protected virtual string UpdateTongueText(Creature target, TongueData oldData) { return(target.tongue.TransformFromText(oldData)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; //by default, this is 2 rolls at 50%, so a 25% chance of 0 additional tfs, 50% chance of 1 additional tf, 25% chance of 2 additional tfs. //also takes into consideration any perks that increase or decrease tf effectiveness. if you need to roll out your own, feel free to do so. int changeCount = GenerateChangeCount(target, new int[] { 2, 2, 3 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Any transformation related changes go here. these typically cost 1 change. these can be anything from body parts to gender (which technically also changes body parts, //but w/e). You are required to make sure you return as soon as you've applied changeCount changes, but a single line of code can be applied at the end of a change to do //this for you. //paste this line after any tf is applied, and it will: automatically decrement the remaining changes count. if it becomes 0 or less, apply the total number of changes //underwent to the target's change count (if applicable) and then return the StringBuilder content. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //Text go! //Speed raises up to 75 if (target.relativeSpeed < 75 && Utils.Rand(3) == 0) { //low speed if (target.relativeSpeed <= 30) { target.ChangeSpeed(2); } //medium speed else if (target.relativeSpeed <= 60) { target.ChangeSpeed(1); } //high speed else { target.ChangeSpeed(.5); } } //Strength raises to 40 if (target.relativeStrength < 40 && Utils.Rand(3) == 0) { target.ChangeStrength(1); } //Strength ALWAYS drops if over 60 //Does not add to change total else if (target.relativeStrength > 60 && Utils.Rand(2) == 0) { target.ChangeStrength(-2); } //Toughness drops if over 50 //Does not add to change total if (target.relativeToughness > 50 && Utils.Rand(2) == 0) { target.ChangeToughness(-2); } //Intelliloss if (Utils.Rand(4) == 0) { target.ChangeIntelligence(-1); } //Libido gain if (target.relativeLibido < 80 && Utils.Rand(4) == 0) { target.DeltaCreatureStats(lib: 1, sens: .25); } //Sexual changes would go here if I wasn't a tard. //Heat if (Utils.Rand(4) == 0) { bool intensified = target.HasTimedEffect <Heat>(); if (target.GoIntoHeat()) { if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Shrink the boobalies down to A for men or C for girls. if (Utils.Rand(4) == 0 && !hyperHappy) { CupSize targetSize; //female or herm. targeting C cup, but will respect smallest possible cup if it's somehow above a c cup. if (target.gender.HasFlag(Gender.FEMALE)) { targetSize = EnumHelper.Max(CupSize.C, target.genitals.smallestPossibleFemaleCupSize); } //male or genderless. targeting A cup, but will respect smallest possible cup if somehow above an a cup. else { targetSize = EnumHelper.Max(CupSize.A, target.genitals.smallestPossibleMaleCupSize); } //IT IS! int rowsShrunk = 0; foreach (Breasts row in target.breasts) { //If this row is over threshhold if (row.cupSize > targetSize) { //Big change if (row.cupSize > CupSize.EE_BIG) { row.ShrinkBreasts((byte)(2 + Utils.Rand(3))); } //Small change else { row.ShrinkBreasts(1); } rowsShrunk++; } } //Count that t**s were shrunk if (rowsShrunk > 0) { remainingChanges--; if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Cat dangly-doo. if (target.cocks.Count > 0 && target.cocks.Any(x => x.type != CockType.CAT) && (target.ears.type == EarType.CAT || Utils.Rand(3) > 0) && (target.tail.type == TailType.CAT || Utils.Rand(3) > 0) && Utils.Rand(4) == 0) { C**k nonCat = target.cocks.First(x => x.type != CockType.CAT); target.genitals.UpdateCock(nonCat, CockType.CAT); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Cat penorz shrink if (target.genitals.HasAnyCocksOfType(CockType.CAT) && Utils.Rand(3) == 0 && !hyperHappy) { //loop through and find a cat wang. foreach (C**k catCock in target.cocks.Where(x => x.type == CockType.CAT)) { //lose 33% size until under 10, then lose 2" at a time if (catCock.length > 16) { catCock.SetLength(catCock.length * .66); } else if (catCock.length > 6) { catCock.DecreaseLength(2); } if (catCock.length / 5 < catCock.girth && catCock.girth > 1.25) { catCock.SetGirth(catCock.length / 6); } } //(big sensitivity boost) target.ChangeSensitivity(5); //Make note of other dicks changing if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Neck restore if (target.neck.type != NeckType.HUMANOID && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Body type changes. Teh rarest of the rare. // Catgirl-face -> cat-morph-face if (target.face.type == FaceType.CAT && !target.face.isFullMorph && target.tongue.type == TongueType.CAT && target.ears.type == EarType.CAT && target.tail.type == TailType.CAT && target.lowerBody.type == LowerBodyType.CAT && target.arms.type == ArmType.CAT && (target.body.IsFurBodyType() /*|| (target.body.type == BodyType.REPTILE && Species.SPHINX.Score(target) >= 4)*/) && Utils.Rand(5) == 0) { target.face.StrengthenFacialMorph(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //DA EARZ if (target.ears.type != EarType.CAT && Utils.Rand(5) == 0) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.CAT); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //DA TAIL (IF ALREADY HAZ URZ) if (target.tail.type != TailType.CAT && target.ears.type == EarType.CAT && Utils.Rand(5) == 0) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.CAT); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Da paws (if already haz ears & tail) if (target.tail.type == TailType.CAT && target.ears.type == EarType.CAT && Utils.Rand(5) == 0 && target.lowerBody.type != LowerBodyType.CAT) { //hoof to cat: if (target.lowerBody.type == LowerBodyType.HOOVED) { } //Goo to cat else if (target.lowerBody.type == LowerBodyType.GOO) { } //non hoof to cat: LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.CAT); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //TURN INTO A FURRAH! OH SHIT if (target.tail.type == TailType.CAT && target.ears.type == EarType.CAT && Utils.Rand(5) == 0 && target.lowerBody.type == LowerBodyType.CAT && !target.body.IsFurBodyType()) { BodyData oldData = target.body.AsReadOnlyData(); target.UpdateBody(BodyType.UNDERBODY_FUR); sb.Append(UpdateBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // Fix old cat faces without cat-eyes. if (target.face.type == FaceType.CAT && target.eyes.type != EyeType.CAT && Utils.Rand(3) == 0) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.CAT); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //CAT-FACE! FULL ON FURRY! RAGE AWAY NEKOZ if (target.tail.type == TailType.CAT && target.ears.type == EarType.CAT && target.lowerBody.type == LowerBodyType.CAT && target.face.type != FaceType.CAT && Utils.Rand(5) == 0) { //Gain cat face, replace old face //MOD NOTE: but not a full-morph cat face. just level 1. FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.CAT); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // Cat-tongue if (target.face.type == FaceType.CAT && target.tongue.type != TongueType.CAT && Utils.Rand(5) == 0) { TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.CAT); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Arms if (target.arms.type != ArmType.CAT && target.body.IsFurBodyType() && target.tail.type == TailType.CAT && target.lowerBody.type == LowerBodyType.CAT && Utils.Rand(4) == 0) { ArmData oldData = target.arms.AsReadOnlyData(); target.UpdateArms(ArmType.CAT); sb.Append(UpdateArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // Remove gills if (Utils.Rand(4) == 0 && !target.gills.isDefault) { GillData oldData = target.gills.AsReadOnlyData(); target.RestoreGills(); sb.Append(RestoredGillsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //FAILSAFE CHANGE if (remainingChanges == changeCount) { (target as CombatCreature)?.AddHP(50); target.ChangeLust(3); } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; int changeCount = GenerateChangeCount(target, new int[] { 2, 2, 3, 4 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); #warning fix me int ngPlus(int value) => value; int currentChanges() => changeCount - remainingChanges; //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Any transformation related changes go here. these typically cost 1 change. these can be anything from body parts to gender (which technically also changes body parts, //but w/e). You are required to make sure you return as soon as you've applied changeCount changes, but a single line of code can be applied at the end of a change to do //this for you. //paste this line after any tf is applied, and it will: automatically decrement the remaining changes count. if it becomes 0 or less, apply the total number of changes //underwent to the target's change count (if applicable) and then return the StringBuilder content. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //clear screen //Statistical changes: //-Reduces speed down to 50. if (target.speed > ngPlus(50) && Utils.Rand(4) == 0) { target.ChangeSpeed(-1); } //-Raises toughness to 70 //(+3 to 40, +2 to 55, +1 to 70) if (target.toughness < ngPlus(70) && Utils.Rand(3) == 0) { //(+3) if (target.toughness < ngPlus(40)) { target.ChangeToughness(3); } //(+2) else if (target.toughness < ngPlus(55)) { target.ChangeToughness(2); } //(+1) else { target.ChangeToughness(1); } } //-Reduces sensitivity. if (target.relativeSensitivity > 20 && Utils.Rand(3) == 0) { target.ChangeSensitivity(-1); } //Raises libido greatly to 50, then somewhat to 75, then slowly to 100. if (target.relativeLibido < 100 && Utils.Rand(3) == 0) { //+3 lib if less than 50 if (target.relativeLibido < 50) { target.ChangeLibido(1); } //+2 lib if less than 75 if (target.relativeLibido < 75) { target.ChangeLibido(1); } //+1 if above 75. target.ChangeLibido(1); } //Sexual Changes: //-Lizard dick - first one if (target.cocks.Any(x => x.type != CockType.LIZARD) && target.cocks.Count > 0 && ScalingChance(2, currentChanges(), 4)) { //Find the first non-lizzy dick C**k firstNonLizard = target.cocks.First(x => x.type != CockType.LIZARD); //Actually xform it nau target.genitals.UpdateCock(firstNonLizard, CockType.LIZARD); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.DeltaCreatureStats(lib: 3, lus: 10); } //(CHANGE OTHER DICK) int lizardCocks = target.genitals.CountCocksOfType(CockType.LIZARD); //Requires 1 lizard c**k, multiple cocks if (target.hasCock && (lizardCocks != target.cocks.Count || target.cocks.Count == 1) && ScalingChance(2, currentChanges(), 4)) { if (target.cocks.Count > 1) { C**k nonLizard = target.cocks.First(x => x.type != CockType.LIZARD); target.genitals.UpdateCock(nonLizard, CockType.LIZARD); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.DeltaCreatureStats(lib: 3, lus: 10); } else { target.genitals.AddCock(CockType.LIZARD, target.cocks[0].length, target.cocks[0].girth); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.DeltaCreatureStats(lib: 3, lus: 10); } } //MOD NOTE: REMOVED. SEE RANT IN SALAMANDER TRANSFORMATIONS //--Worms leave if 100% lizard dicks? //Require mammals? //if (target.genitals.CountCocksOfType(CockType.LIZARD) == target.cocks.Count && target.hasStatusEffect(StatusEffects.Infested)) //{ // target.removeStatusEffect(StatusEffects.Infested); // if (--remainingChanges <= 0) // { // return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); // } //} //-Breasts vanish to 0 rating if male if (target.genitals.BiggestCupSize() > target.genitals.smallestPossibleMaleCupSize && target.gender == Gender.MALE && ScalingChance(2, currentChanges(), 3)) { //(HUEG) foreach (Breasts breast in target.breasts) { if (breast.cupSize > CupSize.E_BIG) { breast.ShrinkBreasts(((byte)breast.cupSize).div(2)); } else { breast.SetCupSize(target.genitals.smallestPossibleMaleCupSize); } } //(+2 speed) target.IncreaseSpeed(2); target.ChangeLibido(2); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Lactation stoppage. if (target.genitals.isLactating && ScalingChance(2, currentChanges(), 4)) { if (target.HasPerk <Feeder>()) { target.RemovePerk <Feeder>(); } target.genitals.SetLactationTo(LactationStatus.NOT_LACTATING); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Nipples reduction to 1 per tit. if (target.genitals.hasQuadNipples && ScalingChance(2, currentChanges(), 4)) { target.genitals.SetQuadNipples(false); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Remove extra breast rows if (target.breasts.Count > 1 && ScalingChance(2, currentChanges(), 3) && !hyperHappy) { target.RemoveExtraBreastRows(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-VAGs if (target.hasVagina && target.womb.canObtainOviposition && Species.LIZARD.Score(target) > 3 && ScalingChance(3, currentChanges(), 5)) { target.womb.GrantOviposition(); sb.Append(GrantOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Physical changes: //-Existing horns become draconic, max of 4, max length of 1' if (target.horns.type != HornType.DRACONIC && ScalingChance(3, currentChanges(), 5)) { HornData oldData = target.horns.AsReadOnlyData(); target.UpdateHorns(HornType.DRACONIC); sb.Append(UpdateHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Neck restore if (target.neck.type != NeckType.HUMANOID && ScalingChance(2, currentChanges(), 4)) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && ScalingChance(3, currentChanges(), 5)) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Hair changes if (ScalingChance(2, currentChanges(), 4)) { if (target.eyes.type == EyeType.BASILISK) { if (target.corruption > 65 && target.face.IsReptilian() && target.body.type == BodyType.REPTILE && target.hair.type != HairType.BASILISK_SPINES) { HairData oldData = target.hair.AsReadOnlyData(); target.UpdateHair(HairType.BASILISK_SPINES); sb.Append(UpdateHairText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } else if (target.corruption < 15 && target.gender.HasFlag(Gender.FEMALE) && target.hair.type != HairType.BASILISK_PLUME) { target.hair.ResumeNaturalGrowth(); HairData oldData = target.hair.AsReadOnlyData(); target.UpdateHair(HairType.BASILISK_PLUME); sb.Append(UpdateHairText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } else { target.hair.StopNaturalGrowth(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Remove beard! #warning BEARDS NOT YET IMPLEMENTED //Mod note: Nords are so serious about beards. ... Mai'q thinks they wish they had GLORIOUS pubes like Khajiit. //if (target.hasBeard() && ScalingChance(2, currentChanges(), 3)) //{ // target.beard.length = 0; // target.beard.style = 0; //} //Big physical changes: //-Legs – Draconic, clawed feet if (target.lowerBody.type != LowerBodyType.LIZARD && ScalingChance(3, currentChanges(), 5)) { //Hooves - //TAURS - //feet types - //Else – LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.LIZARD); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // <mod name="Predator arms" author="Stadler76"> //Gain predator arms //Claw transition //MOD OF MOD (LOL): predator arms are a collection of arm types now, not a single type. thus, we can combine the claw and type checks. //now, you get the arms (and thus, the claws) if they aren't a predator type and have lizard legs, or switch to lizard arms from any other predator type. if ((target.arms.IsPredatorArms() || target.lowerBody.type == LowerBodyType.LIZARD) && target.body.type == BodyType.REPTILE && ScalingChance(2, currentChanges(), 3)) { ArmData oldData = target.arms.AsReadOnlyData(); target.UpdateArms(ArmType.LIZARD); sb.Append(UpdateArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // </mod> //-Tail – sinuous lizard tail if (target.tail.type != TailType.LIZARD && target.lowerBody.type == LowerBodyType.LIZARD && ScalingChance(3, currentChanges(), 5)) { //No tail //Yes tail TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.LIZARD); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove odd eyes if (ScalingChance(3, currentChanges(), 5) && target.eyes.type != EyeType.HUMAN && !target.eyes.isReptilian) { EyeData oldData = target.eyes.AsReadOnlyData(); target.RestoreEyes(); sb.Append(RestoredEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Ears become smaller nub-like openings? if (target.ears.type != EarType.LIZARD && target.tail.type == TailType.LIZARD && target.lowerBody.type == LowerBodyType.LIZARD && ScalingChance(3, currentChanges(), 5)) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.LIZARD); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Scales – color changes to red, green, white, blue, or black. Rarely: purple or silver. if (target.body.type != BodyType.REPTILE && target.ears.type == EarType.LIZARD && target.tail.type == TailType.LIZARD && target.lowerBody.type == LowerBodyType.LIZARD && ScalingChance(3, currentChanges(), 5)) { Species.LIZARD.GetRandomSkinTone(out Tones primary, out Tones underbody); target.UpdateBody(BodyType.REPTILE, primary, underbody); //kGAMECLASS.rathazul.addMixologyXP(20); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Lizard-like face. if (target.face.type != FaceType.LIZARD && target.body.type == BodyType.REPTILE && target.ears.type == EarType.LIZARD && target.tail.type == TailType.LIZARD && target.lowerBody.type == LowerBodyType.LIZARD && ScalingChance(3, currentChanges(), 5)) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.LIZARD); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Lizard tongue if (target.tongue.type == TongueType.SNAKE && Utils.Rand(10) < 6) { // Higher (60%) chance to be 'fixed' if old variant TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.LIZARD); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (target.tongue.type != TongueType.LIZARD && target.tongue.type != TongueType.SNAKE && target.face.IsReptilian() && ScalingChance(2, currentChanges(), 3)) { TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.LIZARD); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Remove Gills if (ScalingChance(2, currentChanges(), 4) && !target.gills.isDefault) { GillData oldData = target.gills.AsReadOnlyData(); target.RestoreGills(); sb.Append(RestoredGillsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //<mod name="Reptile eyes" author="Stadler76"> //-Lizard eyes if (target.eyes.type != EyeType.LIZARD && target.face.type == FaceType.LIZARD && target.body.type == BodyType.REPTILE && target.ears.type == EarType.LIZARD && ScalingChance(2, currentChanges(), 4)) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.LIZARD); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //</mod> //FAILSAFE CHANGE if (remainingChanges == changeCount) { (target as CombatCreature)?.AddHP(50); target.ChangeLust(3); } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; int changeCount = GenerateChangeCount(target, new int[] { 2, 2 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); sb.Append(InitialTransformationText(target)); //No free changes, as of current implementation. //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Transformation Changes //Gain Dragon Dick if (target.genitals.CountCocksOfType(CockType.DRAGON) < target.cocks.Count && Utils.Rand(3) == 0) { int temp = target.cocks.Count; //find all the non-dragon cocks, and choose one randomly. the beauty of linq and useful helper functions. C**k toChange = Utils.RandomChoice(target.cocks.Where(x => x.type != CockType.DRAGON).ToArray()); CockData oldData = toChange.AsReadOnlyData(); if (target.genitals.UpdateCockWithKnot(toChange, CockType.DRAGON, 1.3)) { //lose lust if sens>=50, gain lust if else target.IncreaseCreatureStats(sens: 10, lus: 10); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //-Remove 1 extra breast row if (target.breasts.Count > 1 && Utils.Rand(3) == 0 && !hyperHappy) { target.genitals.RemoveBreastRows(1); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //no effect on oviposition. thus removed. //Gain Dragon Head if (Utils.Rand(3) == 0 && target.face.type != FaceType.DRAGON && draconicFace) { //OutputText("\n\nYou scream as your face is suddenly twisted; your facial bones begin rearranging themselves under your skin, restructuring into a long, narrow muzzle. Spikes of agony rip through your jaws as your teeth are brutally forced from your gums, giving you new rows of fangs - long, narrow and sharp. Your jawline begins to sprout strange growths; small spikes grow along the underside of your muzzle, giving you an increasingly inhuman visage.\n\nFinally, the pain dies down, and you look for a convenient puddle to examine your changed appearance.\n\nYour head has turned into a reptilian muzzle, with small barbs on the underside of the jaw. <b>You now have a dragon's face.</b>")); FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.DRAGON); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Existing horns become draconic, max of 4, max length of 1' if (target.horns.type != HornType.DRACONIC || target.horns.CanStrengthen && Utils.Rand(5) == 0) { if (target.UpdateOrStrengthenHorns(HornType.DRACONIC)) { if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Gain Dragon Ears if (Utils.Rand(3) == 0 && target.ears.type != EarType.DRAGON) { target.UpdateEars(EarType.DRAGON); //OutputText("\n\nA prickling sensation suddenly fills your ears; unpleasant, but hardly painful. It grows and grows until you can't stand it any more, and reach up to scratch at them. To your surprise, you find them melting away like overheated candles. You panic as they fade into nothingness, leaving you momentarily deaf and dazed, stumbling around in confusion. Then, all of a sudden, hearing returns to you. Gratefully investigating, you find you now have a pair of reptilian ear-holes, one on either side of your head. A sudden pain strikes your temples, and you feel bony spikes bursting through the sides of your head, three on either side, which are quickly sheathed in folds of skin to resemble fins. With a little patience, you begin to adjust these fins just like ears to aid your hearing. <b>You now have dragon ears!</b>")); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Gain Dragon Tongue if (Utils.Rand(3) == 0 && target.tongue.type != TongueType.DRACONIC) { //OutputText("\n\nYour tongue suddenly falls out of your mouth and begins undulating as it grows longer. For a moment it swings wildly, completely out of control; but then settles down and you find you can control it at will, almost like a limb. You're able to stretch it to nearly 4 feet and retract it back into your mouth to the point it looks like a normal human tongue. <b>You now have a draconic tongue.</b>")); TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.DRACONIC); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Note: This type of tongue should be eligible for all things you can do with demon tongue... Dunno if it's best attaching a boolean just to change the description or creating a whole new tongue type. } //(Pending Tongue Masturbation Variants; if we ever get around to doing that.) //Gain Dragon Scales if (target.body.type != BodyType.DRAGON && Utils.Rand(3) == 0) { BodyData oldData = target.body.AsReadOnlyData(); target.UpdateBody(BodyType.DRAGON); sb.Append(UpdateBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //<mod name="Reptile eyes" author="Stadler76"> //Gain Dragon Eyes if (target.eyes.type != EyeType.DRAGON && target.body.type == BodyType.DRAGON && target.ears.type == EarType.DRAGON && target.horns.type == HornType.DRACONIC && Utils.Rand(4) == 0) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.DRAGON); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //</mod> //Gain Dragon Legs if (target.lowerBody.type != LowerBodyType.DRAGON && Utils.Rand(3) == 0) { LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.DRAGON); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Gain Dragon Tail if (target.tail.type != TailType.DRACONIC && Utils.Rand(3) == 0) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.DRACONIC); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Grow Dragon Wings or Enlarge small ones. if ((target.wings.type != WingType.DRACONIC || !target.wings.isLarge) && Utils.Rand(3) == 0) { //set to draconic wings. this will fail if we already have draconic wings. if (target.UpdateWings(WingType.DRACONIC)) { //do text, maybe? idk. } //it failed, which means we already have draconic wings. else { target.wings.GrowLarge(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // <mod name="BodyParts.RearBody" author="Stadler76"> //Gain Dragonic back //you need to have a reptilian arm, leg, and tail type, and, if we are allowing draconic face tfs, you must also have a draconic neck. //additionally, you must have a decent dragon score, which basically means some of those reptilian body parts must be draconic. if (fullStrength && !target.back.IsDraconic() && (target.neck.type == NeckType.DRACONIC || !draconicFace) && BacksideDraconicEnough(target) && Species.DRAGON.Score(target) >= 4 && Utils.Rand(3) == 0) { if (draconicBackIsMane) { target.UpdateBack(BackType.DRACONIC_MANE); } else { target.UpdateBack(BackType.DRACONIC_SPIKES); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // </mod> //Restore non dragon neck if (target.neck.type != NeckType.DRACONIC && !target.neck.isDefault && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Gain Dragon Neck //mod of a mod (again). it now handles other necks a little cleaner. //If you are considered a dragon-morph and if your backside is dragon-ish enough, your neck is eager to allow you to take a look at it, right? ;-) if (fullStrength && (target.neck.type != NeckType.DRACONIC || target.neck.canGrowNeck) && Species.DRAGON.Score(target) >= 6 && BacksideDraconicEnough(target) && target.face.type == FaceType.DRAGON) { if (target.neck.type != NeckType.DRACONIC) { target.UpdateNeck(NeckType.DRACONIC); } else { //4-8 byte nlChange = (byte)(4 + Utils.Rand(5)); // Note: hasNormalNeck checks the length, not the type! target.neck.GrowNeck(nlChange); } //note: draconic neck now positions behind the head regardless of length, though it probably wouldn't be noticable until neck is sufficiently long. //feel free to denote that when it hits full length here. if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //predator arms. (a mod of a mod. woo!. original mod: Stadler76.) //Gain Dragon Arms (Derived from ArmType.SALAMANDER) //requires draconic body, non-draconic arms, and either predator arms or draconic legs. let the arm update text handle the transformation (or do it manually, if you want) if (target.arms.type != ArmType.DRAGON && target.body.type == BodyType.DRAGON && (target.arms.type.IsPredatorArms() || target.lowerBody.type == LowerBodyType.DRAGON) && Utils.Rand(3) == 0) { target.UpdateArms(ArmType.DRAGON); //explain the change. if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // </mod> //Get Dragon Breath (Tainted version) //Can only be obtained if you are considered a dragon-morph, once you do get it though, it won't just go away even if you aren't a dragon-morph anymore. if (Species.DRAGON.Score(target) >= 4 && !target.HasPerk <DragonFire>()) { target.perks.AddPerk <DragonFire>(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //heat or rut, depending on gender. note that for full strength tfs, this uses the source gender. if (Species.DRAGON.Score(target) >= 4 && Utils.Rand(3) == 0 && target.gender > 0 && (!fullStrength || target.gender.CanHaveSexWith(sourceGender))) { if (target.hasCock && (sourceGender.HasFlag(Gender.FEMALE) || !fullStrength) && (!target.hasVagina || Utils.RandBool())) { //If hermaphrodite, the chance is 50/50. target.GoIntoRut(); } else { target.GoIntoHeat(); } } return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; //for some unknown reason, demon tfs roll out their own chance system completely unique to them. ok. StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. int rando = Utils.Rand(100); int delta = target.GetExtraData()?.deltaTransforms ?? 0; if (delta != 0) { rando += 5 * delta + Utils.Rand(5 * delta); } //First, check if this tf has the male flag set (for male or herm tfs). If it does, add or grow cocks. if (desiredGender.HasFlag(Gender.MALE)) { byte addedCocks = 0; //if our initial roll was a crit, roll again. if we crit again, we may add several cocks, if possible. if (rando >= 85 && target.cocks.Count < Genitals.MAX_COCKS && Utils.Rand(10) < target.corruptionTrue / 25) { addedCocks = GrowCockGeneric(target, (byte)(Utils.Rand(2) + 2)); target.DeltaCreatureStats(lib: 3 * addedCocks, sens: 5 * addedCocks, lus: 10 * addedCocks); if (!isPurified) { target.IncreaseCorruption(8); } } //otherwise, only add a c**k if we have none or we originally rolled a crit (but failed to crit again) else if (target.cocks.Count == 0 || (rando >= 85 && target.cocks.Count < Genitals.MAX_COCKS)) { addedCocks = GrowCockGeneric(target, 1); target.DeltaCreatureStats(lib: 3, sens: 5, lus: 10); if (!isPurified) { target.IncreaseCorruption(5); } } //if that fails, it means we had a c**k already, or can't grow any more of them. else { C**k shortest = target.genitals.ShortestCock(); double lengthDelta; if (rando >= 45) { lengthDelta = shortest.IncreaseLength(Utils.Rand(3) + 3); shortest.IncreaseThickness(1); } else if (Utils.Rand(4) == 0) { lengthDelta = shortest.IncreaseLength(3); } else { lengthDelta = shortest.IncreaseLength(1); } target.DeltaCreatureStats(lib: 2, sens: 1, lus: 5 + lengthDelta * 3); if (!isPurified) { target.IncreaseCorruption(); } //no idea why this occurs, but ok. target.IncreaseIntelligence(1); } } //Otherwise, we're targeting female demon tfs only. this means we need to shrink (and possibly remove) the largest c**k the target has, unless hyper happy is on. else if (!hyperHappy && target.hasCock) { C**k largest = target.genitals.LongestCock(); //this loops through all the cocks and finds the longest. obviously, if the count is 1, this is simply the first element. //we'll need this if it gets removed. if not, this can still be used, this time to determine how much we shrunk. CockData oldData = largest.AsReadOnlyData(); //try decreasing it by 1-3. if this causes it to be removed instead, that's fine, but we need to know. //Note that this remove is now IN PLACE, not LAST. so if we remove the 3rd one, the old 4th is now 3rd, and so on. bool removed = target.genitals.ShrinkCockAndRemoveIfTooSmall(largest, Utils.Rand(3) + 1); } //Then, check if the tf has the female flag set (for female or herm tfs). if it does, add a v****a (if needed), and increase breast size. if (desiredGender.HasFlag(Gender.FEMALE)) { //don't currently have a v****a and herm tf or we're genderless, or it's a crit, or we rerolled a crit. if (!target.hasVagina && (desiredGender == Gender.HERM || target.gender == Gender.GENDERLESS || rando > 65 || Utils.Rand(3) == 0)) { target.genitals.AddVagina(VaginaType.HUMAN); } //do have one, and rolled a high crit. else if (target.hasVagina && rando >= 85) { foreach (V****a vag in target.vaginas) { //grow each c**t anywhere from 0.25in to 1in, if they are below the largest normal size. if (vag.c**t.length < vag.c**t.largestNormalSize) { vag.GrowClit((Utils.Rand(4) + 1) * 0.25); //cap it at the largest normal size. if (vag.c**t.length > vag.c**t.largestNormalSize) { vag.SetClitSize(vag.c**t.largestNormalSize); } } } } //do have one, rolled a crit, but not a high crit. else if (target.hasVagina && rando > 65) { target.HaveGenericVaginalOrgasm(0, true, true); target.vaginas.ForEach(x => x.IncreaseWetness()); } //now, breasts. these are the fallback, of sorts, so they grow larger when we don't crit. they also grow larger when we crit if we're targeting herms. if (rando < 85 || desiredGender == Gender.HERM) { //only occurs via herm. if (rando >= 85) { target.breasts.ForEach(x => x.GrowBreasts(3)); } else { byte temp = (byte)(1 + Utils.Rand(3)); CupSize largestSize = target.genitals.BiggestCupSize(); if (largestSize < CupSize.B && Utils.Rand(3) == 0) { temp++; } if (largestSize < CupSize.DD && Utils.Rand(4) == 0) { temp++; } if (largestSize < CupSize.DD_BIG && Utils.Rand(5) == 0) { temp++; } target.breasts.ForEach(x => x.GrowBreasts(temp)); } } } //if not, we're targeting male demon tfs only. this means we may need to shrink any overlarge breasts. Additionally, higher rng rolls may now remove vaginas. else if (!hyperHappy) { //if high crit: decrease bonus capacity, and remove a v****a, flat-out. if (rando >= 85 && target.hasVagina) { target.genitals.DecreaseBonusVaginalCapacity(5); target.genitals.RemoveVagina(); } //otherwise, if somewhat high, decrease bonus vaginal capacity (all vaginas), and wetness (last v****a). if this causes the bonus capacity to drop to 0 //and would cause it to go negative if we allowed that, remove the last v****a. else if (rando >= 65) { V****a lastVagina = target.vaginas[target.vaginas.Count - 1]; lastVagina.DecreaseWetness(1); //this is being super pedantic, but i'd prefer it lower the stat, then remove the v****a. hence this bool here. bool remove = target.genitals.standardBonusVaginalCapacity < 5; //decrease first. target.genitals.DecreaseBonusVaginalCapacity(5); //then remove it. if (remove) { target.genitals.RemoveVagina(); } } // if (target.genitals.BiggestCupSize() > target.genitals.smallestPossibleCupSize && (rando >= 85 || (rando > 65 && Utils.RandBool()) || (rando <= 65 && Utils.Rand(4) == 0))) { foreach (Breasts breast in target.breasts) { if (breast.cupSize > target.genitals.smallestPossibleCupSize) { byte amount = 1; if (rando >= 85) { amount++; } breast.ShrinkBreasts(amount); } } } } //never called in vanilla. if i read it correctly, it just initializes to 0 with a max of 1. int changeCount = base.GenerateChangeCount(target, new int[] { 3 }, 0, 0); if (changeCount == 0) { return(ApplyChangesAndReturn(target, sb, 0)); } int remainingChanges = changeCount; //Neck restore if (!target.neck.isDefault && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Demonic changes - higher chance with higher corruption. if (Utils.Rand(40) + target.corruption / 3 > 35 && !isPurified) { //Change tail if already horned. if (target.tail.type != TailType.DEMONIC && !target.horns.isDefault) { target.IncreaseCorruption(4); TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.DEMONIC); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //grow horns! if (target.horns.numHorns == 0 || (Utils.Rand(target.horns.numHorns + 3) == 0)) { if (target.horns.numHorns < 12 && (target.horns.type == HornType.NONE || target.horns.type == HornType.DEMON)) { if (target.horns.type == HornType.NONE) { target.UpdateHorns(HornType.DEMON); } target.IncreaseCorruption(3); } //Text for shifting horns else if (target.horns.type != HornType.DEMON) { target.UpdateHorns(HornType.DEMON); target.IncreaseCorruption(3); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Nipples Turn Back: if (target.genitals.hasBlackNipples && Utils.Rand(3) == 0) { target.genitals.SetBlackNipples(false); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove fur if (target.face.type != FaceType.HUMAN || (target.body.type != BodyType.HUMANOID && Utils.Rand(3) == 0)) { //Remove face before fur! if (target.face.type != FaceType.HUMAN) { target.RestoreFace(); } //De-fur else if (target.body.type != BodyType.HUMANOID) { target.RestoreBody(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Demon tongue if (target.tongue.type == TongueType.SNAKE && Utils.Rand(3) == 0) { TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.DEMONIC); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //foot changes - requires furless if (target.body.type == BodyType.HUMANOID && Utils.Rand(4) == 0) { bool changed; //Males/genderless get clawed feet if (!target.gender.HasFlag(Gender.FEMALE) || (target.gender == Gender.HERM && target.genitals.AppearsMoreMaleThanFemale())) { changed = target.UpdateLowerBody(LowerBodyType.DEMONIC_CLAWS); } //Females/futa get high heels else { changed = target.UpdateLowerBody(LowerBodyType.DEMONIC_HIGH_HEELS); } if (changed && --remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Grow demon wings if ((target.wings.type != WingType.BAT_LIKE || !target.wings.isLarge || target.back.type == BackType.SHARK_FIN) && Utils.Rand(8) == 0 && target.IsCorruptEnough(50)) { //grow smalls to large if (target.wings.type == WingType.BAT_LIKE && target.IsCorruptEnough(75)) { target.wings.GrowLarge(); } else { target.UpdateWings(WingType.BAT_LIKE); } if (target.back.type == BackType.SHARK_FIN) { target.RestoreBack(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; int changeCount = GenerateChangeCount(target, new int[] { 2, 2 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Any transformation related changes go here. these typically cost 1 change. these can be anything from body parts to gender (which technically also changes body parts, //but w/e). You are required to make sure you return as soon as you've applied changeCount changes, but a single line of code can be applied at the end of a change to do //this for you. //paste this line after any tf is applied, and it will: automatically decrement the remaining changes count. if it becomes 0 or less, apply the total number of changes //underwent to the target's change count (if applicable) and then return the StringBuilder content. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //----------------------- // MAJOR TRANSFORMATIONS //----------------------- //1st priority: Change lower body to bipedal. if (Utils.Rand(4) == 0) { LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.RestoreLowerBody(); sb.Append(RestoredLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove Oviposition Perk if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove Incorporeality Perk, if not permanent if (target.HasPerk <Incorporeal>() && Utils.Rand(4) == 0) { target.RemovePerk <Incorporeal>(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Restore neck if (target.neck.type != NeckType.HUMANOID && Utils.Rand(5) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Skin color change – light, fair, olive, dark, ebony, mahogany, russet if (!Species.HUMAN.availableTones.Contains(target.body.primarySkin.tone) && Utils.Rand(5) == 0) { target.body.ChangeAllSkin(Utils.RandomChoice(Species.HUMAN.availableTones)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Change skin to normal if (target.body.type != BodyType.HUMANOID && (target.ears.type == EarType.HUMAN || target.ears.type == EarType.ELFIN) && Utils.Rand(4) == 0) { BodyData oldData = target.body.AsReadOnlyData(); target.RestoreBody(); sb.Append(RestoredBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Restore arms to become human arms again if (Utils.Rand(4) == 0) { ArmData oldData = target.arms.AsReadOnlyData(); target.RestoreArms(); sb.Append(RestoredArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //----------------------- // MINOR TRANSFORMATIONS //----------------------- //-Human face if (target.face.type != FaceType.HUMAN && Utils.Rand(4) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.RestoreFace(); sb.Append(RestoreFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Human tongue if (target.tongue.type != TongueType.HUMAN && Utils.Rand(4) == 0) { TongueData oldData = target.tongue.AsReadOnlyData(); target.RestoreTongue(); sb.Append(RestoreTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove odd eyes if (Utils.Rand(5) == 0 && target.eyes.type != EyeType.HUMAN) { EyeData oldData = target.eyes.AsReadOnlyData(); target.RestoreEyes(); sb.Append(RestoredEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Gain human ears (If you have human face) if (target.ears.type != EarType.HUMAN && target.face.type == FaceType.HUMAN && Utils.Rand(4) == 0) { EarData oldData = target.ears.AsReadOnlyData(); target.RestoreEar(); sb.Append(RestoreEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes gills if (Utils.Rand(4) == 0 && !target.gills.isDefault) { GillData oldData = target.gills.AsReadOnlyData(); target.RestoreGills(); sb.Append(RestoredGillsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Nipples Turn Back: if (target.genitals.hasBlackNipples && Utils.Rand(3) == 0) { target.genitals.SetBlackNipples(false); } //Remove extra nipples if (target.genitals.hasQuadNipples && Utils.Rand(3) == 0) { target.genitals.SetQuadNipples(false); } //Hair turns normal //Restart hair growth, if hair's normal but growth isn't on. Or just over turning hair normal. The power of rng. if ((target.hair.type != HairType.NORMAL || target.hair.growthArtificallyDisabled) && Utils.Rand(3) == 0) { target.UpdateHair(HairType.NORMAL); if (target.hair.growthArtificallyDisabled) { target.hair.SetHairGrowthStatus(true); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //----------------------- // EXTRA PARTS REMOVAL //----------------------- //Removes antennae if (target.antennae.type != AntennaeType.NONE && Utils.Rand(3) == 0) { AntennaeData oldData = target.antennae.AsReadOnlyData(); target.RestoreAntennae(); sb.Append(RestoredAntennaeText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes horns if ((target.horns.type != HornType.NONE) && Utils.Rand(5) == 0) { HornData oldData = target.horns.AsReadOnlyData(); target.RestoreHorns(); sb.Append(RestoredHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes wings if (target.wings.type != WingType.NONE && Utils.Rand(5) == 0) { WingData oldData = target.wings.AsReadOnlyData(); target.RestoreWings(); sb.Append(RestoredWingsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes tail if (target.tail.type != TailType.NONE && Utils.Rand(5) == 0) { TailData oldData = target.tail.AsReadOnlyData(); target.RestoreTail(); sb.Append(RestoredTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Increase height up to 4ft 10in. if (Utils.Rand(2) == 0 && target.build.heightInInches < 58) { int temp = Utils.Rand(5) + 3; //Flavor texts. Flavored like 1950's cigarettes. Yum. target.build.IncreaseHeight((byte)temp); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Decrease height down to a maximum of 6ft 2in. if (Utils.Rand(2) == 0 && target.build.heightInInches > 74) { target.build.DecreaseHeight((byte)(3 + Utils.Rand(5))); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //----------------------- // SEXUAL TRANSFORMATIONS //----------------------- //Remove additional cocks if (target.cocks.Count > 1 && Utils.Rand(3) == 0) { target.RemoveCock(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove additional balls/remove uniball if (target.balls.hasBalls && (target.balls.count != 2 || target.balls.uniBall) && Utils.Rand(3) == 0) { if (target.balls.size > 2) { if (target.balls.size > 5) { target.balls.ShrinkBalls((byte)(1 + Utils.Rand(3))); } target.balls.ShrinkBalls(1); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } else if (target.balls.count > 2) { target.balls.RemoveExtraBalls(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } else //if (target.balls.count == 1 || target.balls.uniBall) { target.balls.MakeStandard(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //remove second v****a. if (target.vaginas.Count > 1 && Utils.Rand(3) == 0) { target.genitals.RemoveExtraVaginas(); } //Change c**k back to normal if (target.hasCock && !target.genitals.OnlyHasCocksOfType(CockType.HUMAN) && Utils.Rand(3) == 0) { //Select first non-human c**k C**k firstNonHuman = target.cocks.First(x => x.type != CockType.HUMAN); target.genitals.UpdateCock(firstNonHuman, CockType.HUMAN); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } C**k longest = target.genitals.LongestCock(); double targetSize = Math.Max(7, target.genitals.minimumCockLength); //Shrink oversized cocks if (target.hasCock && longest.length > targetSize && Utils.Rand(3) == 0) { longest.DecreaseLength((Utils.Rand(10) + 2) / 10.0); if (longest.girth > 1) { longest.DecreaseThickness((Utils.Rand(4) + 1) / 10.0); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Remove additional breasts if (target.breasts.Count > 1 && Utils.Rand(3) == 0) { target.RemoveExtraBreastRows(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } Breasts biggestCup = target.genitals.LargestBreast(); CupSize targetCup = EnumHelper.Max(CupSize.D, target.genitals.smallestPossibleFemaleCupSize); //Shrink t**s! if (Utils.Rand(3) == 0 && biggestCup.cupSize > targetCup) { foreach (Breasts t**s in target.breasts) { t**s.ShrinkBreasts(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Change v****a back to normal if (Utils.Rand(3) == 0 && target.hasVagina && !target.genitals.OnlyHasVaginasOfType(VaginaType.defaultValue)) { foreach (V****a vag in target.vaginas) { target.genitals.RestoreVagina(vag); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } VaginalWetness targetWetness = EnumHelper.Max(VaginalWetness.WET, target.genitals.minVaginalWetness); //Reduce wetness down to a minimum of 2 if (Utils.Rand(3) == 0 && target.hasVagina && target.genitals.LargestVaginalWetness() > targetWetness) { foreach (V****a vag in target.vaginas) { if (vag.wetness > targetWetness) { vag.DecreaseWetness(); } } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Fertility Decrease: if (target.hasVagina && target.fertility.baseFertility > 10 && Utils.Rand(3) == 0) { //High fertility: //Average fertility: target.fertility.DecreaseFertility((byte)(1 + Utils.Rand(3))); if (target.fertility.baseFertility < 10) { target.fertility.SetFertility(10); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Cum Multiplier Decrease: if (target.hasCock && target.genitals.cumMultiplier > 5 && Utils.Rand(3) == 0) { target.genitals.DecreaseCumMultiplier(1 + (Utils.Rand(20) / 10.0)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Anal wetness decrease if (target.ass.wetness > 0 && Utils.Rand(3) == 0) { target.ass.DecreaseWetness(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected abstract string RestoreTongueText(Creature target, TongueData oldData);
protected virtual string RestoredTongueText(Creature target, TongueData oldData) { return(target.tongue.RestoredText(oldData)); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; //by default, this is 2 rolls at 50%, so a 25% chance of 0 additional tfs, 50% chance of 1 additional tf, 25% chance of 2 additional tfs. //also takes into consideration any perks that increase or decrease tf effectiveness. if you need to roll out your own, feel free to do so. int changeCount = GenerateChangeCount(target, new int[] { 2, 2 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. double crit = 0; if (Utils.Rand(100) < 15) { crit = Utils.Rand(20) / 10.0 + 2; } bool hasCrit() => crit > 1; sb.Append(InitialTransformationText(target, crit)); //STAT CHANGES - TOU SPE INT RANDOM CHANCE, LIB LUST COR ALWAYS UPPED target.DeltaCreatureStats(lib: 1 + Utils.Rand(2), lus: 5 + Utils.Rand(10), corr: 1 + Utils.Rand(5)); if (target.relativeToughness < 70 && Utils.Rand(3) == 0) { double delta = target.ChangeToughness(crit); sb.Append(IncreasedToughnessText(crit, delta)); } if (target.relativeSpeed > 30 && Utils.Rand(7) == 0) { double loss = target.DecreaseSpeed(crit); sb.Append(DecreasedSpeedText(crit, loss)); } if (target.relativeIntelligence < 60 && Utils.Rand(7) == 0) { double delta = target.ChangeIntelligence(crit); sb.Append(IncreasedIntelligenceText(crit, delta)); } //handle edge case where we start at 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Non-free changes. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //MUTATIONZZZZZ //PRE-CHANGES: become biped, remove horns, remove wings, give human tongue, remove claws, remove antennea //no claws if (Utils.Rand(4) == 0 && target.arms.hands.isClaws) { ArmData oldData = target.arms.AsReadOnlyData(); if (target.RestoreArms()) { sb.Append(RestoredArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //remove antennae if (target.antennae.type != AntennaeType.NONE && Utils.Rand(3) == 0) { AntennaeData oldData = target.antennae.AsReadOnlyData(); target.RestoreAntennae(); sb.Append(RestoredAntennaeText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove horns if (target.horns.type != HornType.NONE && Utils.Rand(3) == 0) { HornData oldData = target.horns.AsReadOnlyData(); target.RestoreHorns(); sb.Append(RestoredHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove wings if ((target.wings.type != WingType.NONE || target.back.type == BackType.SHARK_FIN) && Utils.Rand(3) == 0) { BackData oldBack = target.back.AsReadOnlyData(); if (target.back.type == BackType.SHARK_FIN) { target.RestoreBack(); } WingData oldWings = target.wings.AsReadOnlyData(); target.RestoreWings(); sb.Append(RestoredBackAndWings(target, oldWings, oldBack)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //give human tongue if (target.tongue.type != TongueType.HUMAN && Utils.Rand(3) == 0) { //MOD NOTE: this was incorrect - this actually was === (equal with strict typechecking) instead of = (assign). so this was an implicit bool. //this is part of the reason why the rework forces all value updates as function calls. the more you know. TongueData oldData = target.tongue.AsReadOnlyData(); target.RestoreTongue(); sb.Append(RestoredTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove non-wolf eyes if (Utils.Rand(3) == 0 && target.eyes.type != EyeType.HUMAN && target.eyes.type != EyeType.WOLF) { EyeData oldData = target.eyes.AsReadOnlyData(); target.RestoreEyes(); sb.Append(RestoredEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //normal legs if (target.lowerBody.type != LowerBodyType.WOLF && Utils.Rand(4) == 0) { LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.RestoreLowerBody(); sb.Append(RestoredLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //normal arms if (Utils.Rand(4) == 0) { ArmData oldData = target.arms.AsReadOnlyData(); target.RestoreArms(); sb.Append(RestoredArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } HairData oldHair = target.hair.AsReadOnlyData(); //remove feather hair if (Utils.Rand(4) == 0 && RemoveFeatheryHair(target)) { sb.Append(RemovedFeatheryHairText(target, oldHair)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove basilisk hair if (Utils.Rand(4) == 0 && target.hair.IsBasiliskHair()) { HairData oldData = target.hair.AsReadOnlyData(); target.RestoreHair(); target.hair.SetHairLength(0); target.hair.ResumeNaturalGrowth(); sb.Append(RemovedBasiliskHair(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ AT ANY TIME: wolf dick, add/decrease breasts, decrease breast size if above D //get a wolf dick //if ya genderless we give ya a dick cuz we nice like that //MOD: Now respects hyper happy. if (target.gender == Gender.GENDERLESS && !hyperHappy) { target.genitals.AddCock(CockType.WOLF, Utils.Rand(4) + 4, Utils.Rand(8) / 4.0 + 0.25, 1.5); sb.Append(BecameMaleByGrowingCock(target)); target.DeltaCreatureStats(lib: 3, sens: 2, lus: 25); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //if ya got a dick that's ok too we'll change it to wolf //MOD NOTE: but only if you don't only have wolf cocks, of course (because if they are all wolf cocks, we can't make anything wolf cocks, duh). if (target.hasCock && !target.genitals.OnlyHasCocksOfType(CockType.WOLF) && Utils.RandBool()) { //MOD NOTE: no longer shamelessly copy/pasted from dog c**k, because we have better ways of looping in C#. C**k firstNonWolf = target.cocks.First(x => x.type != CockType.WOLF); CockData oldData = firstNonWolf.AsReadOnlyData(); //Select first non-wolf c**k //MOD: now using type description because we can, so the fact this used generic is irrelevant now :) if (firstNonWolf.type == CockType.HORSE) { //horses get changes if (firstNonWolf.length > 6) { firstNonWolf.DecreaseLength(2); } else { firstNonWolf.DecreaseLength(.5); } firstNonWolf.IncreaseThickness(.5); } target.DeltaCreatureStats(sens: 3, lus: 5 * crit); target.genitals.UpdateCockWithKnot(firstNonWolf, CockType.WOLF, 1.5); firstNonWolf.IncreaseThickness(2); sb.Append(ChangedCockToWolf(target, oldData, oldData.cockIndex)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //titties for those who got titties //wolfs have 8 nips so, 4 rows max. fen has no power here I'm making a wolf not a dog. //MOD: still stolen shamelessly from dog and updated, but now with the modern format. woo! //MOD: if breasts can be updated (not flat) and we flip a coin. if (target.genitals.BiggestCupSize() > CupSize.FLAT && Utils.RandBool()) { if (target.breasts.Count < 4) { byte breastCount = (byte)target.breasts.Count; BreastCollectionData oldBreastData = target.genitals.allBreasts.AsReadOnlyData(); //in vanilla code, we had some strange checks here that required the first row (and only the first row) be a certain size. //now, we check all the rows, but no longer require any of them to be a certain size. instead, if it's not the right size, we make it that size, //then add the row. so, for two rows, your first row must be at least a B-Cup. for 3: first must be a C cup, second an A cup. //if we supported 4 rows, it'd be D, B, A. for (int x = 0; x < target.breasts.Count; x++) { CupSize requiredSize = (CupSize)(byte)(target.breasts.Count - x); if (x == 0) { requiredSize++; } if (target.breasts[x].cupSize < requiredSize) { target.breasts[x].SetCupSize(requiredSize); } } target.genitals.AddBreastRow(target.breasts[breastCount - 1].cupSize.ByteEnumSubtract(1)); bool doCrit = false, uberCrit = false; if (target.breasts.Count == 2) { target.IncreaseCreatureStats(lus: 5, sens: 6); } else if (hasCrit()) { doCrit = true; if (crit > 2) { target.IncreaseCreatureStats(sens: 6, lus: 15); uberCrit = true; } else { target.IncreaseCreatureStats(sens: 3, lus: 10); } } sb.Append(UpdateAndGrowAdditionalRowText(target, oldBreastData, doCrit, uberCrit)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } else { BreastCollectionData oldBreastData = target.genitals.allBreasts.AsReadOnlyData(); //only call the normalize text if we actually did anything. related, anthro breasts now returns a bool. thanks, fox tfs. if (target.genitals.AnthropomorphizeBreasts()) { sb.Append(NormalizedBreastSizeText(target, oldBreastData)); } } } //Remove a breast row if over 4. afaik this should never happen. if (target.breasts.Count > 4 && Utils.Rand(3) == 0) { var oldData = target.breasts[target.breasts.Count - 1].AsReadOnlyData(); target.genitals.RemoveBreastRows(1); sb.Append(RemovedExcessRow(target, oldData)); } //Grow breasts if has v****a and has no breasts/nips //Shrink breasts if over D-cup CupSize targetSize = EnumHelper.Max(target.genitals.smallestPossibleCupSize, CupSize.D); if (!hyperHappy && target.genitals.BiggestCupSize() > targetSize && Utils.Rand(3) == 0) { BreastCollectionData oldCollection = target.genitals.allBreasts.AsReadOnlyData(); bool changedAnything = false; foreach (Breasts row in target.breasts) { //If this row is over threshhold if (row.cupSize > targetSize) { //Big change if (row.cupSize > CupSize.EE_BIG) { changedAnything |= row.ShrinkBreasts((byte)(2 + Utils.Rand(3))) > 0; } //Small change else { changedAnything |= row.ShrinkBreasts() > 0; } //Increment changed rows } } //Count shrinking if (changedAnything) { sb.Append(ShrunkRowsText(target, oldCollection)); remainingChanges--; if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //MUTATIONZ LEVEL 1: fur, stop hair growth, ears, tail //Gain fur if (Utils.Rand(5) == 0 && !target.body.IsFurBodyType()) { BodyData oldData = target.body.AsReadOnlyData(); Species.WOLF.GetRandomFurColors(out FurColor primary, out FurColor underbody); if (FurColor.IsNullOrEmpty(underbody)) { target.UpdateBody(BodyType.UNDERBODY_FUR, primary); } else { target.UpdateBody(BodyType.UNDERBODY_FUR, primary, underbody); } sb.Append(UpdateBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ears time if (Utils.Rand(3) == 0 && target.ears.type != EarType.WOLF) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.WOLF); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Wolf tail if (Utils.Rand(3) == 0 && target.tail.type != TailType.WOLF) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.WOLF); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Sets hair normal if (target.hair.type != HairType.NORMAL && Utils.Rand(3) == 0) { HairData oldData = target.hair.AsReadOnlyData(); target.RestoreHair(); sb.Append(RestoreHairText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ LEVEL 2: fur->arms fur+tail+ears->face stophair->nohair fur+tail->legs //gain wolf face if (target.face.type != FaceType.WOLF && target.ears.type == EarType.WOLF && target.tail.type == TailType.WOLF && target.body.IsFurBodyType() && Utils.Rand(5) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.WOLF); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //legz if (target.lowerBody.legCount == 2 && target.lowerBody.type != LowerBodyType.WOLF && target.tail.type == TailType.WOLF && target.body.IsFurBodyType() && Utils.Rand(4) == 0) { //Hooman feets //Hooves -> Paws LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.WOLF); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ LEVEL 3: face->eyes if (target.eyes.type != EyeType.WOLF && target.face.type == FaceType.WOLF && Utils.Rand(4) == 0) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.WOLF); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MISC CRAP //Neck restore if (target.neck.type != NeckType.HUMANOID && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (Utils.Rand(3) == 0) { var res = target.build.ChangeMuscleToneToward(100, 4); sb.Append(AdjustToneText(target, 4, res)); } if (Utils.Rand(3) == 0) { var adjustedAmount = target.build.ChangeThicknessToward(75, 3); sb.Append(AdjustThicknessText(target, adjustedAmount)); } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
protected override string RestoredTongueText(Creature target, TongueData oldData) { return(GlobalStrings.NewParagraph() + "You lick the roof of your mouth, noticing that your tongue feels different. It then hits you-- " + "<b>You have a human tongue!</b>"); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; //by default, this is 2 rolls at 50%, so a 25% chance of 0 additional tfs, 50% chance of 1 additional tf, 25% chance of 2 additional tfs. //also takes into consideration any perks that increase or decrease tf effectiveness. if you need to roll out your own, feel free to do so. int changeCount = GenerateChangeCount(target, new int[] { 2, 2, 3, 4 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Any transformation related changes go here. these typically cost 1 change. these can be anything from body parts to gender (which technically also changes body parts, //but w/e). You are required to make sure you return as soon as you've applied changeCount changes, but a single line of code can be applied at the end of a change to do //this for you. //paste this line after any tf is applied, and it will: automatically decrement the remaining changes count. if it becomes 0 or less, apply the total number of changes //underwent to the target's change count (if applicable) and then return the StringBuilder content. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); #warning fix me int ngPlus(int value) => value; if (target.speed < ngPlus(100) && Utils.Rand(3) == 0) { //+3 spe if less than 50 if (target.speed < ngPlus(50)) { target.ChangeSpeed(1); } //+2 spe if less than 75 if (target.speed < ngPlus(75)) { target.ChangeSpeed(1); } //+1 if above 75. target.ChangeSpeed(1); } if (target.toughness > ngPlus(80) && Utils.Rand(4) == 0) { target.ChangeToughness(-1); } //-Reduces sensitivity. if (target.sensitivity > 20 && Utils.Rand(3) == 0) { target.ChangeSensitivity(-1); } //Raises libido greatly to 50, then somewhat to 75, then slowly to 100. if (target.libido < 100 && Utils.Rand(3) == 0) { //+3 lib if less than 50 if (target.libido < 50) { target.ChangeLibido(1); } //+2 lib if less than 75 if (target.libido < 75) { target.ChangeLibido(1); } //+1 if above 75. target.ChangeLibido(1); } //Sexual changes //-Lactation stoppage. if (target.genitals.isLactating && Utils.Rand(4) == 0) { if (target.HasPerk <Feeder>()) { target.RemovePerk <Feeder>(); } target.genitals.SetLactationTo(LactationStatus.NOT_LACTATING); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Nipples reduction to 1 per tit. if (target.genitals.hasQuadNipples && Utils.Rand(4) == 0) { target.genitals.SetQuadNipples(false); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Remove extra breast rows if (target.breasts.Count > 1 && Utils.Rand(3) == 0 && !hyperHappy) { target.RemoveExtraBreastRows(); } //-Butt > 5 - decrease butt size if (target.butt.size > 5 && Utils.Rand(4) == 0) { if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.butt.ShrinkButt(); } if (target.gender.HasFlag(Gender.FEMALE)) { CupSize minCup = EnumHelper.Max(CupSize.D, target.genitals.smallestPossibleFemaleCupSize); //Breasts > D cup - Decrease breast size by up to 3 cups //MOD NOTE: Now respects minimum cup size from perks. if (target.gender.HasFlag(Gender.FEMALE) && target.genitals.BiggestCupSize() > minCup && Utils.Rand(3) == 0) { foreach (Breasts breast in target.breasts) { if (breast.cupSize > CupSize.D) { breast.ShrinkBreasts((byte)(1 + Utils.Rand(3))); } } target.IncreaseSpeed(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Breasts < B cup - Increase breast size by 1 cup if (target.gender.HasFlag(Gender.FEMALE) && target.genitals.SmallestCupSize() < CupSize.B && Utils.Rand(3) == 0) { for (int i = 0; i < target.breasts.Count; i++) { if (target.breasts[i].cupSize < CupSize.B) { target.breasts[i].GrowBreasts(); } } target.ChangeLibido(1); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Hips > 12 - decrease hip size by 1-3 sizes if (target.hips.size > 12 && Utils.Rand(3) == 0) { target.hips.ShrinkHips((byte)(1 + Utils.Rand(3))); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Hips < 6 - increase hip size by 1-3 sizes if (target.hips.size < 6 && Utils.Rand(3) == 0) { target.hips.GrowHips((byte)(1 + Utils.Rand(3))); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (target.genitals.nippleLength > 1 && Utils.Rand(3) == 0) { target.genitals.SetNippleLength(target.genitals.nippleLength / 2); } VaginalWetness desiredWetness = EnumHelper.Min(target.genitals.maxVaginalWetness, VaginalWetness.SLICK); //MOD NOTE: now respects all vaginas, and the maximum wetness allowed by perks (if applicable) if (target.hasVagina && target.genitals.SmallestVaginalWetness() < desiredWetness && Utils.Rand(4) == 0) { foreach (V****a vag in target.vaginas) { if (vag.wetness < desiredWetness) { vag.IncreaseWetness(); } } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Increase tone (up to 65) if (target.build.muscleTone < 65 && Utils.Rand(3) == 0) { target.build.ChangeMuscleToneToward(65, 2); } //Decrease thickness (down to 35) if (target.build.thickness > 35 && Utils.Rand(3) == 0) { target.build.ChangeThicknessToward(35, 5); } //Grant oviposition. if (target.womb.canObtainOviposition && Species.COCKATRICE.Score(target) > 3 && Utils.Rand(5) == 0) { target.womb.GrantOviposition(); sb.Append(GrantOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } if (target.gender == Gender.MALE) { //Breasts > B cup - decrease by 1 cup size if (target.genitals.BiggestCupSize() > CupSize.B && Utils.Rand(3) == 0) { for (int i = 0; i < target.breasts.Count; i++) { if (target.breasts[i].cupSize > CupSize.B) { target.breasts[i].ShrinkBreasts(); } } target.IncreaseSpeed(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (target.genitals.nippleLength > 1 && Utils.Rand(3) == 0) { target.genitals.SetNippleLength(target.genitals.nippleLength / 2); } //Hips > 10 - decrease hip size by 1-3 sizes if (target.hips.size > 10 && Utils.Rand(3) == 0) { target.hips.ShrinkHips((byte)(1 + Utils.Rand(3))); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Hips < 2 - increase hip size by 1-3 sizes if (target.hips.size < 2 && Utils.Rand(3) == 0) { target.hips.GrowHips((byte)(1 + Utils.Rand(3))); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Increase tone (up to 70) if (target.build.muscleTone < 70 && Utils.Rand(3) == 0) { target.build.ChangeMuscleToneToward(70, 2); } //Decrease thickness (down to 35) if (target.build.thickness > 35 && Utils.Rand(3) == 0) { target.build.ChangeThicknessToward(35, 5); } } if (target.gender.HasFlag(Gender.MALE)) { //C**k < 6 inches - increase by 1-2 inches C**k shortest = target.genitals.ShortestCock(); if (shortest.length < 6 && Utils.Rand(3) == 0) { double increment = shortest.IncreaseLength(1 + Utils.Rand(2)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } C**k longest = target.genitals.LongestCock(); //Shrink oversized cocks if (longest.length > 16 && Utils.Rand(3) == 0) { longest.DecreaseLength((Utils.Rand(10) + 5) / 10.0); if (longest.girth > 3) { longest.DecreaseThickness((Utils.Rand(4) + 1) / 10.0); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } C**k thinnest = target.genitals.ThinnestCock(); //C**k thickness <2 - Increase c**k thickness if (thinnest.girth < 2 && Utils.Rand(3) == 0) { thinnest.IncreaseThickness(1.5); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } int lizardCocks = target.genitals.CountCocksOfType(CockType.LIZARD); if (target.hasCock && target.cocks.Count > lizardCocks && Utils.Rand(4) == 0) { //-Lizard dick - first one if (lizardCocks == 0) { //Actually xform it nau if (target.genitals.hasSheath) { target.genitals.UpdateCock(0, CockType.LIZARD); } else { target.genitals.UpdateCock(0, CockType.LIZARD); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.DeltaCreatureStats(lib: 3, lus: 10); } //(CHANGE OTHER DICK) //Requires 1 lizard c**k, multiple cocks else //if (target.cocks.Count > 1 && target.cocks.Count > lizardCocks) { C**k firstNonLizard = target.cocks.First(x => x.type != CockType.LIZARD); target.genitals.UpdateCock(firstNonLizard, CockType.LIZARD); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } target.DeltaCreatureStats(lib: 3, lus: 10); } } //MOD NOTE: Worms are being removed??? from the game due to that absolutely shitty license that prevents me from porting any content 'created' by //its creator (forget the name at this time). it's a bad license because it takes credit from other content creators that use its content. that's like saying //the creator of the rubber tire gets credit for all modern car designs. that's bullshit. of course cars require tires, and the original copyright required users //to pay a licensing fee for their use. that didn't grant the copyright holder for rubber tires the credit for the cars that used them. If anyone wants to get ahold //of the og worms creator and get him/her to relax that requirement to make it reasonable (and future content-change/port friendly), we'll see. until then, this is //removed. //For the record, that would grant him creator's credit on this document. which he/she had no input on. that's not right. and, by extension, the inventory system, since //this item is in use in the inventory system. and the time engine, because worms regen over time. I am the content creator for both of those, and i refuse to allow him/her //any credit for either of those. those took time and effort and were difficult - i'm not freely handing credit to him/her because that license would require me to. Either //his/her license changes, or the offending content is removed, or the entire game engine goes. Right now i think it's better go with the game engine because it make all of //this shit work. - JSG. ////--Worms leave if 100% lizard dicks? ////Require mammals? //if (target.genitals.CountCocksOfType(CockType.LIZARD) == target.cocks.Count && target.hasStatusEffect(StatusEffects.Infested)) //{ // if (target.balls.count > 1) // target.removeStatusEffect(StatusEffects.Infested); // if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //} //Increase height up to 5ft 7in. if (target.build.heightInInches < 67 && Utils.Rand(5) == 0) { target.build.IncreaseHeight((byte)(Utils.Rand(3) + 1)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Decrease height down to a maximum of 6ft 8in. if (target.build.heightInInches > 80 && Utils.Rand(5) == 0) { target.build.DecreaseHeight((byte)(Utils.Rand(3) + 1)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Physical changes: //Removes other antennae if (target.antennae.type != AntennaeType.COCKATRICE && !target.antennae.isDefault && Utils.Rand(3) == 0) { target.RestoreAntennae(); } //Gain antennae like feathers if (target.antennae.type == AntennaeType.NONE && target.face.type == FaceType.COCKATRICE && target.ears.type == EarType.COCKATRICE && Utils.Rand(3) == 0) { // Other antennae types are handled above! (Stadler76) AntennaeData oldData = target.antennae.AsReadOnlyData(); target.UpdateAntennae(AntennaeType.COCKATRICE); sb.Append(UpdateAntennaeText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes horns if (target.horns.type != HornType.NONE && Utils.Rand(5) == 0) { HornData oldData = target.horns.AsReadOnlyData(); target.RestoreHorns(); sb.Append(RestoredHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Face TF if (target.face.type != FaceType.COCKATRICE && target.arms.type == ArmType.COCKATRICE && target.lowerBody.type == LowerBodyType.COCKATRICE && Utils.Rand(3) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.COCKATRICE); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Hair TF if (target.hair.type != HairType.FEATHER && Utils.Rand(4) == 0) { HairData oldData = target.hair.AsReadOnlyData(); target.UpdateHair(HairType.FEATHER); sb.Append(UpdateHairText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Eye TF if (target.eyes.type != EyeType.COCKATRICE && target.face.type == FaceType.COCKATRICE && target.body.type == BodyType.COCKATRICE && target.ears.type == EarType.COCKATRICE && Utils.Rand(3) == 0) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.COCKATRICE); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Lizard tongue TF if (target.tongue.type != TongueType.LIZARD && target.face.type == FaceType.COCKATRICE && Utils.Rand(3) == 0) { TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.LIZARD); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ears TF if (target.ears.type != EarType.COCKATRICE && target.face.type == FaceType.COCKATRICE && Utils.Rand(3) == 0) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.COCKATRICE); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Arm TF if (target.arms.type != ArmType.COCKATRICE && Utils.Rand(4) == 0) { ArmData oldData = target.arms.AsReadOnlyData(); target.UpdateArms(ArmType.COCKATRICE); sb.Append(UpdateArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Neck loss, if not cockatrice neck if (target.neck.type != NeckType.COCKATRICE && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (target.back.type != BackType.NORMAL && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Body TF if (target.body.type != BodyType.COCKATRICE && target.face.type == FaceType.COCKATRICE && Utils.Rand(3) == 0) { Species.COCKATRICE.GetRandomCockatriceColors(out FurColor feathers, out Tones scales); target.UpdateBody(BodyType.COCKATRICE, feathers, scales); NeckData oldData = target.neck.AsReadOnlyData(); target.UpdateNeck(NeckType.COCKATRICE, feathers.primaryColor); sb.Append(UpdateNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Neck TF, if not already TFed from Body TF above if (target.neck.type != NeckType.COCKATRICE && target.body.type == BodyType.COCKATRICE && target.face.type == FaceType.COCKATRICE && Utils.Rand(3) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.UpdateNeck(NeckType.COCKATRICE, Utils.RandomChoice(Species.COCKATRICE.availablePrimaryFeatherColors)); sb.Append(UpdateNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Leg TF if (target.lowerBody.type != LowerBodyType.COCKATRICE && Utils.Rand(4) == 0) { LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.COCKATRICE); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Tail TF if (target.tail.type != TailType.COCKATRICE && Utils.Rand(4) == 0) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.COCKATRICE); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Wings TF //feathered wings and not large and a target? that shouldn't happen. silently make them large if (target.wings.type == WingType.FEATHERED && !target.wings.isLarge && target is Player) { target.wings.GrowLarge(); } else if (target.wings.type != WingType.FEATHERED && target.arms.type == ArmType.COCKATRICE && Utils.Rand(4) == 0) { HairFurColors wingColor = !target.body.activeFur.isEmpty ? target.body.activeFur.fur.primaryColor : target.hair.hairColor; WingData oldData = target.wings.AsReadOnlyData(); target.UpdateWings(WingType.FEATHERED); sb.Append(UpdateWingsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //FAILSAFE CHANGE if (remainingChanges == changeCount) { if (target is CombatCreature failSafe) { failSafe.AddHP(50); } target.ChangeLust(3); } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }
private string DoTransformationCommon(Creature target, bool currentlyInCombat, out bool isBadEnd) { isBadEnd = false; //by default, this is 2 rolls at 50%, so a 25% chance of 0 additional tfs, 50% chance of 1 additional tf, 25% chance of 2 additional tfs. //also takes into consideration any perks that increase or decrease tf effectiveness. if you need to roll out your own, feel free to do so. int changeCount = GenerateChangeCount(target, new int[] { 2, 2 }); int remainingChanges = changeCount; bool statsChanged = false; StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. sb.Append(InitialTransformationText(target, currentlyInCombat)); //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. if (target.relativeSpeed < 70 && Utils.Rand(2) == 0) { target.IncreaseSpeed(2 - (target.relativeSpeed / 50)); statsChanged = true; } //this will handle the edge case where the change count starts out as 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Any transformation related changes go here. these typically cost 1 change. these can be anything from body parts to gender (which technically also changes body parts, //but w/e). You are required to make sure you return as soon as you've applied changeCount changes, but a single line of code can be applied at the end of a change to do //this for you. //paste this line after any tf is applied, and it will: automatically decrement the remaining changes count. if it becomes 0 or less, apply the total number of changes //underwent to the target's change count (if applicable) and then return the StringBuilder content. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //Neck restore if (target.neck.type != NeckType.HUMANOID && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (target.back.type != BackType.SHARK_FIN && !target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes wings and shark fin if ((target.wings.type != WingType.NONE || target.back.type == BackType.SHARK_FIN) && Utils.Rand(3) == 0) { if (target.back.type == BackType.SHARK_FIN) { target.RestoreBack(); } WingData oldData = target.wings.AsReadOnlyData(); target.RestoreWings(); sb.Append(RestoredWingsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Removes antennae if (target.antennae.type != AntennaeType.NONE && Utils.Rand(3) == 0) { AntennaeData oldData = target.antennae.AsReadOnlyData(); target.RestoreAntennae(); sb.Append(RestoredAntennaeText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Sexual changes //-Remove extra breast rows if (target.breasts.Count > 1 && Utils.Rand(3) == 0 && !HyperHappySettings.isEnabled) { target.genitals.RemoveExtraBreastRows(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //adjust cocks until the target has 2 reptilian cocks. only occurs for males or herms, or genderless if the hyper happy flag is off and a 1/2 roll procs true. if ((target.gender.HasFlag(Gender.MALE) || (target.gender == Gender.GENDERLESS && !HyperHappySettings.isEnabled && Utils.Rand(2) == 0)) && (target.cocks.Count != 2 || target.genitals.CountCocksOfType(CockType.LIZARD) != 2) && Utils.Rand(3) == 0) { int lizardCocks = target.genitals.CountCocksOfType(CockType.LIZARD); //grant up to 2 lizard cocks. if (lizardCocks < 2) { //if we have two or less cocks, convert all that we do have to lizard. if (target.cocks.Count < 3) { foreach (C**k c**k in target.cocks) { target.genitals.UpdateCock(c**k, CockType.LIZARD); } //then, add c**k(s) until we have 2 lizard cocks while (target.cocks.Count < 2) { target.AddCock(CockType.LIZARD); } } else if (lizardCocks == 1) { int toChange = target.cocks[0].type == CockType.LIZARD ? 0 : 1; target.genitals.UpdateCock(toChange, CockType.LIZARD); } } //otherwise, we already have 2 lizard cocks (or more). we're only going to keep 2 lizard cocks, so we need to remove extra ones. else { //any non-lizard c**k gets removed first. C**k toRemove = target.cocks.FirstOrDefault(x => x.type != CockType.LIZARD); //if we can't find one, it means we only have lizard cocks. remove the last one. if (toRemove is null) { toRemove = target.cocks[target.cocks.Count - 1]; } } } //9c) II The tongue (sensitivity bonus, stored as a perk?) if (changeCount == remainingChanges && Utils.Rand(3) == 0) { TongueData oldData = target.tongue.AsReadOnlyData(); target.UpdateTongue(TongueType.SNAKE); sb.Append(UpdateTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //9c) III The fangs if (changeCount == remainingChanges && target.tongue.type == TongueType.SNAKE && target.face.type != FaceType.SNAKE && Utils.Rand(3) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.SNAKE); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //9c) I The tail ( http://tvtropes.org/pmwiki/pmwiki.php/Main/TransformationIsAFreeAction ) (Shouldn't we try to avert this? -Ace) //Should the enemy "kill" you during the transformation, it skips the scene and immediately goes to tthe rape scene. //(Now that I'm thinking about it, we should add some sort of appendix where the target realizes how much he's/she's changed. -Ace) //MOD NOTE: this also silently grants a reptilian body. there's also a check for this if you somehow lose the reptilian body and have a naga lower body later. if (changeCount == remainingChanges && target.face.type == FaceType.SNAKE && target.lowerBody.type != LowerBodyType.NAGA && Utils.Rand(4) == 0) { target.UpdateLowerBody(LowerBodyType.NAGA); // Naga lower body plus a tail may look awkward, so silently discard it (Stadler76) target.RestoreTail(); //convert body to match lower body. if (target.body.type != BodyType.REPTILE) { target.UpdateBody(BodyType.REPTILE, Tones.GREEN, Tones.LIGHT_GREEN); } if (--remainingChanges <= 0 || currentlyInCombat) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (target.body.type != BodyType.REPTILE && target.lowerBody.type == LowerBodyType.NAGA) { BodyData oldData = target.body.AsReadOnlyData(); target.UpdateBody(BodyType.REPTILE, Tones.GREEN, Tones.LIGHT_GREEN); sb.Append(UpdateBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } // Remove gills if (Utils.Rand(4) == 0 && !target.gills.isDefault) { GillData oldData = target.gills.AsReadOnlyData(); target.RestoreGills(); sb.Append(RestoredGillsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Default change - blah if (changeCount == remainingChanges && !statsChanged) { } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }