AssetPaths.cloud_modify_0088__mp3, 0.7);
}
}
if (cloudState == CloudState.Yes)
{
clueCloud.animation.play("yes");
}
else if (cloudState == CloudState.No)
{
clueCloud.animation.play("no");
}
}
}
function emitCloudParticles(clueCloud:FlxSprite):Void
{
_cloudParticles.x = clueCloud.x - clueCloud.offset.x + clueCloud.width / 2;
_cloudParticles.y = clueCloud.y - clueCloud.offset.y + clueCloud.height / 2;
_cloudParticles.start(true, 0, 1);
_cloudParticles.emitParticle();
_cloudParticles.emitParticle();
_cloudParticles.emitParticle();
_cloudParticles.emitParticle();
_cloudParticles.emitting = false;
}
override function removeCritterFromHolder(critter:Critter):Bool
{
var cell:Cell.ICell = findCell(critter);
if (cell != null)
{
if (_undoOperations[_undoIndex] != null)
{
_undoOperations[_undoIndex].oldCritterHolder = cast(cell);
}
critter.setImmovable(false);
cell.removeCritter(critter);
return true;
}
for (holopad in _holopads)
{
if (holopad._critter == critter)
{
if (_undoOperations[_undoIndex] != null)
{
_undoOperations[_undoIndex].oldHolopadState = getHolopadState(critter.getColorIndex());
_undoOperations[_undoIndex].oldCritterHolder = holopad;
}
holopad._critter.setImmovable(false);
holopad._critter = null;
return true;
}
}
return true;
}
public function maybePayAllChests()
{
if (_payedAllChests)
{
return;
}
for (chest in _chests)
{
if (chest._critter != null)
{
// can't pay all chests until they're dropped
return;
}
}
_payedAllChests = true;
var eventTime:Float = _eventStack._time;
for (chest in _chests)
{
if (chest == null || chest._payed)
{
continue;
}
_eventStack.addEvent({time:eventTime, callback:eventOpenChest, args:[chest]});
eventTime += 0.42;
}
}
public function eventOpenChest(params:Array<Dynamic>):Void
{
payChest(params[0]);
}
public function payChest(chest:Chest)
{
_cashWindow.show();
chest.pay(_hud);
if (chest._minigameCoin)
{
if (chest._paySprite == null)
{
/*
* Chest has already been destroyed? I've never seen this
* behavior, but it could account for crashes people are seeing
*/
}
else
{
// lucky coin
emitCloudParticles(chest._paySprite);
}
}
else
{
emitGems(chest);
}
}
public function getCarriedChest(critter:Critter):Chest
{
for (chest in _chests)
{
if (chest._critter == critter)
{
return chest;
}
}
return null;
}
function findClickedChest():Chest
{
var chestClickPoint:FlxPoint = new FlxPoint(_clickedMidpoint.x, _clickedMidpoint.y);
chestClickPoint.y += 5;
var critterClickPoint:FlxPoint = new FlxPoint(chestClickPoint.x, chestClickPoint.y + 5);
var clickedChest:Chest = null;
var minDistance:Float = 30;
for (chest in _chests)
{
if (chest._chestSprite == null)
{
continue;
}
if (chest._payed)
{
// can't reactivate clicked chests
continue;
}
var distance:Float;
if (chest._critter != null)
{
distance = chest._chestSprite.getMidpoint().distanceTo(critterClickPoint);
}
else
{
distance = chest._chestSprite.getMidpoint().distanceTo(chestClickPoint);
}
if (distance < minDistance)
{
clickedChest = chest;
minDistance = distance;
}
}
return clickedChest;
}
function runFromCell(critter:Critter):Void
{
critter.runTo(FlxG.random.float(0, FlxG.width - 36), FlxG.random.float(0, FlxG.height - 10));
}
public function jumpIntoCell(critter:Critter):Void
{
var foundCell:Cell.ICell = findCell(critter);
if (foundCell != null)
{
if (Std.isOfType(foundCell, BigCell))
{
var bigCell:BigCell = cast(foundCell);
var index:Int = bigCell._assignedCritters.indexOf(critter);
critter.jumpTo(bigCell.getSprite().x - critter._soulSprite.width / 2 + bigCell.getSprite().width / 2 + bigCell.getCritterOffsetX(critter), bigCell.getSprite().y - critter._soulSprite.height / 2 + bigCell.getSprite().height / 2 + bigCell.getCritterOffsetY(critter), 0, holdCritter);
}
else
{
critter.jumpTo(foundCell.getSprite().x, foundCell.getSprite().y - 1, 0, holdCritter);
}
}
}
public function findCell(critter:Critter):Cell.ICell
{
for (cell in _allCells)
{
if (cell.getCritters().indexOf(critter) != -1 || cell.getAssignedCritters().indexOf(critter) != -1)
{
return cell;
}
}
return null;
}
public function findHolopad(critter:Critter):Holopad
{
for (holopad in _holopads)
{
if (holopad._critter == critter)
{
return holopad;
}
}
return null;
}
function holdCritter(critter:Critter):Void
{
var cell:Cell.ICell = findCell(critter);
cast(cell, CritterHolder).holdCritter(critter);
}
function uncubeCritter(critter:Critter):Void
{
var cell:Cell.ICell = findCell(critter);
_critters.push(critter);
critter.uncube();
if (cell != null && cell.isClosed())
{
// when processing events, it's possible for a critter to be unassigned a cell before he's officially uncubed
cell.open();
if (Std.isOfType(cell, Cell))
{
critter.setPosition(cell.getSprite().x, cell.getSprite().y + 1);
}
}
// add critter sprites
_targetSprites.add(critter._targetSprite);
_midInvisSprites.add(critter._soulSprite);
_midSprites.add(critter._bodySprite);
_midSprites.add(critter._frontBodySprite);
}
public function cubeCritter(critter:Critter):Void
{
var foundCell:Cell.ICell = findCell(critter);
_critters.remove(critter);
critter.cube();
if (Std.isOfType(foundCell, Cell))
{
// move critter's head behind the glass
critter.setPosition(foundCell.getSprite().x, foundCell.getSprite().y - 1);
}
else {
cast(foundCell, BigCell).leashAll(true);
}
// remove unnecessary critter sprites, to save CPU cycles
_targetSprites.remove(critter._targetSprite);
_midInvisSprites.remove(critter._soulSprite);
_midSprites.remove(critter._bodySprite);
_midSprites.remove(critter._frontBodySprite);
foundCell.addCritter(critter);
foundCell.close();
}
private function cellsFull():Bool
{
var crittersPerCell:Int = _puzzle._easy ? _puzzle._pegCount : 1;
for (cell in _answerCells)
{
if (cell.getCritters().length < crittersPerCell)
{
return false;
}
}
return true;
}
function eventHoldAndCubeClueCritters(args:Array<Dynamic>):Void
{
if (anyClueCrittersUnheld())
{
_needToCube = true;
holdClueCritters();
_eventStack.addEvent({time:_eventStack._time + 0.2, callback:eventHoldAndCubeClueCritters});
return;
}
if (_needToCube)
{
_needToCube = false;
var anyUncubed = anyClueCrittersUncubed();
if (anyUncubed)
{
var eventTime:Float = _eventStack._time + 0.1;
for (clueCell in _clueCells)
{
_eventStack.addEvent({time:eventTime + FlxG.random.float(-0.05, 0.05), callback:eventCube, args:[clueCell]});
eventTime += _puzzle._easy ? 0.05 : 0.05 / (_puzzle._pegCount - 1);
}
_eventStack.addEvent({time:eventTime + 0.3, callback:eventHoldAndCubeClueCritters});
}
return;
}
if (anyClueCrittersUncubed())
{
for (cell in _clueCells)
{
for (critter in cell.getCritters())
{
cubeCritter(critter);
}
}
_eventStack.addEvent({time:_eventStack._time + 0.3, callback:eventHoldAndCubeClueCritters});
return;
}
// all critters held and cubed
}
function holdClueCritters():Void
{
for (cell in _clueCells)
{
for (critter in cell.getAssignedCritters())
{
var distX:Float = FlxG.random.float(40, 60);
var distY:Float = FlxG.random.float(20, 60);
// jump from one of four possible directions; whichever's closest
var dx:Float = critter._bodySprite.x + critter._bodySprite.width / 2 - cell.getSprite().x - cell.getSprite().width / 2;
var dy:Float = critter._bodySprite.y + critter._bodySprite.height / 2 - cell.getSprite().y - cell.getSprite().height / 2;
if (dx < 0)
{
distX *= -1;
}
if (dy < 0)
{
distY *= -1;
}
if (critter._runToCallback == holdCritter || critter._runToCallback == jumpIntoCell || cell.getCritters().indexOf(critter) != -1)
{
// running toward a cell, jumping into cell, or already in a cell; don't mess with him
}
else
{
var runToX:Float;
var runToY:Float;
if (Std.isOfType(cell, BigCell))
{
runToX = cell.getSprite().x - critter._soulSprite.width / 2 + cell.getSprite().width / 2 + distX;
runToY = cell.getSprite().y - critter._soulSprite.height / 2 + cell.getSprite().height / 2 + distY - 1;
}
else
{
runToX = cell.getSprite().x + distX;
runToY = cell.getSprite().y + distY - 1;
}
critter.runTo(runToX, runToY, jumpIntoCell);
}
}
}
}
function anyClueCrittersUnheld():Bool
{
var crittersPerCell:Int = _puzzle._easy ? _puzzle._pegCount : 1;
for (clueCell in _clueCells)
{
if (clueCell.getCritters().length < crittersPerCell)
{
return true;
}
}
return false;
}
function anyClueCrittersUncubed():Bool
{
var crittersPerCell:Int = _puzzle._easy ? _puzzle._pegCount : 1;
for (clueCell in _clueCells)
{
for (critter in clueCell.getAssignedCritters())
{
if (!critter.isCubed())
{
return true;
}
}
}
return false;
}
public function refillCritters():Void
{
var colors:Array<Int> = [];
for (i in 0..._puzzle._colorCount)
{
colors[i] = 0;
}
for (critter in _critters)
{
if (isInRefillArea(critter))
{
colors[critter.getColorIndex()]++;
}
}
for (colorIndex in 0..._puzzle._colorCount)
{
for (i in colors[colorIndex]...3)
{
var extraCritter:Critter = findExtraCritter(colorIndex);
if (extraCritter != null)
{
var x:Float = (colorIndex * 2 + FlxG.random.float(0.25, 1.75)) * FlxG.width / (_puzzle._colorCount * 2) - 18;
var y:Float = 400 + FlxG.random.float( -20, 20);
extraCritter.runTo(x, y);
}
}
}
}
public function getPlayerGuess():Array<Int>
{
var playerGuess:Array<Int> = [];
if (_puzzle._easy)
{
if (_answerCells[0].getCritters().length < _puzzle._pegCount)
{
throw "answer is incomplete";
}
for (i in 0..._puzzle._pegCount)
{
playerGuess.push(_answerCells[0].getCritters()[i].getColorIndex());
}
}
else {
for (p in 0..._puzzle._pegCount)
{
if (_answerCells[p].getCritters().length == 0)
{
throw "answer is incomplete";
}
playerGuess.push(_answerCells[p].getCritters()[0].getColorIndex());
}
}
return playerGuess;
}
/**
* Three outcomes:
*
* clueIndex == 0-6: answer is incorrect; clue #0-6 is responsible
* clueIndex == -1: answer is invalid; violates adjacency rule
* null: answer is correct; no mistake
*/
public function computeMistake():Mistake
{
var playerGuess:Array<Int> = getPlayerGuess();
if (_puzzle._pegCount == 7)
{
var brokeAdjacencyRule = false;
// adjacency rule
if (playerGuess[3] == playerGuess[0] ||
playerGuess[3] == playerGuess[1] ||
playerGuess[3] == playerGuess[2] ||
playerGuess[3] == playerGuess[4] ||
playerGuess[3] == playerGuess[5] ||
playerGuess[3] == playerGuess[6])
{
brokeAdjacencyRule = true;
}
if (playerGuess[0] == playerGuess[1] || playerGuess[0] == playerGuess[2])
{
brokeAdjacencyRule = true;
}
if (playerGuess[4] == playerGuess[1] || playerGuess[4] == playerGuess[6])
{
brokeAdjacencyRule = true;
}
if (playerGuess[5] == playerGuess[2] || playerGuess[5] == playerGuess[6])
{
brokeAdjacencyRule = true;
}
if (brokeAdjacencyRule)
{
return {clueIndex: -1};
}
}
for (c in 0..._puzzle._clueCount)
{
var actualMarkers:Int = 0;
var playerGuessTmp:Array<Int> = playerGuess.copy();
var clueGuessTmp:Array<Int> = _puzzle._guesses[c].copy();
if (!_puzzle._easy)
{
// check for exact hits (+10)
var p:Int = 0;
while (p < playerGuessTmp.length)
{
if (playerGuessTmp[p] == clueGuessTmp[p])
{
playerGuessTmp.splice(p, 1);
clueGuessTmp.splice(p, 1);
actualMarkers += 10;
}
else
{
p++;
}
}
}
{
var p:Int = 0;
while (p < playerGuessTmp.length)
{
// check for near miss (+1)
var c:Int = clueGuessTmp.indexOf(playerGuessTmp[p]);
if (c != -1)
{
playerGuessTmp.splice(p, 1);
clueGuessTmp.splice(c, 1);
actualMarkers++;
}
else
{
p++;
}
}
}
if (actualMarkers != _puzzle._markers[c])
{
return {clueIndex: c, expectedMarkers:_puzzle._markers[c], actualMarkers:actualMarkers};
}
}
return null;
}
private function addEndGameChest():Chest
{
var oldCritter:Critter = findExtraCritter();
if (oldCritter != null)
{
// we remove an old critter for each critter we add, to maintain steady performance
removeCritter(oldCritter);
FlxDestroyUtil.destroy(oldCritter);
}
var newCritter:RewardCritter = new RewardCritter(this);
newCritter._rewardTimer = 1000000000;
addCritter(newCritter, false);
_rewardCritters.push(newCritter);
var extraChest:Chest = addChest();
extraChest._critter = newCritter;
newCritter.comeToCenter();
return extraChest;
}
/**
* 7-peg puzzles can produce large rewards; these are split into multiple chests
*/
function splitLargeReward(minReward:Int):Void
{
var _finalChest:Chest = getCarriedChest(_mainRewardCritter);
var newChests:Array<Chest> = [];
while (_finalChest._reward >= minReward * 2.5 && newChests.length < 7)
{
var extraChest:Chest = addEndGameChest();
extraChest.setReward(minReward);
_finalChest._reward -= minReward;
newChests.push(extraChest);
}
if (newChests.length == 0)
{
// nothing to split
return;
}
var deductions:Array<Float> = [];
if (minReward >= 1000)
{
deductions = [50, 100, 200];
}
else if (minReward >= 500)
{
deductions = [25, 50, 100];
}
else if (minReward >= 200)
{
deductions = [10, 25, 50];
}
else {
deductions = [5, 10, 25];
}
var toChest:Chest;
do {
// move some money from the primary reward chest to a random secondary reward chest.
// if the secondary reward chest is still smaller, then we continue the process with other random chests.
toChest = newChests[FlxG.random.int(0, newChests.length - 1)];
var deductionAmount:Int = Std.int(FlxMath.bound(FlxG.random.getObject(deductions), 0, _finalChest._reward - minReward));
_finalChest._reward -= deductionAmount;
toChest._reward += deductionAmount;
}
while (_finalChest._reward >= toChest._reward);
}
function unlabelAllCritters():Void
{
for (critter in labelledCritters.keys())
{
labelledCritters.remove(critter);
}
}
public static function initializeSexyState():SexyState<Dynamic>
{
var sexyState:SexyState<Dynamic> = SexyState.getSexyState();
if (PlayerData.difficulty == PlayerData.Difficulty._7Peg)
{
if (Std.isOfType(sexyState, AbraSexyState))
{
if (PlayerData.pokemonLibido == 1)
{
// no boner when libido's zeroed out
}
else
{
cast(sexyState, AbraSexyState).permaBoner = true;
}
var bonusHorniness:Int = 210 - PlayerData.abraReservoir;
PlayerData.abraReservoir += bonusHorniness;
PlayerData.reimburseCritterBonus(210 - bonusHorniness);
}
}
LevelIntroDialog.rotateChat();
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
return sexyState;
}
public function isRankChance():Bool
{
return _rankChance != null && _rankChance.eligible;
}
public function addAllowedHint():Void
{
_allowedHintCount++;
if (PlayerData.finalTrial && PlayerData.level == 2 && Std.isOfType(_pokeWindow, AbraWindow))
{
cast(_pokeWindow, AbraWindow).setPassedOut();
}
}
public function eventCrash(args:Array<Dynamic>):Void
{
LevelIntroDialog.increaseProfReservoirs();
LevelIntroDialog.rotateProfessors([PlayerData.prevProfPrefix]);
LevelIntroDialog.rotateChat();
FlxG.switchState(FakeCrash.newInstance());
}
}
typedef UndoOperation =
{
?oldX:Float,
?oldY:Float,
?oldCritterHolder:CritterHolder,
?newX:Float,
?newY:Float,
?newCritterHolder:CritterHolder,
?critter:Critter,
?oldHolopadState:Array<Bool>,
?newHolopadState:Array<Bool>,
?oldCloudState:CloudState,
?newCloudState:CloudState
}
enum CloudState
{
Yes;
No;
Maybe;
}
typedef Mistake =
{
clueIndex:Int,
?expectedMarkers:Int,
?actualMarkers:Int
}
|
argonvile/monster
|
source/puzzle/PuzzleState.hx
|
hx
|
unknown
| 137,070 |
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