protected override string OnConsumeAttempt(Creature consumer, out bool consumeItem, out bool isBadEnd) { isBadEnd = false; consumeItem = true; //has Bimbo/Futa/Bro perk (or else it'd return null) and bimbo Body flag is true. if (consumer.GetPerkData <BimBro>()?.hasBimboEffect == true) { return("You could've swore the stuff worked when you saw Niamh do it to others," + " but for some reason, it had, like, no effect on you. How weird!"); } else if (!consumer.HasTimedEffect <TemporaryBimbification>()) { consumer.AddTimedEffect <TemporaryBimbification>(); string intro = "You uncork the bottle and breathe in the fizzy, spicy aroma of the sparkling liquor." + " Breathing deeply, you open your mouth and begin pouring the ever-effervescent fluid inside." + " It's sweet and slightly gooey, and the feel of it sliding down your throat is intensely... awesome? Like, totally!"; return(intro + consumer.GetTimedEffectData <TemporaryBimbification>().ObtainText()); } else { consumer.GetTimedEffectData <TemporaryBimbification>().IncreaseEffect(); return("You find yourself falling even further into the dense bimbo mindset. You do feel, like, super-good and all, though!" + GlobalStrings.NewParagraph() + "Moaning lewdly, you begin to sway your hips from side to side, putting on a show for anyone " + "who might manage to see you. You just feel so... sexy. Too sexy to hide it. Your body aches to show itself and feel the gaze of someone, " + "anyone upon it. Mmmm, it makes you so wet! You sink your fingers into your sloppy c**t with a groan of satisfaction." + " Somehow, you feel like you could f**k anyone right now!"); } }
protected override string OnConsumeAttempt(Creature consumer, out bool consumeItem, out bool isBadEnd) { isBadEnd = false; StringBuilder sb = new StringBuilder(); sb.Append("Feeling parched, you twist the metal cap from the clear green bottle and chug it down. "); consumer.DeltaCreatureStats(lus: 15); if (!consumer.HasTimedEffect <Drunk>()) { consumer.AddTimedEffect <Drunk>(); consumer.DeltaCreatureStats(str: 0.1); consumer.DeltaCreatureStats(inte: -0.5); consumer.DeltaCreatureStats(lib: 0.25); } else { sb.Append(consumer.GetTimedEffectData <Drunk>().StackEffect()); } if (consumer.build.muscleTone < 70) { sb.Append(consumer.ModifyTone(70, (byte)Utils.Rand(3))); } if (consumer.femininity > 30) { sb.Append(consumer.ModifyFemininity(30, (byte)Utils.Rand(3))); } consumeItem = true; return(sb.ToString()); }
//what happens when we try to use this item? note that it's unlikely, but possible, for this to be called if CanUse returns false. //you need to handle that, yourself, and you'll probably want to return some unique text saying you cant do it, you tried anyway, //and looked really dumb or something of the like protected override string OnConsumeAttempt(Creature consumer, out bool consumeItem, out bool isBadEnd) { (consumer as CombatCreature)?.AddHP(40 + (uint)Utils.Rand(21)); bool alreadyDrunk = consumer.HasTimedEffect <NiamhDrunk>(); if (alreadyDrunk) { consumer.GetTimedEffectData <NiamhDrunk>().StackEffect(); } else { consumer.AddTimedEffect <NiamhDrunk>(); } consumeItem = true; isBadEnd = false; return(UseItemText(alreadyDrunk)); }
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, 3, 3 }, 1, 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. 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); //STATS //Strength h if (Utils.Rand(3) == 0) { //weaker characters gain more if (target.relativeStrength <= 50) { //very weak targets gain more if (target.relativeStrength <= 20) { target.ChangeStrength(3); } else { target.ChangeStrength(2); } } //stronger characters gain less else { //small growth if over 75 if (target.relativeStrength >= 75) { target.ChangeStrength(.5); } //faster from 50-75 else { target.ChangeStrength(1); } } //Chance of speed drop if (Utils.Rand(2) == 0 && target.relativeStrength > 50) { target.ChangeSpeed(-1); } } //Toughness (chance of - sensitivity) if (Utils.Rand(3) == 0) { //weaker characters gain more if (target.relativeToughness <= 50) { //very weak targets gain more if (target.relativeToughness <= 20) { target.ChangeToughness(3); } else { target.ChangeToughness(2); } } //stronger characters gain less else { //small growth if over 75 if (target.relativeToughness >= 75) { target.ChangeToughness(.5); } //faster from 50-75 else { target.ChangeToughness(1); } } //chance of less sensitivity if (Utils.Rand(2) == 0 && target.relativeSensitivity > 10) { if (target.relativeToughness > 75) { target.ChangeSensitivity(-3); } if (target.relativeToughness <= 75 && target.relativeToughness > 50) { target.ChangeSensitivity(-2); } if (target.relativeToughness <= 50) { target.ChangeSensitivity(-3); } } } //SEXUAL //Boosts ball size MORE than equinum :D:D:D:D:D:D: if (Utils.Rand(2) == 0 && target.balls.size <= 5 && target.genitals.HasAnyCocksOfType(CockType.HORSE)) { //Chance of ball growth if not 3" yet if (target.balls.count == 0) { target.balls.GrowBalls(); target.DeltaCreatureStats(lib: 2, lus: 5); } else { target.balls.EnlargeBalls(1); target.DeltaCreatureStats(lib: 1, lus: 3); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Neck restore if (target.neck.type != NeckType.HUMANOID && Utils.Rand(4) == 0) { target.RestoreNeck(); } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { target.RestoreBack(); } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); } //Restore arms to become human arms again if (Utils.Rand(4) == 0) { target.RestoreArms(); } //+hooves if (target.lowerBody.type != LowerBodyType.HOOVED) { if (Utils.Rand(3) == 0) { //Catch-all target.UpdateLowerBody(LowerBodyType.HOOVED); target.ChangeSpeed(1); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } if (!hyperHappy) { //Kills v****a size (and eventually the whole v****a) if (target.vaginas.Count > 0) { //behavior not defined for multi vag. i' VaginalLooseness minLooseness = target.genitals.minVaginalLooseness; // if (target.genitals.LargestVaginalLooseness() > minLooseness) { //tighten that bitch up! foreach (V****a vag in target.vaginas) { if (vag.looseness > minLooseness) { vag.DecreaseLooseness(); } } } else if (target.vaginas.Count > 1) { target.RemoveExtraVaginas(); } else { if (target.cocks.Count == 0) { target.genitals.AddCock(CockType.HORSE, target.vaginas[0].c**t.length + 2, 1); } //Goodbye womanhood! target.genitals.RemoveAllVaginas(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //-Remove extra breast rows if (target.breasts.Count > 1 && Utils.Rand(3) == 0) { target.RemoveExtraBreastRows(); } //Shrink boobages till they are normal else if (Utils.Rand(2) == 0 && target.breasts.Count > 0) { //Single row CupSize smallestCup = EnumHelper.Max(target.genitals.smallestPossibleCupSize, CupSize.B); bool changedAny = false; foreach (Breasts row in target.breasts.Where(x => x.cupSize > smallestCup)) { changedAny |= row.ShrinkBreasts() > 0; if (row.cupSize > CupSize.E_BIG) { changedAny |= row.ShrinkBreasts() > 0; } } if (changedAny && --remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Boosts c**k size up to 36"x5". //MOD: Used linq: find the first c**k that matches the requirement, or if no cocks exist, return null. C**k firstCockToGrow = target.cocks.FirstOrDefault(x => x.type == CockType.HORSE && x.length < 36 || x.girth < 5); //MOD: thus, we can simply place the null check here to see if we actually grow it. if (!(firstCockToGrow is null) && Utils.Rand(2) == 0) { if (firstCockToGrow.girth < 5 && firstCockToGrow.length < 36) { firstCockToGrow.IncreaseThickness(1); firstCockToGrow.IncreaseLength(2 + Utils.Rand(8)); } else if (firstCockToGrow.length < 36) { firstCockToGrow.IncreaseLength(2 + Utils.Rand(8)); } else { firstCockToGrow.IncreaseThickness(1); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Morph dick to horsediiiiick C**k firstNonHorse = target.cocks.FirstOrDefault(x => x.type != CockType.HORSE); if (!(firstNonHorse is null) && Utils.Rand(2) == 0) { //Text for humandicks or others //Text for dogdicks target.genitals.UpdateCockWithLength(firstNonHorse, CockType.HORSE, firstNonHorse.length + 4); target.DeltaCreatureStats(lib: 5, sens: 4, lus: 35); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Males go into rut if (Utils.Rand(4) == 0) { if (target.GoIntoRut()) { remainingChanges--; if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Anti-masturbation status if (Utils.Rand(4) == 0 && !target.HasTimedEffect <Dysfunction>() && target.gender != Gender.GENDERLESS) { target.AddTimedEffect <Dysfunction>(); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Appearance shit: //Tail, Ears, Hooves, Horns, Height (no prereq), Face //+height up to 9 foot //Mod note: rand(1.7) seriously? rand only works with ints, guys. that's straight from vanilla. though to be fair, it's not caught there b/c actionscript is shit. if (Utils.Rand(17) < 10 && target.build.heightInInches < 108) { byte temp = (byte)(Utils.Rand(5) + 3); //Slow rate of growth near ceiling if (target.build.heightInInches > 90) { temp /= 2; } //Never 0 if (temp == 0) { temp = 1; } //Flavor texts. Flavored like 1950's cigarettes. Yum. target.build.IncreaseHeight(temp); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Face change, requires Ears + Height + Hooves if (target.ears.type == EarType.COW && target.lowerBody.type == LowerBodyType.HOOVED && target.build.heightInInches >= 90 && target.face.type != FaceType.COW_MINOTAUR && Utils.Rand(3) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.COW_MINOTAUR); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //+mino horns require ears/tail if (Utils.Rand(3) == 0 && target.ears.type == EarType.COW && target.tail.type == TailType.COW) { //New horns or expanding mino horns if (target.horns.type == HornType.BOVINE || target.horns.type == HornType.NONE) { //Get bigger if target has horns if (target.horns.type == HornType.BOVINE) { //Fems horns don't get bigger. if (target.vaginas.Count > 0) { if (target.horns.significantHornSize > 4) { target.genitals.AddPentUpTime(200); target.ChangeLust(20); } else { target.horns.StrengthenTransform(2); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Males horns get 'uge. else { target.horns.StrengthenTransform(2); //boys get a cum refill sometimes if (Utils.Rand(2) == 0) { target.genitals.AddPentUpTime(200); target.ChangeLust(20); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //If no horns yet.. else { HornData oldData = target.horns.AsReadOnlyData(); target.UpdateHorns(HornType.BOVINE); sb.Append(UpdateHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //Not mino horns, change to cow-horns else { HornData oldData = target.horns.AsReadOnlyData(); target.UpdateHorns(HornType.BOVINE); sb.Append(UpdateHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //+cow ears - requires tail if (target.ears.type != EarType.COW && target.tail.type == TailType.COW && Utils.Rand(2) == 0) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.COW); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //+cow tail if (Utils.Rand(2) == 0 && target.tail.type != TailType.COW) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.COW); sb.Append(UpdateTailText(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)); } } if (Utils.Rand(4) == 0 && target.ass.wetness > target.ass.minWetness) { target.ass.DecreaseWetness(); AnalLooseness targetLooseness = EnumHelper.Max(AnalLooseness.LOOSE, target.ass.minLooseness); if (target.ass.looseness > targetLooseness) { target.ass.DecreaseLooseness(); } if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Give you that mino build! //Default if (remainingChanges == changeCount) { if (target.balls.count > 0) { target.genitals.AddPentUpTime(200); } (target as CombatCreature)?.AddHP(50); target.ChangeLust(50); } //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)); }