/% Temp WIP setup Stuff %/\n\t<<set _newDonsair.Comfort = 15>>\n\t\n\t<<set _newColor = { r:0, g:0, b:0 }; _newColor.r = random(0,255); _newColor.g = random(0,255); _newColor.b = random(0,255); _newDonsair.Palette.push(_newColor)>>\n\t<<set _newColor = { r:0, g:0, b:0 }; _newColor.r = random(0,255); _newColor.g = random(0,255); _newColor.b = random(0,255); _newDonsair.Palette.push(_newColor)>>\n\t<<set _newColor = { r:0, g:0, b:0 }; _newColor.r = random(0,255); _newColor.g = random(0,255); _newColor.b = random(0,255); _newDonsair.Palette.push(_newColor)>>\n\t<<set _newColor = { r:0, g:0, b:0 }; _newColor.r = random(0,255); _newColor.g = random(0,255); _newColor.b = random(0,255); _newDonsair.Palette.push(_newColor)>>\n\t<<set _newColor = { r:0, g:0, b:0 }; _newColor.r = random(0,255); _newColor.g = random(0,255); _newColor.b = random(0,255); _newDonsair.Palette.push(_newColor)>>\n\n\t<<include Fatiere:Orbling>><<set _newDonsair.Trinkets.push(_newItem)>>\n\t<<include Fatiere:Orbling>>\n\n\t<<set _newItem.Display += " Plushie"; _newItem.Type = "Trinket">>\n\t<<set _newItem.Desc += "<br>It's been reimagined into a cuddly plushie friend for soft decorating and happy snuggling!">>\n\t<<set _newItem.Cal = 0; _newItem.Fill = 0; _newItem.Usable = 0; _newItem.UseLink = []; _newItem.UsePassage = []; _newItem.UseAction = []>>\n\t<<set _newItem.donsEffect = "A fun, safe toy for any donsair.">><<set _newDonsair.Trinkets.push(_newItem)>>
/% =============================== %/\n♦ <<switch $scena.Event>>\n/% =============================== Living Encounters %/\n/% -------------------------------- Roilei %/\n\t<<case "Roilei:Nefirian">><a id="navG" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = ''; $scena.EvDesc = 'A Meeting with Nefirian Belsuite-Miriet Sverevere';">G)reet!</a>\n\n/% ============= %/\n/% -------------------------------- Lucpai %/\n\t<<case "Critter:Revec*ai">>\n\t\t<a id="navP" class='btnClick' data-passage="Ev:Vec" data-setter="$scena.Action = '';">P) Approach!</a>\n\t\t<a id="navH" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'generated';">♦ H)unt!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'revecai';">♦ C) Offer Donsairship!</a>\n\n\t<<case "Critter:Mirai">>\n\t\t<a id="navP" class='btnClick' data-passage="Ev:Mirai" data-setter="$scena.Action = '';">P) Approach</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'mirai';">♦ C) Offer Donsairship!</a>\n\n\t<<case "Critter:Quaggy">>/% Nothing for now; later - code so they can be played with/cuddled, and given treats and toys. but no donsairship %/\n\n/% -------------------------------- Eldritch %/\n\t<<case "Critter:Fyynling">><a id="navM" class='btnClick' data-passage="Ev:Fyynling" data-setter="$scena.Action = ''; $multiplier = 1;">M) Embrace!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'fyynling';">♦ C) Offer Donsairship!</a>\n\n\t<<case "Critter:Tendril">><a id="navM" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = ''; $multi = 1;">M) Embrace!</a>\n\t\t<a id="navH" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'generated';">♦ H)unt!</a>\n\n\n/% -------------------------------- Monsters %/\n\t<<case "Critter:Mythosi">><a id="navP" class='btnClick' data-passage="Ev:Mythosi" data-setter="$scena.Action = '';">P) Approach!</a>\n\t<a id="navK" class='btnClick' data-passage="Ev:Mythosi" data-setter="$scena.Action = '';">♦ K) ...Kiss!</a>\n\t\t<a id="navH" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'generated';">♦ H)unt!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'mythosi';">♦ C) Offer Donsairship!</a>\n\n/% -------------------------------- Slimes %/\n\t<<case "Critter:Slime">><a id="navM" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = ''; $multi = 1;">M) Embrace!</a>\n\t\t<a id="navH" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'generated';">♦ H)unt!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'slime';">♦ C) Offer Donsairship!</a>\n\n\n/% ============= %/\n/% -------------------------------- Flentse %/\n\t<<case "Flentse:Gnome">><a id="navT" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'gnome';">T) Attack!!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'flentse';">♦ C)apture as Doietie!</a>\n\t<<case "Flentse:Human">><a id="navT" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'human';">T) Attack!!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'flentse';">♦ C)apture as Doietie!</a>\n\n/% -------------------------------- Catchall %/\n\t<<default>>\n\t\t<a id="navH" class='btnClick' data-passage="Combat" data-setter="$scena.Flentse = 'generated';">H)unt!</a>\n\t\t<a id="navC" class='btnClick' data-passage="Donsair:ClaimCheck" data-setter="$donsClaim = 'generate';">♦ C) Offer Donsairship!</a>\n/% =============================== %/\n<</switch>>\n\n/% Todo - if creature girth is lte some percentage of belly size, allow PC to swallow it for potential fun effects %/\n\t<<if ($activeShard.Girth gte -1) and ($activeShard.Girth lte (_bellyStretch * 1.5))>>♦ <a id="navW" class='btnClick' data-passage="Donsair:ClaimCheck">Swallow Whole!</a><</if>>
<<if $scenaTime.Meridian eq "PM">><<set _BGType = "Night">><<else>><<set _BGType = "Day">><</if>>\n\n\t<<if passage() eq "Start">><<set $BGI = either("crystalforest","lab","wastes"); _BGType = either("Day","Night")>>\n\t<<elseif $BGI eq "custom">>/% just pass it through unmodded %/\n\t<<elseif $BGI eq "customDonsair">>/% just pass it through unmodded %/\n\t<<elseif $scenaBiome.ActiveSub neq "">><<set $BGI = $scenaBiome.ActiveSub.BG>>\n\t<<else>><<set $BGI = $scenaBiome.Active.BG>><</if>>\n\n<<switch $BGI>> /% ----------------- %/\n\t/% ------ %/<<case "intro" "lab">><backdrop class = 'DarkLab'></backdrop>\n\t/% ------ %/<<case "heitepresse">><backdrop class = 'DreamLands'></backdrop>\n\t/% ------ %/<<case "crystalforest">><<print "<backdrop class = 'cForest" + _BGType + "'></backdrop>">>\n\t/% ------ %/<<case "coldMountain">><<print "<backdrop class = 'cMountain" + _BGType + "'></backdrop>">>\n\t/% ------ %/<<case "snowforest">><<print "<backdrop class = 'sForest" + _BGType + "'></backdrop>">>\n\t/% ------ %/<<case "crystalCave">><backdrop class = 'cCave'></backdrop>\n\t/% ------ %/<<case "obsidianCave">><backdrop class = 'oCave'></backdrop>\n\t/% ------ %/<<case "iceCave">><backdrop class = 'iCave'></backdrop>\n\n\t/% ------ %/\n\t<<case "forest" "deadwood" "jungle" "meadow" "freshwater" "hills" "mountain" "beach" "ocean" "desert" "wastes" "sands">>\n\t\t<<set _bgCaller = $BGI.toUpperFirst();>>\n\t\t<<print "<backdrop class = '" + _bgCaller + _BGType + "'></backdrop>">>\n\n\t/% ------ %/<<case "cave">>\n\t\t<<set _bgCaller = $BGI.toUpperFirst();>>\n\t\t<<print "<backdrop class = '" + _bgCaller + "'></backdrop>">>\n\n\t/% ------ %/<<case "deepCave" "dampCave" "magmaCore">><<print "<backdrop class = " + $BGI + "></backdrop>">>\n\n\n\n\t/% ------ %/<<case "customDonsair">>\n\t\t/% Not sure how to make this work... might have to load the image in a new frame, then push the frame to the back with zlevels \n\t\t\tCan't use variables in the CSS file, so can't set it up like that %/\n\t\t<<print "<backdrop style = 'background-image: url('../Mira.net/img/bg/" + $activeShard.BG + ".png');'></backdrop>">>\n\n\n\t/% ------ %/<<default>>/% Black BG %/\n<</switch>>\n\n/% May or may not use this later...\n\n\tstyle='filter:hue-rotate(" + _bgShift + "deg) brightness(" + _bgBri + "%) saturate(" + _bgSat + "%);'\n\n %/
<<switch _callBiome>>\n/% ----- %/<<case "stage:aetherspace">><<set $scenaBiome.New = {\n\t\tID: "stage:aetherspace", Display: "Aetherspace", Structure: "universal", Type: "stage", Elements: ["cosmic","void"], Outdoors: 1, Underground: 0,\n\t\tTemp: "zero", Atmosphere: "none", FX: [], breathFX: [], Environment: ["vaccuum","freezing"], BG: "", Seasons: [], seasonLength: 0, moonDay: -1,\n\t\t\tborderIntro: "the iridescent darkness of dreamspace looms, shimmering with strange stars and galaxies!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], \n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: ["noHit"], Mounds: [], pendingMonsterNests: [], monsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tTreasure: "", treasureBox: "", treasurePools: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [], ambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [],\n\t\tMutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: ["You drift gently.","You gaze out at the infinity of dreamspace.","Stars gleam across the grand, velvet-black curtain."],\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "stage:heitepresse">><<set $scenaBiome.New = {\n\t\tID: "stage:heitepresse", Display: "Heitepresse", Structure: "planar", Type: "stage", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic"], BG: "heitepresse", Seasons: ["snowfall","spring","summer","autumn"], seasonLength: 3, moonDay: 9,\n\t\t\tborderIntro: "a plane of glittering rainbow skies and towering cotton-candy clouds expands before you, all lush crystalforests and rolling tendrilgrass hills studded with giant crystal points...",\n\t\tborderStages: [], borderStellar: ["stage:aetherspace"], borderOrbital: ["stage:aetherspace"], borderAerial: ["stage:stellavista","stage:aetherspace:low"], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"], monsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tTreasure: "", treasureBox: "", treasurePools: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [], ambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], \n\t\tMutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>><<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>><<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicCurios">><<display BiomeTools>><<set _biomeSetup = "mirazicLife">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "treasureBasic">><<display BiomeTools>>\n\n/% ----- %/<<case "stage:cherboret">><<set $scenaBiome.New = {\n\t\tID: "stage:cherboret", Display: "Cherboret", Structure: "planar", Type: "stage", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","chilly"], BG: "crystalforest", Seasons: ["snowfall","spring","summer","autumn"], seasonLength: 3, moonDay: 9,\n\t\t\tborderIntro: "shimmering crystalgroves laden with fat fruits sprawl for as far as the eye can see, accentuated by tall crystal spires!",\n\t\tborderStages: ["stage:merrevet","stage:cascade","stage:heitepresse","stage:livingCrown"], \n\t\tborderStellar: ["stage:aetherspace"], borderOrbital: ["stage:aetherspace:low"], borderAerial: ["stage:stellavista"], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: ["noHit","noHit","forage","forage","forage","forage","forage","forage","forage","forage","treasure","treasure","treasure","pool","pool","pool","pool","liquidBody","curio","curio","curio","curioRare","curioRare","livingAmbient","livingAmbient","living","living","living","living","monsterNest","dungeon","aetherhole","boundary","caveEntry","special"],\n\t\tTreasure: "a gleaming, pearlescent chest decorated with ornate golden filigree!", treasureBox: "", treasurePools: ["treasure:test"],\n\t\tSpecial: ["frasTavern","facade"], Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"], monsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\t\t\n\n\t\tBodies: ["Pond","Pond","Pond","River","Lake"], Liquids: ["microbic water","microbic water","microbic water","mirazine water","mirazine water","mirazine water","water","vin mir","vin mir","vin fattenium"],\n\t\tPools: ["microbic water","water","mirazine water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\t\tMicrobes: [], rareMicrobes: [],\n\n\t\tForage: ["Tendrilgrass","Tendrilgrass","RoseBush","RoseBush","BerryBushRand","BerryBushRand","MushroomRand","MushroomRand","Tendrilvine"], \n\t\tForagePM: ["Tendrilgrass","RoseBush","Tendrilvine","Tendrilvine","MushroomRand","MushroomRand","MushroomRand","MushroomRand","MushroomRand","BerryBushRand"], Berries: [], Mushrooms: [],\n\n\t\tpendingCurios: ["zoneItems","EnchantedWell","FaerieRing"], Curios: ["CrysCluster","DonutFeeder","PieFeeder","Fatiere","Nais"], \n\t\tCuriosPM: ["CrysCluster","DonutFeeder","PieFeeder","Fatiere","Nais","OminousAltar","OminousAltar","OminousAltar"], rareCurios: ["Statue","Fountain","CrystalMirror","Idol"], rareCuriosPM: ["OminousAltar"],\n\t\tambiLiving: ["Gecko","Maur","Quaggy","Fyynling"], ambiLivingPM: ["Nebat","Maur","Fyynling"], Living: ["slime:SlimeFam","slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [],\n\t\tMutations: [], mutPerc: 66, zoneFat: 66, fatPerc: 66,\n\n\t\tAmbient: [],\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set _biomeSetup = "mirazicLands">><<display BiomeTools>><<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForageSpawns">><<display BiomeTools>><<set $scenaBiome.New.Berries.push("cherberry")>>\n\n/% ----- %/<<case "stage:cascade">><<set $scenaBiome.New = {\n\t\tID: "stage:cascade", Display: "The Cascade", Structure: "planar", Type: "stage", Elements: ["liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["wet"], BG: "freshwater", Seasons: ["snowfall","spring","summer","autumn"], seasonLength: 3, moonDay: 9,\n\t\t\tborderIntro: "lush, vibrant wetlands and soft-sand beaches frame a pristine sea teeming with life!",\n\t\tborderStages: [], borderStellar: ["stage:aetherspace"], borderOrbital: ["stage:aetherspace:low"], borderAerial: ["stage:stellavista"], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: ["noHit","noHit","noHit","forage","forage","forage","forage","forage","forage","forage","forage","pool","pool","pool","pool","liquidBody","liquidBody","liquidBody","curio","curio","curio","curioRare","curioRare","livingAmbient","livingAmbient","living","living","living","living","aetherhole","boundary","boundary","caveEntry"], Treasure: "", treasureBox: "", treasurePools: [],\n\t\tMounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: ["Fatiere","Nais"], CuriosPM: [], rareCurios: ["Statue","Fountain","Idol"], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: ["slime:SlimeFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>><<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "treasureBasic">><<display BiomeTools>>\n\n\n/% ----- %/<<case "stage:spiral">>\n\t/% \tAdjacent Stages: The Rekkage (via Orbital Station - Name Pending), The Asotir (via The 'Tir Pit), Heitepresse (via Endgarden)\n\t\tBiomes: Jungles, Valleys, Volcanic Plains, Caverns, Orbital Station\n\t\tNests: Dino nests, Avadoni campgrounds, Tolani campgrounds\n\t\tDungeons: HYPO labs (active + abandoned), Trial Runs (Overland, Indoor, Subterranean; some of these themselves resemble "labs")\n\t\tFlentse: Avadoni, Tolani\n\t\tCrir: Rexaur, Meta, Aensaurs, Paleofauna\n\t\tForage: Miraberries, ???\n\t\t\n\t\t"Research" labs for fleshsculpting new dinos + hybrids + dinometa + tolani fodder for the Trials,\n\t\tand watching/recording/studying the Trials and their results and individual tolani within %/\n\n\t\t<<set $scenaBiome.New = {\n\t\tID: "stage:spiral", Display: "Spiral", Structure: "planetary", Type: "stage", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "warm", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","warm"], BG: "beach", Seasons: ["snowfall","spring","summer","autumn"], seasonLength: 3, moonDay: 9,\n\t\t\tborderIntro: "primordial jungles and woodlands stretch beyond fern-studded shores!",\n\t\tborderStages: ["stage:rekkage"], borderStellar: ["stage:rekkage"], borderOrbital: ["orbital:station:spiral"], borderAerial: ["stage:rekkage"], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: ["noHit","noHit","noHit","forage","forage","forage","pool","pool","liquidBody","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","living","living","monsterNest","dungeon","aetherhole","boundary","caveEntry"], Special: [], Mounds: [], Treasure: "", treasureBox: "", treasurePools: [],\n\t\tpendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp"], monsterNests: [], \n\t\tpendingDungeons: ["labmound","spiralTrial"], Dungeons: ["gingermound","labmound:chem"],\t\t\n\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [],\n\t\tForage: ["Tendrilgrass","BerryBushRand","BerryBushRand","MushroomRand","MushroomRand","Tendrilvine"], \n\t\tForagePM: ["Tendrilgrass","Tendrilvine","MushroomRand","MushroomRand","MushroomRand","BerryBushRand"], Berries: [], Mushrooms: [],\n\n\t\tpendingCurios: [], Curios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Quaggy"], ambiLivingPM: ["Nebat","Quaggy"], Living: ["VecFam"], LivingPM: [], Mutations: ["feral"], mutPerc: 15, zoneFat: 66, fatPerc: 33,\n\n\t\tAmbient: [],\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "treasureBasic">><<display BiomeTools>>\n\n\n/% ================ %/<<default>><<set _callBiome = "default">><<include DB:Biomes>>/% ================ %/<</switch>>
\t\n\t<<for _sideScale to $stringScale.SideBack.length-1; _sideScale > -1; _sideScale-->>\n\t\t<<if $scenaFat.Side gt $LGranularScale.Int[_sideScale]>><<set _sidePrint = $stringScale.SideBack[_sideScale]>><<break>>\n\t\t<<elseif $scenaFat.Side lt $LGranularScale.Int[1]>><<set _sidePrint = $stringScale.SideBack[0]>><<break>><</if>>\n\t<</for>>\n\t\t<<if $scenaFat.Side gte $LGranularScale.Int[1]>><<set _sidePrint += " Sides" + " (" + $scenaFat.Side.toFixed(1) + ")">>\n\t\t<div class="btn eFat"><<print _sidePrint>></div><</if>>
(NYI, sorry...!)<<include Aetherport>>\n\n/% Flight - fast-travel to various POI in the current biome, or to any adjacent biome (including positive altitude)\n\t...of course, you have to be able to lift yourself, or you just get a "you beat your wings with all your might, but your bloated body simply jiggles" message.\n\nOr you can probably access this with a mount, too. %/
/% Does item stack? Check for pre-existing instances\nAre there pre-existing instances? Increment them up by _addQt\nIf item doesn't stack/if none exists in the DB, push the original in %/\n<<if ndef _addQt>><<set _addQt = 1>><</if>>\n\n/% Stacking items: Build a reference of carryIndex %/\n<<if _incomingItem.Stacks eq 1>><<set _invIndex = []>>\n\t\t<<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t\t\t<<set _invIndex.push($scenaInv.Carried[_i].ID)>><</for>>\n\n/% -------- Check for pre-existing instances %/<<set _searchIndex = _invIndex.indexOf(_incomingItem.ID)>>\n\t\n/% -------- Instance found; Add to pre-existing stack %/ \n\t\t<<if _searchIndex neq -1>><<set $scenaInv.Carried[_searchIndex].Qt += _addQt>>\n\n/% -------- Add new instance (Stackable) %/\n\t\t<<else>><<set _incomingItem.Qt = _addQt>>\n\t\t\t<<set $scenaInv.Carried.push(_incomingItem)>><</if>>\n\n/% Non-Stacking items: Push a new instance %/\n\t<<else>><<set $scenaInv.Carried.push(_incomingItem)>><</if>>\n\n/% Add recipes from addRecipes array into library %/\n\t<<if _incomingItem.addRecipes.length gt 0>>\n\t\t<<for _newRecipe to 0; _newRecipe < $scenaInv.Carried.length; _newRecipe++>>\n\t\t\t<<set $scenaInv.Recipes.pushUnique(_incomingItem.addRecipes[_newRecipe])>><</for>><</if>>\n\n
\n/% --------- Mane %/<<set _manePool = []>>\n\t<<set _newMane = { Slot: "Head", Display: "Fluffy Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Flowing Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wild Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Spiked Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Curly Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\n\t<<set $scenaDNA.Head.delete(_shardMane)>>\n\t<<set _shardMane = _manePool.random(); $scenaDNA.Head.pushUnique(_shardMane)>>\n\n\n/% --------- Head %/<<set _headPool = []>>\n\t<<set _newHead = { Slot: "Head", Display: "Sharp Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Jagged Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Hooked Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Short Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Broad Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\n\t<<set $scenaDNA.Head.delete(_shardHead)>>\n\t<<set _shardHead = _headPool.random(); $scenaDNA.Head.pushUnique(_shardHead)>>\n\n/% --------- Whiskers %/<<set _whiskerPool = []>>\n\t<<set _newWhisker = { Slot: "Head", Display: "Feather Whiskers", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker)>>\n\t<<set _newWhisker = { Slot: "Head", Display: "Long Feather Whiskers", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker)>>\n\t<<set _newWhisker = { Slot: "Head", Display: "Bushy Feather Whiskers", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker)>>\n\t<<set _newWhisker = { Slot: "Head", Display: "Curly Feather Whiskers", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker)>>\n\t<<set _newWhisker = { Slot: "Head", Display: "Feather-Winged Whiskers", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker)>>\n\t<<set _newWhisker = { Slot: "Null", Display: "", Cat: "", Mode: "",}; _whiskerPool.push(_newWhisker); _whiskerPool.push(_newWhisker); _whiskerPool.push(_newWhisker); _whiskerPool.push(_newWhisker); _whiskerPool.push(_newWhisker); _whiskerPool.push(_newWhisker)>>\n\n\t<<set _shardWhiskers = _whiskerPool.random();>>\n\t<<if _shardWhiskers.Slot eq "Null">>/% Don't send the new gene %/\n\t<<else>><<set $scenaDNA.Head.delete(_shardWhiskers)>><<set $scenaDNA.Head.pushUnique(_shardWhiskers)>><</if>>\n\n/% --------- Head Decor %/<<set _browPool = []>>\n\t<<set _newBrows = { Slot: "Head", Display: "Feather Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Long Feather Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Bushy Feather Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Curly Feather Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Feather-Winged Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\n\t<<set $scenaDNA.Head.delete(_shardBrows)>>\n\t<<set _shardBrows = _browPool.random(); $scenaDNA.Head.pushUnique(_shardBrows)>>\n\n/% --------- Eyes %/\n\t<<for _i to 0; _i lt $scenaNode.ColorBright.length; _i++>>\n\t\t<<set _shardEyes = { Slot: "Head", Display: "Glowing Eyes", Cat: "", Color: "", No: 2, Mode: "Count", }>><</for>>\n\n\t<<set $scenaDNA.Head.delete(_shardEyes)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardEyes)>>\n\n/% --------- Ears %/<<set _earPool = []>>\n\t<<set _newEar = { Slot: "Head", Display: "Tufted Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Null", Display: "", Cat: "", No: 0, Mode: "Count",}; _earPool.push(_newEar); _earPool.push(_newEar)>>\n\n\t<<set _shardEars = _earPool.random();>>\n\t<<if _shardEars.Slot eq "Null">>/% Don't send the new gene %/\n\t<<else>><<set $scenaDNA.Head.delete(_shardEars)>><<set $scenaDNA.Head.pushUnique(_shardEars)>><</if>>\n\n/% --------- Coating %/<<set _SkinPool = []>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Thick Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Dense Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Shaggy Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Curly Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Soft Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Fluffy Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Smooth Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Slick Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Spiny Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Iridescent Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\n\t<<set _shardCoating = _SkinPool.random(); _shardCoating.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Torso.delete(_shardCoating)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardCoating)>>\n\n/% --------- Arms %/\n\t<<set _shardArms = { Slot: "Forelimbs", Display: "Wing-Arms", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardArms)>>\n\t<<set $scenaDNA.Forelimbs.pushUnique(_shardArms)>>\n\n/% --------- Forepaws %/<<set _FpawPool = []>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Long-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t<<set _shardFPaws = _FpawPool.random(); $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\n/% --------- Belly %/<<set _bellyGenePool = []>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Feathered Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Scuted Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "Golden", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\n\t<<set _shardBelly = _bellyGenePool.random();>>\n\t\t<<if _shardBelly.Display neq "Bloodbelly">><<set _shardBelly.Color = $scenaNode.Color.random();>><</if>>\n\n\t<<set $scenaDNA.Torso.delete(_shardBelly)>><<set $scenaDNA.Torso.pushUnique(_shardBelly)>>\n\n/% --------- Tail %/<<set _tailPool = []>>\n\t<<set _newTail = { Slot: "Tail", Display: "Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Long Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Peacock Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Swallowtail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fluffy-Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rooster Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Bird of Paradise Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t\n\t<<set _shardTail = _tailPool.random(); _shardTail.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Hindlimbs.delete(_shardTail)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardTail)>>\n\n/% --------- Legs %/\n\t<<set _shardLegs = { Slot: "Hindlimbs", Display: "Digitigrade Legs", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\n\t<<set $scenaDNA.Hindlimbs.delete(_shardLegs)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardLegs)>>\n\n/% --------- Hindpaws %/<<set _HpawPool = []>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Three-Taloned Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Four-Taloned Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Hindpaws", Style: "Fluffy", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\n\t<<set $scenaDNA.Hindlimbs.delete(_shardPaws)>>\n\t<<set _shardHPaws = _HpawPool.random(); $scenaDNA.Hindlimbs.pushUnique(_shardHPaws)>>\n\n
/% ----- %/ <<case "VecFam">>\n\t\t\t<<set _callCrir = "revecai:test">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\t<<set $scena.EvDesc = "A Revec*ai!"; $scena.EvCat = "living"; _announcer = "into view, peering at you with friendly curiosity!"; _movement = "waddles fatly">>\n\t\t<<set _langInput = "dPat">><<display CommonLanguage>><<set _specPick = "spawnWild">><<display SpeciesDB:Revec*ai>>\n\t\t<<set _vecTypes = ["standard","fat","fatter","balloon","blimp","eggbloat","venombloat","milkbloat","butter","cake","giant"]>><<set _randPick = _vecTypes.random()>>\n\t\t\t<<switch _randPick>>\n\t\t/% ----- %/<<case "butter">><<set $scena.Event = "Critter:ButterVec">>\n\t\t<<set _output = "<br>A " + _specPick + " " + _movement + " " + _announcer + "<br>You note in surprise that its body is made of pure butter-- the rich scent sticks in your throat!">>\n\t\t/% ----- %/<<case "fat">><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random">>\t\t\n\t\t<<set _output = "<br>A " + _patOutput + " " + _specPick + " " + _movement + " " + _announcer + "<br>Its wide, fat-stuffed body jiggles with every ponderous step!">>\n\t\t/% ----- %/<<case "fatter">><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random"; _movement = "flops corpulently">>\t\t\n\t\t<<set _output = "<br>A " + _patOutput + " " + _specPick + " " + _movement + " " + _announcer + "<br>It ripples and quakes, so crammed with fat that it's virtually a pudding!">>\n\t\t/% ----- %/<<case "balloon">><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random"; _movement = "bounces and wobbles">>\t\t\n\t\t<<set _output = "<br>A " + _patOutput + " " + _specPick + " " + _movement + " " + _announcer + "<br>It's puffed up huge and round, its overinflated body creaking softly-- you swear it's swelling up even bigger as you watch!">>\n\t\t/% ----- %/<<case "blimp">><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random"; _movement = "drifts eerily">>\t\t\n\t\t<<set _output = "<br>A " + _patOutput + " " + _specPick + " " + _movement + " " + _announcer + "<br>Blown up into a living blimp, it stretches its forelimbs to creep slowly closer on tiny paws, its massively-ballooned belly seeming ready to burst at any moment!">>\n\t\t/% ----- %/<<case "giant">><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random"; _movement = "drifts eerily">>\t\t\n\t\t<<set _output = "<br>The ground begins to tremble and quake--<br> and a positively ENORMOUS " + _patOutput + " " + _specPick + " " + _movement + " waddles ponderously into view, its mountainous back scraping the sky as it leans in for a closer look at you!">>\n\t\t/% ----- %/<<default>><<set $scena.Event = "Critter:Revec*ai"; $scena.Palette = 1; _palette = "random">>\n\t\t<<set _output = "<br>A " + _patOutput + " " + _specPick + " " + _movement + " " + _announcer>><</switch>>
<div class="col-1"></div><div class="col-10">\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;"><b><<print $activeShard.Name>>'s Options Menu</b></div>\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> What is this donsair's name?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaDonsair.Denizens[$scenaDonsair.Active].Name" $scenaDonsair.Denizens[$scenaDonsair.Active].Name autofocus>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Do they have a title?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaDonsair.Denizens[$scenaDonsair.Active].Title" $scenaDonsair.Denizens[$scenaDonsair.Active].Title autofocus>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Do they have profile art (Mira.net/img/art/)?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaDonsair.Denizens[$scenaDonsair.Active].Art" $scenaDonsair.Denizens[$scenaDonsair.Active].Art>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Custom background art (Mira.net/img/bg/)?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaDonsair.Denizens[$scenaDonsair.Active].BG" $scenaDonsair.Denizens[$scenaDonsair.Active].BG>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Base image prefix for Growth Nodes (Mira.net/img/grownodes/)?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaDonsair.Denizens[$scenaDonsair.Active].gNode" $scenaDonsair.Denizens[$scenaDonsair.Active].gNode>></div>\n\n</div><div class="col-1"></div>
<<print "<<if $scenaDNA." + _geneZone + ".length gt 0>>\n<<for _i to 0; _i lt $scenaDNA." + _geneZone + ".length; _i++>>\n\n<<set _geneID = $scenaDNA." + _geneZone + "[_i].Display>>\n\n\t<<if $scenaDNA." + _geneZone + "[_i].Mode eq 'Dye'>>\n\t\t<<set _callScript = 'dye'>><<include CommonScript>><<set $scenaDNA." + _geneZone + "[_i].Color = _dyeColor>>\n\t<<elseif $scenaDNA." + _geneZone + "[_i].Mode eq 'HairDye'>>\n\t\t<<set _callScript = 'dyeHair'>><<include CommonScript>><<set $scenaDNA." + _geneZone + "[_i].Color = _dyeColor>>\n\t\t<<set $scenaDNA." + _geneZone + "[_i].Mode = ''>>\n\t<</if>>\n\n\n\t<<if (def $scenaDNA." + _geneZone + "[_i].Color) and ($scenaDNA." + _geneZone + "[_i].Color neq '')>>\n\t\t<<set _geneID = $scenaDNA." + _geneZone + "[_i].Color + ' ' + _geneID>><</if>>\n\n\t<<if (def $scenaDNA." + _geneZone + "[_i].Style) and ($scenaDNA." + _geneZone + "[_i].Style neq '')>>\n\t\t<<set _geneID = $scenaDNA." + _geneZone + "[_i].Style + ' ' + _geneID>><</if>>\n\n<<if ($scenaDNA." + _geneZone + "[_i].Cat eq 'ForelimbBase') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Belly') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Back') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Tail')>>\n\t<<switch $scenaDNA." + _geneZone + "[_i].Cat>>\n\t\t<<case 'ForelimbBase'>><<include ContentArm>>\t\t\n\t\t<<if _armPrint neq ''>><<set _geneID = _armPrint + ' ' + _geneID>><</if>>\n\n\t\t<<case 'Belly'>><<include ContentBelly>><<set _geneID = _bellyPrint + ' ' + _geneID>>\n\t\t\t\n\t<<if ($scenaFat.Belly gte $bellyScale.Int[3]) and ($scenaFat.Belly lt $bellyScale.Int[4])>>\n\t\t<<set _geneID = _geneID.replace('Belly','Pot-Belly')>><</if>>\n\n\t<<case 'Tail'>><<include ContentTail>><<set _geneID = _tailPrint + ' ' + _geneID>>\n\t<</switch>><</if>>\t\n\n\n\t<<if $scenaDNA." + _geneZone + "[_i].Mode eq 'Count'>>\n\t\t<<set _geneID = $scenaDNA." + _geneZone + "[_i].No + ' ' + _geneID>>\n\t<<elseif ($scenaDNA." + _geneZone + "[_i].Mode eq 'gtOne') and ($scenaDNA." + _geneZone + "[_i].No gt 1)>>\n\t\t<<set _geneID = $scenaDNA." + _geneZone + "[_i].No + ' ' + _geneID + 's'>><</if>>\n\n\t<<set _geneType = $scenaDNA." + _geneZone + "[_i].Cat>>\n\n<<if ($scenaDNA." + _geneZone + "[_i].Cat eq 'ForelimbBase') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Belly') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Back') or ($scenaDNA." + _geneZone + "[_i].Cat eq 'Tail')>>\n\t<<set _geneType = 'Fat'>>\n\t<<switch $scenaDNA." + _geneZone + "[_i].Cat>>\n\t\t<<case 'ForelimbBase'>><<set _geneID = _geneID + ' (' + $scenaFat.Arm.toFixed(1) + ')'>>\n\t\t<<case 'Belly'>><<set _geneID = _geneID + ' (' + $scenaFat.Belly.toFixed(1) + ')'>>\n\t\t<<case 'Tail'>><<set _geneID = _geneID + ' (' + $scenaFat.Tail.toFixed(1) + ')'>>\n\t<</switch>><</if>>\n\n<<display GeneWrapper>>\n\n<<if $scenaDNA." + _geneZone + "[_i].Cat eq 'Belly'>><div class='btn eSate'><<print _satiety>></div><</if>>\n<<if $scenaDNA." + _geneZone + "[_i].Cat eq 'Hindlimb'>><<set _fatZone = 'thigh'>><<include FatTrack>><</if>>\n\n<</for>><</if>>">>\n\n\n
/% scenaPers - For tracking persistent effects %/\n\n<<set $scenaPers = {\nActive: [], PrintQueue: [], LateQueue: [],\n}>>\n\n<<include DB:StatusEffects>>
/% =============== Body Interactions %/<<set $scenaTime.Pause = 0>>\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n\t<<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n\t<<include ShardsInit>>\n\t<<set $scenaCollections.Shiftshapes = $scenaShapes.Collected>>\n/% -------- Run time + status effects for this passage %/ <<include Chrono>>\n\n\n\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Shardbody Interactions''</div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;"><div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Page Content %/<div class="row" style="margin-left: 2rem;">\n/% ---------- visuals %/<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px;">\n/% PH - Art goes here %/ \n\n</div>/% ---------- text %/<div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<div class="col-12">\n<<switch $scena.Action>>\n<<case "intro">>/% ---------- Greeter %/\n\t//You take a moment to consider your shardbody with care.//\n\n/% ---------- Abandon Shard %/\n/% ---------- Confirm %/\n<<case "confirm:die">>\n\t<p>You relax, becoming aware of the subtle //shimmer// of your //egrelet,// anchored within this shard as it is.<br>\n\t<red>''Are you sure you wish to abandon your active shard immediately?''</red></p>\n\n/% Input box %/\n\t\t<div class="row" style="margin-left: 20%;">\n\t\t<p><button style="margin-left: 20%; line-height: 1;" data-passage="passage()">''PERMANENTLY Abandon Active Shard (NYI)''</button></p></div>\n\n/% ---------- Massage %/\n<<case "massage:cheeks">>\n\tYou relax, squidging your paws into your cheeks and giving them a thorough <<print either("kneading","massage")>>.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your cheeks feel a tiny bit more squishable.")>><</if>>\n\n<<case "massage:neck">>\n\tYou relax, squidging your paws into your neck and giving it a thorough <<print either("kneading","massage")>>.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your neck feels a tiny bit more squishable.")>><</if>>\n\n<<case "massage:arms">>\n\tYou relax, squidging a paw into your upper arm and giving it a thorough <<print either("kneading","massage")>>, slowly working all the way down before switching to the opposite arm.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your arms feel a tiny bit more squishable.")>><</if>>\n\n<<case "massage:vivriere">>\n\tYou relax, squidging your paws into your <<print _partNameL>> and giving it a thorough, careful <<print either("kneading","massage")>>.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " feels a tiny bit more squishable.")>><</if>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Chest += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " feels a tiny bit more stretchable.")>><</if>>\n\t<<if $scenaContents.Chest gte (_chestStretch * 1.2)>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaAir.Chest = Math.round($scenaAir.Chest * 0.98); $scenaLiquid.Chest = Math.round($scenaLiquid.Chest * 0.98); $scenaFilling.Chest = Math.round($scenaFilling.Chest * 0.95)>>\n\t\t\t<<set $scenaStretch.Chest += 0.01; $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " gurgles, feeling a little less bloated.")>><</if>><</if>>\n\t<<if $scenaProducts.Milk gte ($scenaFat.Chest)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaFatMag.Chest += 0.01; $scenaFat.Chest += $scenaProducts.Milkfat>><<set $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " seems to be absorbing some of the extra " + $scenaProducts.MilkType.toLowerCase() + ", and plumping up on it!")>><</if>>\t\t\t\t\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>>\n\t\t\t<<set $scenaProducts.Milk += $scenaProducts.MilkRate; $scenaMetabolic.Load += (($scenaProducts.MilkRate * $scenaProducts.Milkfat) * 0.2); $scenaLiquid.Belly += (($scenaProducts.MilkRate * $scenaProducts.Milkbloat) * 0.2)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("All your squidging manages to pump some of your surplus " + $scenaProducts.MilkType + " directly into your belly!")>> /% Todo - apply affects for special milks %/<</if>>\t\t\t\t\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaProducts.MilkRate += 0.02; $scenaProducts.Milk += $scenaProducts.MilkRate>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " gurgles oddly... and then seems to swell up even <i>rounder</i> as the pressure increases inside!")>><</if>>\n\t<</if>>\n\n<<case "massage:belly">>\n\tYou relax, squidging your paws into your belly and giving it a thorough, careful <<print either("kneading","massage")>>, with a gentle jiggle for good measure.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your belly feels a tiny bit more squishable.")>><</if>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Belly += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your belly feels a tiny bit more stretchable.")>><</if>>\n\t<<if $scenaContents.Belly gte (_bellyStretch * 1.2)>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaAir.Belly = Math.round($scenaAir.Belly * 0.98); $scenaLiquid.Belly = Math.round($scenaLiquid.Belly * 0.98); $scenaFilling.Belly = Math.round($scenaFilling.Belly * 0.95)>>\n\t\t\t<<set $scenaStretch.Belly += 0.01; $scenaPers.PrintQueue.pushUnique("Your belly gurgles, feeling a little less bloated.")>><</if>><</if>>\n\t<<if $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 3)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<include MetaProcessing>><<set $scenaFatMag.Belly += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your overglutted gut gurgles and bubbles, digesting a little bit faster!")>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<include MetaProcessing>><<set $scenaMetabolic.Rate -= 1>><<set $scenaPers.PrintQueue.pushUnique("Somehow, you find yourself feeling a little bit hungrier...")>><</if>>\n\t\t<<else>><<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><<set $scenaPers.PrintQueue.pushUnique("Your belly gurgles, seemingly grumbling in complaint that you aren't feeding it more.")>><</if>><</if>>\n\n<<case "massage:sides">>\n\tYou relax, squidging your paws into your sides and giving them a thorough, careful <<print either("kneading","massage")>>, with a gentle jiggle for good measure.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your sides feel a tiny bit more squishable.")>><</if>>\n\n<<case "massage:thighs">>\n\tYou relax, squidging your paws into your thighs and giving them a thorough, careful <<print either("kneading","massage")>>.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your thighs feel a tiny bit more squishable.")>><</if>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Thigh += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your thighs feel a tiny bit more stretchable.")>><</if>>\n\t<<if $scenaContents.Thigh gte (_thighStretch * 1.2)>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaAir.Thigh = Math.round($scenaAir.Thigh * 0.98); $scenaLiquid.Thigh = Math.round($scenaLiquid.Thigh * 0.98); $scenaFilling.Thigh = Math.round($scenaFilling.Thigh * 0.95)>>\n\t\t\t<<set $scenaStretch.Thigh += 0.01; $scenaPers.PrintQueue.pushUnique("Your thighs seem to deflate, feeling a little less bloated.")>><</if>><</if>>\n\n<<case "massage:tail">>\n\tYou relax, squidging your paws into your tail and giving it a thorough <<print either("kneading","massage")>>.\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your tail feels a tiny bit more squishable.")>><</if>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Tail += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your tail feels a tiny bit more stretchable.")>><</if>>\n\t<<if $scenaContents.Tail gte (_tailStretch * 1.2)>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaAir.Tail = Math.round($scenaAir.Tail * 0.98); $scenaLiquid.Tail = Math.round($scenaLiquid.Tail * 0.98); $scenaFilling.Tail = Math.round($scenaFilling.Tail * 0.95)>>\n\t\t\t<<set $scenaStretch.Tail += 0.01; $scenaPers.PrintQueue.pushUnique("Your tail seems to deflate, feeling a little less bloated.")>><</if>><</if>>\n\n/% ---------- Harvesting %/\n<<case "extract:blood">>\n\n<<case "drink:vivriere">>\n\t\t\t<<set $scenaProducts.Milk--; $scenaMetabolic.Load += $scenaProducts.Milkfat; $scenaLiquid.Belly += $scenaProducts.Milkbloat>>\n\t\t\tYou take a drink of your <<print $scenaProducts.MilkType.toLowerCase()>>.\n\n<<case "milk:vivriere">>\n\n\t<<set $scenaProducts.Milk -= 10>>\n\t<<set _callItem = "milk:genBase">><<include DB:Items>>\n\t\t<<set _milkOp = "pack">><<include DB:Milks>>\n\t\tYou milk your <<print _partNameL>>, producing ''<<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory.''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\t\t\n<<case "milk:vivriere:bulk">>\n\n\t<<set $scenaProducts.Milk -= 100>>\n\t<<set _callItem = "milk:genBase">><<include DB:Items>>\n\t\t<<set _milkOp = "pack">><<include DB:Milks>>\n\t\tYou milk your <<print _partNameL>>, producing ''<<print _newItem.Display>> <mini>x</mini>10'' and adding it to your ''Inventory.''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 10>><<include Inv:AddItem>>\t\t\n\n<<case "milk:belly">>\n\n<<case "lay:clutch">>\n\n/% ---------- Vec Clutches %/\n<<case "veceggs:talk">>\n\t/% Later -- talk to your vix clutches for possible responses, both empulse/verbal and physical.\n\t\tMaybe you can ask them for certain things. %/\n\n\n/% ---------- Extra Actions %/\n<<case "inflate:belly">>\n\t\t<<set $scenaAir.Belly += Math.round(($scenaFat.Belly * $scenaStretch.Belly) * 0.02)>>\n\t\t<<if $bellyBreaths eq 1>>You take a deep breath, expanding your belly considerably.\n\t\t<<elseif ($bellyBreaths gte 5) and ($scenaContents.Belly gte (_bellyStretch * 0.6))>>Your swollen belly creaks loudly, expanding into a huge, round globe in your paws!\n\t\t<<elseif $bellyBreaths gte 3>>You take another deep breath, your gut creaking as it balloons even bigger!\n\t\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaStretch.Belly += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your belly feels a little bit more elastic from all the stretching.")>><</if>>\n\t\t<<elseif $bellyBreaths gt 1>>You take another deep breath, inflating your belly bigger and rounder.\n\t\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaStretch.Belly += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your belly feels a little bit more elastic from all the stretching.")>><</if>><</if>>\n\n<<case "deflate:belly">>\n\t\t<<set $scenaAir.Belly -= Math.round((($scenaFat.Belly * $scenaStretch.Belly) * 0.02) * $bellyBreaths)>><<set $bellyBreaths = 0>>\n\t\t<<if $bellyBreaths eq 1>>You exhale with a whoosh of air, closing your eyes to relax for a moment.\n\t\t<<elseif $bellyBreaths gte 5>>You exhale with an enormous whoosh of air, your belly deflating rapidly like an enormous balloon!\n\t\t<<elseif $bellyBreaths gte 3>>You exhale with an enormous whoosh of air, your belly deflating rapidly!\n\t\t<</if>>\n\n<<case "inflate:vivriere">>\n\t\t<<set $scenaAir.Chest += Math.round(($scenaFat.Belly * $scenaStretch.Belly) * 0.02); $bellyBreaths-->>\n\t\tYou squeeze your ballooned belly tight, the air hissing as it pumps into your <<if $scenaContents.Chest gte (_chestStretch * 0.6)>>bloated, creaking <</if>><<print _partNameL>> \n\t\tand <<print either("blows it up","bloats it up","swells it up","pumps it up","balloons it")>> <<print either("bigger","rounder","tighter","fatter")>>!\n\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Chest += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your " + _partNameL + " feels a little bit more elastic from all the stretching.")>><</if>>\n\n<<case "inflate:thighs">>\n\t\t<<set $scenaAir.Thigh += Math.round(($scenaFat.Belly * $scenaStretch.Belly) * 0.02); $bellyBreaths-->>\n\t\tYou squeeze your ballooned belly tight, the air hissing as it pumps into your <<if $scenaContents.Thigh gte (_thighStretch * 0.6)>>bloated, creaking <</if>>thighs \n\t\tand <<print either("blows them up","bloats them up","swells them up","pumps them up","balloons them")>> <<print either("bigger","rounder","tighter","fatter","wider")>>!\n\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Thigh += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your thighs feel a little bit more elastic from all the stretching.")>><</if>>\n\n<<case "inflate:tail">>\n\t\t<<set $scenaAir.Tail += Math.round(($scenaFat.Belly * $scenaStretch.Belly) * 0.02); $bellyBreaths-->>\n\t\tYou squeeze your ballooned belly tight, the air hissing as it pumps into your <<if $scenaContents.Tail gte (_tailStretch * 0.6)>>bloated, creaking <</if>>tail \n\t\tand <<print either("blows it up","bloats it up","swells it up","pumps it up","balloons it")>> <<print either("bigger","rounder","tighter","fatter","wider")>>!\n\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStretch.Tail += 0.01>><<set $scenaPers.PrintQueue.pushUnique("Your tail feel a little bit more elastic from all the stretching.")>><</if>>\n\n<<case "think">>\n\t<<include Thoughts>>\n\n/% ---------- Shapeshifting %/\n<<case "shift:new">>\n\n<<case "shift:glamour">>\n\n\n<</switch>>\n\n/% ---------- Status Outputs %/ \n<<for _i to 0; _i < $scenaPers.PrintQueue.length; _i++>><div id="statusPrints" class="row" style="margin-left:1rem;"><mini><<print $scenaPers.PrintQueue[_i]>></mini></div><</for>>\n</div>\n\n</div></div></div>\n</div>/% Menu---------- %/\n<<include Body:Menu>>/% ---------- %/\n<<display Footer>></div>
\n\t<p>...Unable to resist, you scoop the fat idol from the pedestal and stuff it into your mouth!<br>\n\tIt melts instantly upon hitting your tongue, and you swoon at the rich sweetness of it as you gulp it down.</p>\n\n\t<p>And in that moment, your belly begins to gurgle and thunder.</p>\n\t<<switch $eventMode>>\n\t/% ---------- %/<<case "Guguetelle">><<set $scenaTracker.BellyIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Guguetelle">>\n\t\t\t<p>Your bloated, jiggling belly creaks and quakes as it begin to stretch even more cartoonishly fat and round...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Guguetelle">><</if>>\t\t\n\t\t<<set $scenaFatMag.Belly += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:guguetelle">><<include SetStatus>>\n\n\t<<if $scenaTracker.BellyIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching as it begins to rise and swell in your paws like warm dough!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your gut is taking on the lion's share by far, rapidly ballooning and widening, growing huge, blobby, and fat with increasing speed!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, your gut bulging farther and farther out in all directions as the idol's magic fattens you into a blimp!</p>\n\n\t<<else>>\n\t\t<p>You watch with fascination as your middle begins to blimp up even fatter, even faster than it did before! \n\t\t<br><<if $scenaTracker.BellyIdolsEaten gte 3>>\n\t\t<<else>>Your belly feels huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted gut might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Busty">><<set $scenaTracker.ChestIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Busty">><<set $scenaFat.BType = "Blimp-Chested">>\n\t\t<<elseif $scenaFat.BType eq "Blimp-Chested">>\n\t\t\t<p>Your bloated, jiggling <<print _refWord>> creaks and quakes as it begin to stretch even more cartoonishly fat and heavy...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Busty">><</if>>\t\t\n\t\t<<set $scenaFatMag.Chest += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\n\t<<if $scenaTracker.ChestIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your <<print _refWord>> begin to inflate, growing huge and moonlike in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your <<print _refWord>> is taking on the lion's share by far, blimping up with incredible speed and threatening to bowl you over!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>> begins to blimp up //even fatter, even faster than they did before!// \n\t\t<br><<if $scenaTracker.ChestIdolsEaten gte 3>>\n\t\t<<else>>Your <<print _refWord>> feels huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted <<print _refWord>> might eventually ''explode...''</p><</if>>\n\n\t/% ---------- %/<<case "Viviere">><<set $scenaTracker.HGlassIdolsEaten++>>\n\t\t<<if ($scenaFat.BType eq "Blimpcow") or ($scenaFat.BType eq "Viviere")>>\n\t\t\t<p>Your bloated, jiggling <<print _refWord>> and thighs creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t<<else>><<set $scenaFat.BType = "Viviere">><</if>>\t\t\n\t\t<<set $scenaFatMag.Chest += 1.5; $scenaFatMag.Thigh += 1.0>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:viviere">><<include SetStatus>>\n\n\t<<if $scenaTracker.HGlassIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your <<print _refWord>> and thighs begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your <<print _refWord>> is taking on the lion's share by far, blimping up with incredible speed and threatening to bowl you over!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>> and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.HGlassIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\t\t\n\n\t/% ---------- %/<<case "Round">><<set $scenaTracker.RoundIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Round">><<set $scenaFat.BType = "Spherical">>\n\t\t<<elseif $scenaFat.BType eq "Spherical">>\n\t\t\t<p>Your bloated, jiggling <<print _refWord>> and belly creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Round">><</if>>\t\t\n\t\t<<set $scenaFatMag.Belly += 1.5; $scenaFatMag.Chest += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:round">><<include SetStatus>>\n\n\t<<if $scenaTracker.RoundIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching as it begins to rise and swell in your paws like warm dough-- along with your <<print _refWord>>, inflating in equal time!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your gut and <<print _refWord>> are taking on the lion's share by far, rapidly blimping and widening, growing huge, blobby, and fat with increasing speed!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>> and belly begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.RoundIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\t/% ---------- %/<<case "Boviete">><<set $scenaTracker.HGlassIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Boviete">><<set $scenaFat.BType = "Blimpcow">>\n\t\t\t<p>You feel fatter and wider than ever!</p>\n\t\t<<elseif $scenaFat.BType eq "Blimpcow">>\n\t\t\t<p>Your bloated, jiggling <<print _refWord>>, belly and thighs creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Boviete">><</if>>\t\t\n\t\t<<set $scenaFatMag.Thigh += 1.5; $scenaFatMag.Chest += 1.5; $scenaFatMag.Belly += 0.6>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:boviete">><<include SetStatus>>\n\n\t<<if $scenaTracker.HGlassIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your <<print _refWord>> and thighs begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your thighs are taking on the lion's share by far, expanding and widening as if eager to swallow the surrounding area!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>> and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.HGlassIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Thick-Thighed">><<set $scenaTracker.ThighIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Thick-Thighed">><<set $scenaFat.BType = "Barrel-Thighed">>\n\t\t<<elseif $scenaFat.BType eq "Barrel-Thighed">>\n\t\t\t<p>Your bloated, jiggling thighs creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Thick-Thighed">><</if>>\t\t\n\t\t<<set $scenaFatMag.Thigh += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:thighs">><<include SetStatus>>\n\n\t<<if $scenaTracker.ThighIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your thighs begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your thighs are taking on the lion's share by far, expanding and widening as if eager to swallow the surrounding area!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your thighs begin to blimp up //even fatter, even faster than they did before!// \n\t\t<br><<if $scenaTracker.ThighIdolsEaten gte 3>>\n\t\t<<else>>Your thighs feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted thighs might eventually ''explode...''</p><</if>>\n\n\t/% ---------- %/<<case "Fat-Tailed">><<set $scenaTracker.TailIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Fat-Tailed">><<set $scenaFat.BType = "Blimp-Tailed">>\n\t\t<<elseif $scenaFat.BType eq "Blimp-Tailed">>\n\t\t\t<p>Your bloated, blimplike tail creaks and quakes as it begins to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Fat-Tailed">><</if>>\t\t\n\t\t<<set $scenaFatMag.Tail += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:tail">><<include SetStatus>>\n\n\t<<if $scenaTracker.TailIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your tail begins to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your tail is taking on the lion's share by far, swelling up into a gargantuan, rippling blob!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your tail begins to blimp up //even fatter, even faster than they did before!// \n\t\t<br><<if $scenaTracker.TailIdolsEaten gte 3>>\n\t\t<<else>>Your tail feels huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted tail might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Pear">><<set $scenaTracker.PearIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Pear">><<set $scenaFat.BType = "Blimpear">>\n\t\t<<elseif $scenaFat.BType eq "Blimpear">>\n\t\t\t<p>Your bloated, jiggling belly and thighs creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Pear">><</if>>\t\t\n\t\t<<set $scenaFatMag.Belly += 1.5; $scenaFatMag.Thigh += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:pear">><<include SetStatus>>\n\n\t<<if $scenaTracker.PearIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your belly and thighs begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your gut and thighs are taking on the lion's share by far, expanding and widening as if eager to swallow the surrounding area!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your gut and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.PearIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Bottom-Heavy">><<set $scenaTracker.RearIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Bottom-Heavy">><<set $scenaFat.BType = "Blimp-Bottomed">>\n\t\t\t<<elseif $scenaFat.BType eq "Blimp-Bottomed">>\n\t\t\t<p>Your bloated, jiggling thighs and tail creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Bottom-Heavy">><</if>>\t\t\n\t\t<<set $scenaFatMag.Thigh += 1.5; $scenaFatMag.Tail += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:bottomheavy">><<include SetStatus>>\n\n\t<<if $scenaTracker.RearIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your thighs and tail begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel the rest of your body puffing up, too-- filling with fat like a balloon on a garden hose--, but your tail and thighs are taking on the lion's share by far, expanding and widening as if eager to swallow the surrounding area!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens you into a blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your gut and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.RearIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Billetroa">><<set $scenaTracker.BlimpIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Billetroa">>\n\t\t\t<<set $scenaFatMag.Belly += 0.8; $scenaFatMag.Chest += 0.6; $scenaFatMag.Thigh += 0.8>>\n\t\t<<else>><<set $scenaFat.BType = "Billetroa">>\n\t\t\t<<set $scenaFatMag.Belly += 1.2; $scenaFatMag.Chest += 1.2; $scenaFatMag.Thigh += 1.2>><</if>>\t\t\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:bulging">><<include SetStatus>>\n\n\t<<if $scenaTracker.BlimpIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching as it begins to rise and swell in your paws like warm dough!<br>\n\t\tYou feel the rest of your body puffing up, too, filling with fat like a balloon on a garden hose, quaking and dancing around you as the growth picks up speed-- with no sign of stopping!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, staggering away as the idol's magic blows you up fatter and fatter-- <i>and fatter!</i></p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>>, belly, and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.BlimpIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed -= 2; $scenaStats.Finesse -= 2>><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Pudding">><<set $scenaTracker.BlobIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Pudding">>\n\t\t\t<<set $scenaFatMag.Belly += 0.3; $scenaFatMag.Chest += 0.2; $scenaFatMag.Thigh += 0.3>>\n\t\t\t<<set $scenaFatMag.Cheek += 0.6; $scenaFatMag.Arm += 0.8; $scenaFatMag.Side += 0.75; $scenaFatMag.Back += 0.75>>\n\t\t<<else>><<set $scenaFat.BType = "Pudding">>\n\t\t\t<<set $scenaFatMag.Belly += 0.8; $scenaFatMag.Chest += 0.6; $scenaFatMag.Thigh += 0.8>>\n\t\t\t<<set $scenaFatMag.Cheek += 1.0; $scenaFatMag.Arm += 1.5; $scenaFatMag.Side += 1.5; $scenaFatMag.Back += 1.5>><</if>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:pudding">><<include SetStatus>>\n\n\t<<if $scenaTracker.BlobIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your entire body begins to soften and expand-- but in moments, your cheeks begin to puff up huge and fat, making vision difficult!<br>\n\t\tYou feel your neck inflating and billowing outwards into a cascade of soft, buttery chins; your sides bulge and widen rapidly, spilling outwards into thickening, jiggling bands of pure blubber!<br>\n\t\tYour arms are swelling up, too-- cramming full of so much fat that they begin to lift themselves up and out, perched atop your gelatinous, blimping sides!</p>\n\t\t<p>Your belly, <<print _refWord>>, thighs, and tail are all rapidly bloating with quivering, quaking fat-- but their growth is dwarfed by the rest of your body's rippling outward expansion!</p>\n\t\t<p>Breathless, you waddle a retreat as best you can, wobbling and rippling as the idol pumps you up fatter and fatter <i>and fatter,</i> working hard at transforming you into a blimplike blob!</p>\n\t<<else>>\n\t\t<p>You watch as best you can as your cheeks, neck, arms, and torso begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.BlobIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed -= 2; $scenaStats.Finesse -= 2>><</if>></p>\n\t\t<p>You think that if you continue eating these, your fat-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\n\n\t/% ---------- %/<<case "Bovine">><<set $scenaTracker.CowIdolsEaten++>>\n\t\t<<if $scenaFat.BType eq "Boviete">><<set $scenaFat.BType = "Blimpcow">>\n\t\t\t<<elseif $scenaFat.BType eq "Viviere">><<set $scenaFat.BType = "Boviete">>\n\t\t\t<<elseif $scenaFat.BType eq "Blimpcow">>\n\t\t\t<p>Your bloated, jiggling <<print _refWord>>, belly and thighs creak and quake as they begin to stretch even more cartoonishly fat and wide...!</p>\n\t\t\t<<else>><<set $scenaFat.BType = "Boviete">><</if>>\t\t\n\t\t<<set $scenaFat.BType = "Busty"; $scenaFatMag.Chest += 1.5>>\n\t\t<<set $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:boviete">><<include SetStatus>>\n\t\t\t<<set $scenaProducts.MilkRate += random(3,6); $scenaProducts.Milkfat += random(0.2,0.5)>>\n\t\t\t<<set _milkOp = "analyze">><<include DB:Milks>>\t\t\n\n\t<<if $scenaTracker.HGlassIdolsEaten eq 0>>\n\t\t<p>You gently clutch it, watching with fascination and mild dread as your <<print _refWord>> and thighs begin to balloon, growing huge, wide, and gelatinously soft in mere moments!<br>\n\t\tYou feel your <<print either("belly","gut")>> puffing up, too-- inflating with fat like a balloon on a garden hose--, but your <<print _refWord>> and thighs are taking on the lion's share by far, blimping up into enormous, \n\t\tfleshy blobs as you watch helplessly!</p>\n\t\t<p>Your <<print _refWord>> feels especially strange, too-- sloshing as an odd pressure rapidly builds within, making you feel like a water balloon!</p>\n\t\t<p>Breathless, you waddle a retreat as quickly as you can manage as your body inflates around you, wobbling and quaking as the idol's magic fattens and widens you into a milk-bloated blimp!</p>\n\t<<else>>\n\t\t<p>You watch with fascination as your <<print _refWord>> and thighs begin to blimp up //even fatter, even faster than they did before!//\n\t\t<br><<if $scenaTracker.HGlassIdolsEaten gte 3>>\n\t\t<<else>>You feel huge, fat, and extra-ponderous!<<set $scenaStats.Speed--; $scenaStats.Finesse-->><</if>></p>\n\t\t<p>You think that if you continue eating these, your milk-bloated, magic-glutted body might eventually ''explode...''</p><</if>>\n\t<</switch>>
What might you shout ''when charging into battle?''<br>\n<<textbox "$scenaFlavor.BCry" "AAAAAAAA" autofocus>><br><br>\n\nA few parting words ''when facing crushing defeat?''<br>\n<<textbox "$scenaFlavor.DRattle" "oof">><br><br>\n\n''What title might you introduce yourself with?'' (Optional)<br>\n<<print $scenaPers.Name>> the <<textbox "$scenaFlavor.Title" $scenaFlavor.Title>><br>\n\n<br><hr>\n\n[[Continue|PCMenu]]
''Select a new Archetype.''<br><br>\n\n<<display ArcheSelection>>\n\n<br><hr>\n\n[[Continue|PCMenu][$scenaMod.Archetype = 1]]
/% If two types of slime share the same cavity, the larger slime absorbs the smaller %/\n\n<<for _i to 0; _i < $fxParasite.Tail.length; _i++>>\n\t<<switch $fxParasite.Tail[_i].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">><<set _specimen = $fxParasite.Tail[_i]>>\n\t\t<<for _j to _i+1; _j < $fxParasite.Tail.length; _j++>><<switch $fxParasite.Tail[_j].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">>\n\t\t<<set _comparator = $fxParasite.Tail[_j]>>\n\t\t/% Consolidation %/\n\t\t<<if _specimen.Qt gt _comparator.Qt>><<set _mergeOp = "specAbsorbs"; $fxParasite.Tail[_i].Qt += $fxParasite.Tail[_j].Qt>>\n\t\t<<else>><<set _mergeOp = "compAbsorbs"; $fxParasite.Tail[_j].Qt += $fxParasite.Tail[_i].Qt>><</if>>\n\n\t\t/% if comparator matches, hybridize subtypes and merge; else compare/hybridize species and subtypes and merge %/\n\t\t\t<<switch _comparator.Subtype>>\n\t\t\t<<case "Ambrosia">><<switch _specimen.Subtype>>\n\t\t\t\t/% Ambrosia x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Ambrosia x Slurry %/<<case "Slurry">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% = Ambrosia %/<<default>><<set _typeBlend = "Ambrosia">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Distensium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Distensium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Distensium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Distensium %/<<default>><<set _typeBlend = "Distensium">>\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Fattenium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Fattenium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Fattenium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Fattenium %/<<default>><<set _typeBlend = "Fattenium">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Honeybutter">><<switch _specimen.Subtype>>\n\t\t\t\t/% Honeybutter x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Honeybutter x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Honeybutter x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Honeybutter x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Honeybutter x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Honeybutter x Royal Jelly %/<<case "Royal Jelly">><<set _typeBlend = "Royal Jelly">>\n\t\t\t\t/% Honeybutter x Slurry %/<<case "Slurry">><<set _typeBlend = "Slurry">>\n\t\t\t\t/% = Honeybutter %/<<default>><<set _typeBlend = "Honeybutter">>\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Irradiated">><<switch _specimen.Subtype>>/% Later we might make radioactive variants of fattenium, distensium, etc. %/\n\t\t\t\t/% Irradiated x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Irradiated x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Irradiated x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Irradiated x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Irradiated x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Irradiated %/<<default>><<set _typeBlend = "Irradiated">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Miratoxic">><<switch _specimen.Subtype>>\n\t\t\t\t/% Miratoxic x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Miratoxic %/<<default>><<set _typeBlend = "Miratoxic">>\t\t\t\n\t\t\t\t<</switch>>\t\t\n\n\t\t\t<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\n\t\t\t<<case "Slurry">><<switch _specimen.Subtype>>\n\t\t\t\t/% Slurry x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% Slurry x Distensium %/<<case "Distensium">><<set _typeBlend = "Bursting Slurry">>\n\t\t\t\t/% Slurry x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Slurry %/<<default>><<set _typeBlend = "Slurry">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t/% Add more of these when something would blend in a specific way or make a fun hybrid\n\t\t\t\tRecessive slime types should be okay without their own listing; I believe they'll simply dilute out when paired with other types? Keep an eye on it %/\n\t\t\t<</switch>>\n\n\t\t<<switch _specimen.ID>> /% Slime Species Merges %/\n\t\t<<case "slime">><<switch _comparator.ID>>\n\t\t\t<<case "creme">><<set _specBlendID = "pudding">>\n\t\t\t<<case "mallow">><<set _specBlendID = "slime">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "pudding">><<switch _comparator.ID>>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "creme">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "pudding">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mousse">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<case "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "dough">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mallow">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "pudding" "creme" "mousse">><<set _specBlendID = "mallow">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<</switch>>\n\n\t/% Finalization %/\n\t\t<<if def _typeBlend>><<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Tail[_i].Subtype += $fxParasite.Tail[_j].Qt>>\n\t\t<<else>><<set $fxParasite.Tail[_j].Qt += $fxParasite.Tail[_j].Qt>><</if>><</if>>\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Tail[_i].ID = _specBlendID>>\n\t\t<<else>><<set $fxParasite.Tail[_j].ID = _specBlendID>><</if>>\n\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Tail.deleteAt(_j); $fxParasite.bellyParasites.deleteAt(_j)>>\n\t\t<<else>><<set $fxParasite.Tail.deleteAt(_i); $fxParasite.bellyParasites.deleteAt(_i)>><</if>>\n\n\t<</switch>>\n\t<</for>>\n<</switch>>\n<</for>>\n\n
/% Todo - $pcShards? \n\n<<if ndef $pcShards>>\n<<set $pcShards = {\n\tActive: "", Stored: [],\n}>><</if>>\n\n\n%/\n\n<<if ndef $scenaShapes>>\n<<set $scenaShapes = { Shiftable: true, Compressible: true,\n\tShift: "", Size: "",\n\tCollected: ["Glamour","Custom","Flight Form","Swim Form","Travel Form","Eldritch Form","Dragon Form","Voluntary Wereform"], \n\tCompression: [], \n\tCustomSize: [], CustomShift: [],\n}>><</if>>
/% =============== Event - Forage %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set _callItem = $forageType>><<include ItemDB:Forage>><<set _activeItem = _newItem>>\n<<set _gluttony = random(1,100)>>/% Voracity Check %/\n\t<<if _gluttony lte ($scenaStats.Voracity + $sMod.Voracity)>><<set _forceEat = 1>><</if>>\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Eat">>\n\n<div class="col"><div class="row"><<print _activeItem.Consume>></div>\n\n\t<<include UseEffect>>\n\n</div>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n♦<a id="navE" class='btnClick' data-passage="Ev:Graze" data-setter="$scena.Action = 'Eat';">E) Keep Eating!</a> \n\n<<if ($scena.Action neq "Burst") and ($scena.Action neq "Immobile") and (ndef _forceEat)>>\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n<<elseif def _forceEat>><gold>♦ !) //Can't stop eating this round!//</gold><</if>>\n\n\n\n</div>/% ---------- %/<<display Footer>></div>
\n\t<<for _backScale to $stringScale.SideBack.length-1; _backScale > -1; _backScale-->>\n\t\t<<if $scenaFat.Back gte $LGranularScale.Int[_backScale]>><<set _backPrint = $stringScale.SideBack[_backScale]>><<break>>\n\t\t<<elseif $scenaFat.Back lt $LGranularScale.Int[1]>><<set _backPrint = $stringScale.SideBack[0]>><<break>><</if>>\n\t<</for>>\n\t\t<<if $scenaFat.Back gte $LGranularScale.Int[1]>>\n\t\t<<set _backPrint += " Back" + " (" + $scenaFat.Back.toFixed(1) + ")">>\n\t<div class="btn eFat"><<print _backPrint>></div><</if>>\n
<<if ndef $airPressure>><<set $airPressure = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>>\n\t<<set $liqPressure = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>>\n\t<<set $stuffingPressure = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>><</if>>\n\n/% ----------- Combined Bloat Outputs %/\n\t<<set $airPressure.Chest = $scenaAir.Chest + $scenaFoam.Chest>>\n\t<<set $liqPressure.Chest = $scenaLiquid.Chest + $scenaSlime.Chest + ($scenaProducts.Milk * $scenaProducts.Milkbloat)>>\n\t<<set $stuffingPressure.Chest = $scenaFilling.Chest + $scenaDough.Chest>>\n\n\t<<set $airPressure.Belly = $scenaAir.Belly + $scenaFoam.Belly>>\n\t<<set $liqPressure.Belly = $scenaLiquid.Belly + $scenaSlime.Belly>>\n\t<<set $stuffingPressure.Belly = $scenaFilling.Belly + $scenaDough.Belly>>\n\n\t<<set $airPressure.Thigh = $scenaAir.Thigh + $scenaFoam.Thigh>>\n\t<<set $liqPressure.Thigh = $scenaLiquid.Thigh + $scenaSlime.Thigh>>\n\t<<set $stuffingPressure.Thigh = $scenaFilling.Thigh + $scenaDough.Thigh>>\n\n\t<<set $airPressure.Tail = $scenaAir.Tail + $scenaFoam.Tail>>\n\t<<set $liqPressure.Tail = $scenaLiquid.Tail + $scenaSlime.Tail>>\n\t<<set $stuffingPressure.Tail = $scenaFilling.Tail + $scenaDough.Tail>>\n\n\t<<set $scenaContents.Chest = $airPressure.Chest + $liqPressure.Chest + $stuffingPressure.Chest>>\n\t<<set $scenaContents.Belly = $airPressure.Belly + $liqPressure.Belly + $stuffingPressure.Belly>>\n\t<<set $scenaContents.Thigh = $airPressure.Thigh + $liqPressure.Thigh + $stuffingPressure.Thigh>>\n\t<<set $scenaContents.Tail = $airPressure.Tail + $liqPressure.Tail + $stuffingPressure.Tail>>\n\n\t<<set _bellyStretch = Math.round(($scenaStretch.Belly + $sMod.stretchBelly) * $scenaFat.Belly)>>\n\t<<set _chestStretch = Math.round(($scenaStretch.Chest + $sMod.stretchChest) * $scenaFat.Chest)>>\n\t<<set _thighStretch = Math.round(($scenaStretch.Thigh + $sMod.stretchThigh) * $scenaFat.Thigh)>>\n\t<<set _tailStretch = Math.round(($scenaStretch.Tail + $sMod.stretchTail) * $scenaFat.Tail)>>\n\n<<include Handler:Bloat:Chest>>\n<<include Handler:Bloat:Belly>>\n<<include Handler:Bloat:Thigh>>\n<<include Handler:Bloat:Tail>>\n\n\n/% Burst Warnings %/\n<<if $scenaStats.burstHP lte Math.round($scenaStats.maxBurstHP * 0.15)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>Your seams are <b>tearing open..!</b></red>")>>\n\n<<elseif $scenaStats.burstHP lte Math.round($scenaStats.maxBurstHP * 0.3)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>You feel like you're <b>going to explode..!</b></red>")>>\n\n<<elseif $scenaStats.burstHP lte Math.round($scenaStats.maxBurstHP * 0.4)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>Your overstretched skin groans and creaks painfully...</gold>")>>\n<</if>>
/% Call floor transitions for multi-level dungeons and mounds %/\n<<print "<<include " + $scenaBiome.ActiveSub.FloorCaller + ">>">>\n<<set $scenaLoc.LoadFloor = 0>>
/% --------- New Floors %/\n<<if $scenaLoc.Floor gte -1>>\n\t<<set $scenaBiome.ActiveSub.Spawner.pushUnique("exit"); $scenaBiome.ActiveSub.Portals = ["floorDown"]>>\n<<elseif $scenaLoc.Floor lte -2>>\n\t<<set $scenaBiome.ActiveSub.Spawner.delete("exit"); $scenaBiome.ActiveSub.Portals = ["floorDown","floorUp"]>><</if>>\n\n/% -------- Sub-Transition Floors %/<<if $scenaLoc.Floor lte $scenaBiome.ActiveSub.transitionFloor>>\n\t<<set $scenaBiome.ActiveSub.Spawner.delete("pool")>>\n\t<<set $scenaBiome.ActiveSub.Spawner.push("noHit","noHit","livingAmbient")>>\n\t<<set _callMat = $scenaBiome.ActiveSub.floodLiquid>><<include DB:Materials>>\n\t<<set $scenaBiome.ActiveSub.Ambient = []>>\n\n/% ----- Encounters %/\n<<switch $scenaBiome.ActiveSub.floodLiquid>>\n\t<<case "irradiated water">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Irradiated","slime:Slime:Irradiated","slime:Slime:Irradiated","VecFam","Mythosi:Jellian:Irradiated"]>>\n\n\t<<case "slimeJelly">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime","slime:Slime:Giant","slime:Slime:Giant","Tendril:Jelly","VecFam","Mythosi:Jellian"]>>\n\t<<case "slimePudding">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding","slime:Pudding:Giant","slime:Pudding:Giant","slime:Creme","VecFam","Mythosi:Jellian:Pudding","Mythosi:Confectian"]>>\n\t<<case "slimeCreme">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Creme","slime:Creme:Giant","slime:Creme:Giant","slime:Pudding","VecFam","Mythosi:Jellian:Creme"]>>\n\t<<case "slimeDough">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Dough","slime:Dough:Giant","slime:Dough:Giant","VecFam","Mythosi:Jellian:Dough","Mythosi:Epicurean"]>>\n\t<<case "slimeMousse">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Mousse","slime:Mousse:Giant","slime:Mousse:Giant","VecFam","Mythosi:Jellian:Mousse","Mythosi:Confectian"]>>\n\n\t<<case "honeybutter">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Honeybutter","slime:Slime:Honeybutter:Giant","slime:Slime:Honeybutter:Giant","slime:Slime:RoyalJelly","VecFam","Mythosi:Honeypot"]>>\n\t<<case "gorger jelly">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:RoyalJelly","slime:Slime:RoyalJelly:Giant","slime:Slime:RoyalJelly:Giant","VecFam","Mythosi:Honeypot"]>>\n\n\t<<case "viviere milk">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Creme","slime:Creme:Giant","slime:Creme:Giant","Tendril:Milky","VecFam","Mythosi:Viviean","Mythosi:Jellian:Creme"]>>\n\n\t<<case "viviere slurry">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding:Slurry","slime:Creme","slime:Pudding:Slurry:Giant","slime:Creme:Giant","Tendril:Slurry","VecFam","Mythosi:Viviean","Mythosi:Jellian:Creme"]>>\n\n\t<<case "bolstering slurry">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding:Slurry","slime:Creme","slime:Pudding:Slurry:Giant","Tendril:Slurry","VecFam","Mythosi:Adiposa"]>>\n\t<<case "bulking slurry">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding:Slurry","slime:Creme","slime:Pudding:Slurry:Giant","Tendril:Slurry","VecFam","Mythosi:Adiposa"]>>\n\n\t<<case "vin mir" "miratoxin">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Miratoxic","slime:Slime:Miratoxic:Giant","slime:Slime:Miratoxic:Giant","TendrilFam","VecFam","Mythosi:Mirlat"]>>\n\t<<case "vin noit" "ink">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Ink","slime:Slime:Ink:Giant","slime:Slime:Ink:Giant","TendrilFam","VecFam","Mythosi:Mirlat"]>>\n\t<<case "silessence">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Silessence","slime:Creme:Silessence","slime:Slime:Silessence:Giant","slime:Creme:Silessence:Giant","TendrilFam","VecFam","Mythosi:Mirlat"]>>\n\n\t<<case "distensium" "vin distensium">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Distensium","slime:Slime:Distensium:Giant","slime:Slime:Distensium:Giant","Tendril:Hose","VecFam","Mythosi:Zeppelian"]>>\n\t<<case "vin fattenium" "fattenium">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding","slime:Slime:Fattenium","slime:Pudding:Fattenium","slime:Pudding:Fattenium:Giant","Tendril:Feeder","VecFam","Mythosi:Adiposa"]>>\n\t<<case "vin ambrum" "ambrosia">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Pudding:Ambrosia","slime:Pudding:Ambrosia:Giant","slime:Pudding:Ambrosia:Giant","Tendril:Feeder","VecFam","Mythosi:Adiposa"]>>\n\n\t<<case "vin mirazin" "miraplasm">>\n\t\t<<set $scenaBiome.ActiveSub.Living = ["slime:Slime:Miraplasmic","slime:Slime:Miraplasmic:Giant","slime:Slime:Miraplasmic:Giant"]>>\n\n<</switch>>\n\n/% ----- Ambience %/\n<<switch $scenaBiome.ActiveSub.floodLiquid>>\n\t<<case "slimeJelly" "slimePudding" "slimeCreme" "slimeMousse">>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade slowly through halls flooded with endless amounts of thick, churning " + _newMaterial.Color.toLowerCase() + " goo.")>>\n\t<<case "slimeDough">>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade slowly through halls flooded with endless amounts of thick, sucking " + _newMaterial.Color.toLowerCase() + " dough.")>>\n\t<<case "honeybutter">>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade slowly through a seemingly-endless sea of honeybutter.")>>\n\t<<case "gorger jelly">>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade slowly through a seemingly-endless sea of pale jelly.")>>\n\t<<case "vitae">>\n\t\t<<if _internalTraits.includes("Vital")>><<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade through a sea of glowing teal ichor, your skin thrumming.")>>\n\t\t<<else>>/% Die. Immediately. %/<</if>>\n\t<<default>>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade through a veritable sea of " + _newMaterial.Color.toLowerCase() + " " + _newMaterial.Appearance.toLowerCase() + ".")>>\n\t\t<<set $scenaBiome.ActiveSub.Ambient.pushUnique("You wade through the profusely-flooded halls.")>>\n\t<</switch>>\n\n\n\n/% -------- Bottom Floor %/<<elseif $scenaLoc.Floor lte $scenaLoc.bottomFloor>>\n\t\t<<set $scenaBiome.ActiveSub.Portals = ["floorUp"]>>\n\n\n\n\n\n<</if>>
/% ---------- Manes %/ <<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai" "Zamirai">>\n\t''Mane'' <<listbox "$geneSelector.Mane" autoselect>><<optionsfrom $scenaGPool.Mane>><</listbox>> \n\t<<set _selectorCall = "maneColor">><<include CustomGenesCommon>>\t\n\n/% ---------- %/<<case "Karakk">>\n\t''Mane'' <<listbox "$geneSelector.Mane" autoselect>><<optionsfrom $detailGenes.KarakkMane>><</listbox>> \n\t<<set _selectorCall = "maneColor">><<include CustomGenesCommon>>\t\n\n/% ---------- %/<<case "Esque">>\n\t''Mane'' <<listbox "$geneSelector.Mane" autoselect>><<optionsfrom $detailGenes.EsqueMane>><</listbox>> \n\t<<set _selectorCall = "maneColor">><<include CustomGenesCommon>>\t\n\n/% ---------- %/<<default>>\n\t''Mane'' <<listbox "$geneSelector.Mane" autoselect>><<optionsfrom $scenaGPool.Mane>><</listbox>> \n\t<<set _selectorCall = "maneColor">><<include CustomGenesCommon>>\t\n\n\n<</switch>>
/% Eventually we'll make this more complex, have variants for different scale ranges and body builds, etc %/\n/% =============================== %/\n<<switch _fatSet>>\n/% --------- %/ <<case "torsoBase">>\n\n<<set $scenaFat.Cheek = random(3); $scenaFat.Neck = random(3)>>\n<<set $scenaFat.Arm = random(1,5)>>\n<<set $scenaFat.Chest = random(15)>>\n<<set $scenaFat.Belly = random(5,35)>>\n<<set $scenaFat.Thigh = random(3,35)>>\n<<set $scenaFat.Tail = random(35)>>\n\n/% --------- %/ <<default>>\n\n<<set $scenaFat.Cheek = random(3); $scenaFat.Neck = random(3)>>\n<<set $scenaFat.Arm = random(1,5)>>\n<<set $scenaFat.Chest = random(15)>>\n<<set $scenaFat.Belly = random(5,35)>>\n<<set $scenaFat.Thigh = random(3,35)>>\n<<set $scenaFat.Tail = random(35)>>\n\n/% =============================== %/\n<</switch>>
<<switch _statusCall>>\n/% ---------- Exposure Status Effects %/\n\t<<case "expose:mirads">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\n\t\t<<set $fxRads.Mirads += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("exposure:mirads")>>\n\n\n/% ----- %/<<case "expose:rads">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\n\t\t<<set $fxRads.Rads += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("exposure:rads")>>\n\n<</switch>>
<div class="row fullRow" style="margin-top: 0.2rem; border-bottom: 1px solid #fff;"><b style="margin-left: 4%;">COMBAT</b></div>\n<div class="row fullRow centerRow" style="margin-top: 1rem; margin-bottom: 1rem; border-bottom: 1px solid #fff;">\n<div class="col-3" style="margin-top: 1rem; margin-bottom: 1rem;"></div>/% ---------- %/\n\n/% ---------- %/<div class="col-1 centerRow" style="margin-top: 1rem; margin-bottom: 1rem;">\n<div class="row centerRow"><<set _avStyle = "combatAv"; _avImg = $scenaFlavor.Avatar>><<include Avatar>></div>\n<div class="row centerRow">\n\n<b><<print $scenaFlavor.Name>></b> the <b><<if $scenaFlavor.Title neq "">><<print $scenaFlavor.Title>><<else>><<print $scenaStats.Class>><</if>></b>\n\n</div>/% ---------- %/</div>\n/% ---------- %/<div class="col-2 centerRow" style="margin-top: 1rem; margin-bottom: 1rem; margin-left: auto; margin-right: auto;"><h2>~VERSUS~</h2></div>/% ---------- %/\n/% ---------- %/<div class="col-1 centerRow" style="margin-top: 1rem; margin-bottom: 1rem;">\n\n<div class="row centerRow"><<set _avStyle = "combatFlense"; _avImg = $scenaFlentse.Img>><<include Avatar>></div>\n<div class="row centerRow"><b><<print $scenaFlentse.Name>></b></div>\n\n/% ---------- %/</div>\n\n<div class="col-3"></div>/% ---------- %/</div>
/% d100 for each “round” of combat - if number rolled is above hit, PC scores a hit; if number is below, PC sustains an injury\nRolling continues until either the enemy or the PC are defeated =============================== %/\n<<include DB:Flentse>><<set $scena.Event = "Combat versus ''" + $scenaFlentse.Name + "!''">><<include Header>>\n\n/% ---------- %/<<include VersusHeader>>\n/% =============== %/<div class="col" style="margin-top: 1rem; margin-bottom: 1rem;">/% ---------- %/\n<div class="row"><div class="col-1"></div><div class="col">\n\n\n<<if $scenaFlavor.CompanName neq "">>You head into battle with <<print $scenaFlavor.CompanName>> close behind!\n<<else>>You head into battle!<</if>> <gold>''//<<print $scenaFlavor.BCry>>//''</gold>\n\n\n</div><div class="col-1"></div></div></div>/% ---------- %/<div class="row" style="border-bottom: 1px solid #FFF;"></div><div class="col"></div>\n<div class="col-10">/% ---------- %/<div class="row" style="margin-top: 1rem;">\n\n<h2>Base Success Chance</h2> <b>(<<switch $scenaFlentse.Difficulty>>\n\t<<case "Trivial">><green><<print $scenaFlentse.Difficulty>></green>\n\t<<case "Threatening">><red><<print $scenaFlentse.Difficulty>></red>\n\t<<default>><<print $scenaFlentse.Difficulty>><</switch>>//flentse//)</b>\n\n\t<<if $scenaFlentse.Difficulty eq "Trivial">><<set _baseSuccess = 80>>\n\t<<elseif $scenaFlentse.Difficulty eq "Threatening">><<set _baseSuccess = 50>>\n\t<<else>><<set _baseSuccess = 60>><</if>> <h2><<print _baseSuccess>></h2>\n\n</div>/% ---------- %/<div class="row" style="margin-left: 2rem;">\nTactics versus //Flentse// \n<b>(<<print $scenaStats.Tactic>> versus <<print $scenaFlentse.Tactic>>)\n\t<<switch $scenaStats.Tactic>>/% ---------- %/<<case "Melee">>\n\t\t<<if $scenaFlentse.Tactic eq "Melee">>+0<<set _Tactics = 0>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Hybrid">><green>+3</green><<set _Tactics = 3>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Ranged">><red>-3</red><<set _Tactics = -3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Hybrid">>\n\t\t<<if $scenaFlentse.Tactic eq "Melee">><red>-3</red><<set _Tactics = -3>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Hybrid">>+0<<set _Tactics = 0>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Ranged">><green>+3</green><<set _Tactics = 3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Ranged">>\n\t\t<<if $scenaFlentse.Tactic eq "Melee">><green>+3</green><<set _Tactics = 3>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Hybrid">><red>-3</red><<set _Tactics = -3>>\n\t\t<<elseif $scenaFlentse.Tactic eq "Ranged">>+0<<set _Tactics = 0>>\n\t\t<</if>>\n\t<</switch>></b>\n\n</div>/% ---------- %/<div class="row" style="margin-left: 2rem;">\nAttack versus //Flentse// \n<b>(<<print $scenaStats.Attack>> versus <<print $scenaFlentse.Defense>>) \n\t<<switch $scenaStats.Attack>>/% ---------- %/<<case "Physical">>\n\t\t<<if $scenaFlentse.Defense eq "Armor">>+0<<set _Attack = 0>>\n\t\t<<elseif $scenaFlentse.Defense eq "Evasion">><green>+3</green><<set _Attack = 3>>\n\t\t<<elseif $scenaFlentse.Defense eq "Ward">><red>-3</red><<set _Attack = -3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Stealth">>\n\t\t<<if $scenaFlentse.Defense eq "Armor">><red>-3</red><<set _Attack = -3>>\n\t\t<<elseif $scenaFlentse.Defense eq "Evasion">>+0<<set _Attack = 0>>\n\t\t<<elseif $scenaFlentse.Defense eq "Ward">><green>+3</green><<set _Attack = 3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Magic">>\n\t\t<<if $scenaFlentse.Defense eq "Armor">><green><green>+3</green></green><<set _Attack = 3>>\n\t\t<<elseif $scenaFlentse.Defense eq "Evasion">><red>-3</red><<set _Attack = -3>>\n\t\t<<elseif $scenaFlentse.Defense eq "Ward">>+0<<set _Attack = 0>>\n\t\t<</if>>\n\t<</switch>></b>\n\n</div>/% ---------- %/<div class="row" style="margin-left: 2rem;">\nDefense versus //Flentse// \n<b>(<<print $scenaStats.Defense>> versus <<print $scenaFlentse.Attack>>) \n\t<<switch $scenaStats.Defense>>/% ---------- %/<<case "Armor">>\n\t\t<<if $scenaFlentse.Attack eq "Physical">>+0<<set _Defend = 0>>\n\t\t<<elseif $scenaFlentse.Attack eq "Stealth">><green>+3</green><<set _Defend = 3>>\n\t\t<<elseif $scenaFlentse.Attack eq "Magic">><red>-3</red><<set _Defend = -3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Evasion">>\n\t\t<<if $scenaFlentse.Attack eq "Physical">><red>-3</red><<set _Defend = -3>>\n\t\t<<elseif $scenaFlentse.Attack eq "Stealth">>+0<<set _Defend = 0>>\n\t\t<<elseif $scenaFlentse.Attack eq "Magic">><green>+3</green><<set _Defend = 3>>\n\t\t<</if>>\n\t/% ---------- %/<<case "Ward">>\n\t\t<<if $scenaFlentse.Attack eq "Physical">><green>+3</green><<set _Defend = 3>>\n\t\t<<elseif $scenaFlentse.Attack eq "Stealth">><red>-3</red><<set _Defend = -3>>\n\t\t<<elseif $scenaFlentse.Attack eq "Magic">>+0<<set _Defend = 0>>\n\t\t<</if>>\n\t<</switch>></b>\n</div>/% ---------- %/<div class="row" style="margin-left: 2rem;">Strike Power\n\t<<switch $scenaStats.Attack>>/% ---------- %/<<case "Physical">><<set _VixStrike = $scenaStats.Physical>>\n\t/% ---------- %/<<case "Stealth">><<set _VixStrike = $scenaStats.Stealth>>\n\t/% ---------- %/<<case "Magic">><<set _VixStrike = $scenaStats.Magic>><</switch>>\n\n\t<<switch $scenaFlentse.Defense>>/% ---------- %/<<case "Armor">><<set _FlenseAbsorb = $scenaFlentse.Armor>>\n\t/% ---------- %/<<case "Evasion">><<set _FlenseAbsorb = $scenaFlentse.Evasion>>\n\t/% ---------- %/<<case "Ward">><<set _FlenseAbsorb = $scenaFlentse.Ward>><</switch>>\n\t<<set _vixBlow = _VixStrike - _FlenseAbsorb>>\n\t<<if _vixBlow lt 1>><<set _vixBlow = 0>><</if>>\n\n/% ---------- %/\n\n\t<<switch $scenaFlentse.Attack>>/% ---------- %/<<case "Physical">><<set _FlenseStrike = $scenaFlentse.Physical>>\n\t/% ---------- %/<<case "Stealth">><<set _FlenseStrike = $scenaFlentse.Stealth>>\n\t/% ---------- %/<<case "Magic">><<set _FlenseStrike = $scenaFlentse.Magic>><</switch>>\n\n\t<<switch $scenaStats.Defense>>/% ---------- %/<<case "Armor">><<set _VixAbsorb = $scenaStats.Armor>>\n\t/% ---------- %/<<case "Evasion">><<set _VixAbsorb = $scenaStats.Evasion>>\n\t/% ---------- %/<<case "Ward">><<set _VixAbsorb = $scenaStats.Ward>><</switch>>\n\t<<set _flenseBlow = _FlenseStrike - _VixAbsorb>>\n\t<<if _flenseBlow lt 1>><<set _flenseBlow = 0>><</if>>\n\n\t<<set _strikeMod = _vixBlow - _flenseBlow>>\n\t<<print _vixBlow>> - <<print _flenseBlow>> = \n\n\t<b><<if _strikeMod gt 0>><green>+<<print _strikeMod>></green>\n\t<<elseif _strikeMod lt 0>><red><<print _strikeMod>></red>\n\t<<else>>+<<print _strikeMod>><</if>></b>\n\n\n</div>/% ---------- %/<div class="row" style="margin-top: 1rem;">\n<h2><<if $scenaFlavor.CompanName neq "">>Abilities, Mutations, and Companion \n<<else>>Abilities<</if>></h2><<set _bonus = 0>> \n\n/% -------- Ability Checks %/ <div class="row" style="margin-left: 2rem;"><<include AbilityFX>></div>\n\n/% -------- Companion %/<<if $scenaFlavor.CompanName neq "">>\n\t<div class="row" style="margin-left: 2rem;">\n\t<h2>Companion Assistance</h2> \n\n\t\t<<if $scenaFlavor.CompanAtk gt 0>><<else>>\n\t\t<green><<if $scenaFlentse.Difficulty eq "Trivial">>''+3''<<set _bonus += 3>>\n\t\t<<elseif $scenaFlentse.Difficulty eq "Threatening">>''+2''<<set _bonus += 2>>\n\t\t<<else>>''+1''<<set _bonus += 1>><</if>></green>\n\t\t<</if>>\n\n\t</div><</if>> \n\n</div>/% ---------- %/<div class="row" style="margin-top: 1rem;">\n\n<h2>Final Success Chance</h2> \n\n\t<<set _successChance = (_baseSuccess + _Tactics + _Attack + _Defend + _strikeMod + _bonus)>>\n\t<h2><<print _successChance>></h2>\n\n\t<<set _PCWounds = 0; _FlentseWounds = 0>><<set _combatRound = 1>>\n\n</div>/% ---------- %/</div><div class="row" style="margin-left: 2rem;">\n\t<<for _i to 0; _i < 20; _i++>>\n\t\t<<if (($scenaStats.cHP - _PCWounds) gt 0) and (_FlentseWounds lt $scenaFlentse.MaxCHP)>>\n\t\t\t<div class="row fullRow" style="margin-left: 1rem;">\n\t\t\tRoll #<<print _combatRound>> <<display CombatRoller>></div>\n\t\t\t<<set _combatRound++>>\n\n\t\t<<else>>/% ----------- %/\n\t\t<div class="row fullRow" style="margin-left: -2rem;">\n\t\t<h2>Combat Result:</h2></div>\n\t\t\t<<set $scenaStats.cHP -= _PCWounds>><<if $scenaStats.cHP lt 0>><<set $scenaStats.cHP = 0>><</if>>\n\n/% ---------- Victory %/ <<if _FlentseWounds gte $scenaFlentse.MaxCHP>>\n\t\t<div class="row fullRow" style="margin-left: 2rem;">\n\t\t\t<green><b>YOU WIN!</b></green></div>\n\t\t<div class="row fullRow" style="margin-left: 2rem;"><b><<print $scenaFlentse.DRattle>></b></div>\n\n/% ---------- Drops %/ <div class="row fullRow" style="margin-left: 3rem;">\n\t\t\t<<set _dropsRecieved = 0>>\n\t\t\t<<for _loot to 0; _loot < $scenaFlentse.Drops.length; _loot++>>\n\t\t\t\t<<set _rollRand = random(1,100)>><<if _rollRand lte $scenaFlentse.dropChance[_loot]>>\n\t\t\t\t\t<<set _callItem = $scenaFlentse.Drops[_loot]>><<include DB:Items>>\n\t\t\t\t\t\t<<if $scenaFlentse.dropQtY[_loot] gt $scenaFlentse.dropQtX[_loot]>><<set _dropQt = random($scenaFlentse.dropQtX[_loot],$scenaFlentse.dropQtY[_loot])>><<else>>\n\t\t\t\t\t\t<<set _dropQt = $scenaFlentse.dropQtX[_loot]>><</if>>\n\t\t\t\t\t<div class="row fullRow" style="margin-left:2rem;"><<if _dropsRecieved eq 0>>''You find:'' <</if>>\n\t\t\t\t\t<<print _newItem.Display>> <mini>x</mini><<print _dropQt>></div>\n\t\t\t\t\t<<set _incomingItem = _newItem; _addQt = _dropQt>><<include Inv:AddItem>><<set _dropsRecieved++>><</if>><</for>>\n\t\t</div>\n\n/% ---------- Loss %/ <<else>>\n\t\t<div class="row fullRow" style="margin-left: 2rem;">\n\t\t\t<red><b>You were defeated...</b></red></div>\n\t\t<div class="row fullRow" style="margin-left: 2rem;">\n\t\t\t"<<print $scenaFlavor.DRattle>>", you cry in anguish.</div>\n\t\t<</if>>\n\t\t<<break>></div>\n\t<</if>><</for>>\n\n/% ---------- %/</div><div class="col-1"></div>\n<div class="row" style="margin-top:1rem; border-bottom: 1px solid #FFF;"></div><div class="row">\n\n/% TODO (eventually) - Cosmee Mode Menu %/\n<a id="navC" data-passage="Explore" data-setter="$scena.Action = ''; $scena.Flentse = ''">C)ontinue</a>\n\n/% ---------- %/</div>\n
/% If two types of slime share the same cavity, the larger slime absorbs the smaller %/\n\n<<for _i to 0; _i < $fxParasite.Thigh.length; _i++>>\n\t<<switch $fxParasite.Thigh[_i].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">><<set _specimen = $fxParasite.Thigh[_i]>>\n\t\t<<for _j to _i+1; _j < $fxParasite.Thigh.length; _j++>><<switch $fxParasite.Thigh[_j].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">>\n\t\t<<set _comparator = $fxParasite.Thigh[_j]>>\n\t\t/% Consolidation %/\n\t\t<<if _specimen.Qt gt _comparator.Qt>><<set _mergeOp = "specAbsorbs"; $fxParasite.Thigh[_i].Qt += $fxParasite.Thigh[_j].Qt>>\n\t\t<<else>><<set _mergeOp = "compAbsorbs"; $fxParasite.Thigh[_j].Qt += $fxParasite.Thigh[_i].Qt>><</if>>\n\n\t\t/% if comparator matches, hybridize subtypes and merge; else compare/hybridize species and subtypes and merge %/\n\t\t\t<<switch _comparator.Subtype>>\n\t\t\t<<case "Ambrosia">><<switch _specimen.Subtype>>\n\t\t\t\t/% Ambrosia x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Ambrosia x Slurry %/<<case "Slurry">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% = Ambrosia %/<<default>><<set _typeBlend = "Ambrosia">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Distensium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Distensium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Distensium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Distensium %/<<default>><<set _typeBlend = "Distensium">>\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Fattenium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Fattenium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Fattenium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Fattenium %/<<default>><<set _typeBlend = "Fattenium">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Honeybutter">><<switch _specimen.Subtype>>\n\t\t\t\t/% Honeybutter x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Honeybutter x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Honeybutter x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Honeybutter x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Honeybutter x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Honeybutter x Royal Jelly %/<<case "Royal Jelly">><<set _typeBlend = "Royal Jelly">>\n\t\t\t\t/% Honeybutter x Slurry %/<<case "Slurry">><<set _typeBlend = "Slurry">>\n\t\t\t\t/% = Honeybutter %/<<default>><<set _typeBlend = "Honeybutter">>\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Irradiated">><<switch _specimen.Subtype>>/% Later we might make radioactive variants of fattenium, distensium, etc. %/\n\t\t\t\t/% Irradiated x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Irradiated x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Irradiated x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Irradiated x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Irradiated x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Irradiated %/<<default>><<set _typeBlend = "Irradiated">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Miratoxic">><<switch _specimen.Subtype>>\n\t\t\t\t/% Miratoxic x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Miratoxic %/<<default>><<set _typeBlend = "Miratoxic">>\t\t\t\n\t\t\t\t<</switch>>\t\t\n\n\t\t\t<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\n\t\t\t<<case "Slurry">><<switch _specimen.Subtype>>\n\t\t\t\t/% Slurry x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% Slurry x Distensium %/<<case "Distensium">><<set _typeBlend = "Bursting Slurry">>\n\t\t\t\t/% Slurry x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Slurry %/<<default>><<set _typeBlend = "Slurry">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t/% Add more of these when something would blend in a specific way or make a fun hybrid\n\t\t\t\tRecessive slime types should be okay without their own listing; I believe they'll simply dilute out when paired with other types? Keep an eye on it %/\n\t\t\t<</switch>>\n\n\t\t<<switch _specimen.ID>> /% Slime Species Merges %/\n\t\t<<case "slime">><<switch _comparator.ID>>\n\t\t\t<<case "creme">><<set _specBlendID = "pudding">>\n\t\t\t<<case "mallow">><<set _specBlendID = "slime">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "pudding">><<switch _comparator.ID>>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "creme">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "pudding">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mousse">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<case "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "dough">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mallow">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "pudding" "creme" "mousse">><<set _specBlendID = "mallow">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<</switch>>\n\n\t/% Finalization %/\n\t\t<<if def _typeBlend>><<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Thigh[_i].Subtype += $fxParasite.Thigh[_j].Qt>>\n\t\t<<else>><<set $fxParasite.Thigh[_j].Qt += $fxParasite.Thigh[_j].Qt>><</if>><</if>>\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Thigh[_i].ID = _specBlendID>>\n\t\t<<else>><<set $fxParasite.Thigh[_j].ID = _specBlendID>><</if>>\n\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Thigh.deleteAt(_j); $fxParasite.bellyParasites.deleteAt(_j)>>\n\t\t<<else>><<set $fxParasite.Thigh.deleteAt(_i); $fxParasite.bellyParasites.deleteAt(_i)>><</if>>\n\n\t<</switch>>\n\t<</for>>\n<</switch>>\n<</for>>\n\n
<div class="row debugRule"></div>\n\n♦ ''Tick:'' <<print $scenaTime.Tick>> ''Paused?'' <<if $scenaTime.Pause eq 1>><gold>''Yes''</gold><<else>><red>''No''</red><</if>><br> \n♦ ''Minute:'' <<print $scenaTime.Minute>> ♦ ''Hour:'' <<print $scenaTime.Hour>> ♦ ''Day:'' <<print $scenaTime.Day>> ♦ ''Month:'' <<print $scenaTime.Month>><br> \n♦ ''Meridian:'' <<print $scenaTime.Meridian>> (<<print $scenaTime.DayTime>>/<<print $scenaTime.Hour>>)\n♦ ''Outdoors?:'' <<if $scenaLoc.Outdoors eq 1>><gold>''Yes''</gold><<else>><red>''No''</red><</if>> \n♦ ''Full/Fat Moon?:'' <<if $scenaTime.Fatmoon eq true>><gold>''Yes''</gold><<else>><red>''No''</red><</if>>
<<if ndef $debugZoneTray>><<set $debugZoneTray = { \n\tBiome: 0, Subzone: 0, SubTables: 0,\n}>><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugZoneTray.Biome eq 1>>\n<button data-passage="passage()" data-setter="$debugZoneTray.Biome = 0; $scena.Action = '';">Biome</button>\n<<else>><button data-passage="passage()" data-setter="$debugZoneTray.Biome = 1; $scena.Action = '';">Biome</button><</if>>\n\n<<if $debugZoneTray.Subzone eq 1>>\n<button data-passage="passage()" data-setter="$debugZoneTray.Subzone = 0; $scena.Action = '';">Subzone</button>\n<<else>><button data-passage="passage()" data-setter="$debugZoneTray.Subzone = 1; $scena.Action = '';">Subzone</button><</if>>\n\n<<if $debugZoneTray.SubTables eq 1>>\n<button data-passage="passage()" data-setter="$debugZoneTray.SubTables = 0; $scena.Action = '';">Subzone Spawn Tables</button>\n<<else>><button data-passage="passage()" data-setter="$debugZoneTray.SubTables = 1; $scena.Action = '';">Subzone Spawn Tables</button><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugZoneTray.Biome eq 1>>\n♦ ''Output:''<br> \n<mini><<print _output>></mini>\n\n<p>♦ ''Biome:'' <<print $scenaBiome.Active.ID>> ♦ ''Last Biome:'' <<print $scenaBiome.Last.ID>><br>\n♦ ''Category:'' <<print $scenaBiome.Active.Type>> \n♦ ''Outdoors:'' <<print $scenaBiome.Active.Outdoors>> \n♦ ''Underground:'' <<print $scenaBiome.Active.Underground>><br>\n♦ ''Queued:'' <<print $scenaBiome.New.ID>> ♦ ''Called:'' <<print $callBiome>><br>\n♦ ''Subzone:'' <<print $scenaBiome.ActiveSub.ID>> ♦ ''Last Subzone:'' <<print $scenaBiome.LastSub.ID>> \n♦ ''Queued:'' <<print $scenaBiome.NewSub.ID>> ♦ ''Called:'' <<print $callSubzone>>\n\n<<if def $scenaBiome.Active.Environment>><br>\n♦ ''Environmental Traits:''\n\t<<for _i to 0; _i < $scenaBiome.Active.Environment.length; _i++>><<print $scenaBiome.Active.Environment[_i]>> <</for>><</if>>\n\n</p><</if>>\n<<if $debugZoneTray.Subzone eq 1>>\n<div class="row debugRule"></div>\n\n<p>♦ ''Loc:'' <<print $scenaLoc.Display>><br>\n♦ ''Floor:'' <<print $scenaLoc.Floor>> ♦ ''Top Floor:'' <<print $scenaLoc.topFloor>> ♦ ''Bottom Floor:'' <<print $scenaLoc.bottomFloor>><br>\n♦ ''Transition Floor:'' <<print $scenaBiome.ActiveSub.transitionFloor>> ♦ ''Exit Floor:'' <<print $scenaLoc.exitFloor>><br>\n♦ ''Final Encounter:'' <<print $scenaBiome.ActiveSub.finalEncounter>>\n<<if def $scenaBiome.ActiveSub.Environment>><br>\n♦ ''Environmental Traits:''\n\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Environment.length; _i++>><<print $scenaBiome.ActiveSub.Environment[_i]>> <</for>><</if>>\n\n<<if def $scenaBiome.NewSub.floodLiquid>><br>♦ ''Pending Dungeon Subtype:'' <<print $scenaBiome.NewSub.floodLiquid>><</if>>\n<<if def $scenaBiome.ActiveSub.floodLiquid>><br>♦ ''Dungeon Subtype:'' <<print $scenaBiome.ActiveSub.floodLiquid>><</if>>\n\n\n</p><</if>>\n<<if $debugZoneTray.SubTables eq 1>>\n\n<div class="row debugRule"></div>\n\n<<if def $scenaBiome.ActiveSub.Spawner>>\n\t<<if $scenaBiome.ActiveSub.Spawner.length gt 0>><p>♦ ''Subzone: Spawner Table:''<br> \n\t\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Spawner.length; _i++>><<print $scenaBiome.ActiveSub.Spawner[_i]>> \n\t\t<</for>></p><<else>>//No Subzone Spawner table loaded.//<br> <</if>><</if>>\n\n<<if def $scenaBiome.ActiveSub.Portals>>\n\t<<if $scenaBiome.ActiveSub.Portals.length gt 0>><p>♦ ''Portals:''<br> \n\t\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Portals.length; _i++>><<print $scenaBiome.ActiveSub.Portals[_i]>> \n\t\t<</for>></p><<else>>//No Subzone Portals table loaded.//<br> <</if>><</if>>\n\n\n<<if def $scenaBiome.ActiveSub.Living>>\n\t<<if $scenaBiome.ActiveSub.Living.length gt 0>><p>♦ ''Living Encounters:''<br>\n\t\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Living.length; _i++>><<print $scenaBiome.ActiveSub.Living[_i]>> \n\t\t<</for>></p><<else>>//No Subzone Living Encounter table loaded.//<br> <</if>><</if>>\n\n\n<<if def $scenaBiome.ActiveSub.Ambient>>\n\t<<if $scenaBiome.ActiveSub.Ambient.length gt 0>><p>♦ ''Ambient Printouts:''<br> \n\t\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Ambient.length; _i++>><<print $scenaBiome.ActiveSub.Ambient[_i]>> \n\t\t<</for>></p><<else>>//No Subzone Ambience table loaded.//<br> <</if>><</if>>\n\n\n<<if def $scenaBiome.ActiveSub.Curios>>\n\t<<if $scenaBiome.ActiveSub.Curios.length gt 0>><p>♦ ''Curio Encounters:''<br> \n\t\t<<for _i to 0; _i < $scenaBiome.ActiveSub.Curios.length; _i++>><<print $scenaBiome.ActiveSub.Curios[_i]>> \n\t\t<</for>></p><<else>>//No Subzone Curio table loaded.//<br> <</if>><</if>>\n\n<</if>>\n\n
/% Generates biomes adjacent to the active zone for boundary travel %/\n\n<<switch $scenaBiome.Active.Type>>\n/% ------- %/ <<case "stellar">>\n\t\t\t<<if $scenaBiome.Active.borderStellar.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderStellar.random()>>\n\t\t\t<<elseif $scenaBiome.Active.borderOrbital.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderOrbital.random()>>/% Attempt to descend 1 level %/\n\t\t\t<<elseif $scenaBiome.Active.borderAerial.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAerial.random()>>/% Attempt to descend 2 level %/\n\t\t\t<<elseif $scenaBiome.Active.borderHiAlt.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderHiAlt.random()>>/% Attempt to descend 3 levels %/\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "orbital">>\n\t\t\t<<if $scenaBiome.Active.borderOrbital.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderOrbital.random()>>\n\t\t\t<<elseif $scenaBiome.Active.borderAerial.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAerial.random()>>/% Attempt to descend 1 level %/\n\t\t\t<<elseif $scenaBiome.Active.borderHiAlt.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderHiAlt.random()>>/% Attempt to descend 2 levels %/\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "aerial">>\n\t\t\t<<if $scenaBiome.Active.borderAerial.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAerial.random()>>\n\t\t\t<<elseif $scenaBiome.Active.borderHiAlt.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderHiAlt.random()>>/% Attempt to descend 1 level %/\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "hiAlt">>\n\t\t\t<<if $scenaBiome.Active.borderHiAlt.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderHiAlt.random()>>\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "aquatic">>\n\t\t\t<<if $scenaBiome.Active.borderAquatic.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAquatic.random()>>\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "subaquatic">>\n\t\t\t<<if $scenaBiome.Active.borderSubAquatic.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderSubAquatic.random()>>\n\t\t\t<<elseif $scenaBiome.Active.borderSubterranean.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAquatic.random()>>/% Attempt to transition to caverns %/\n\t\t\t<<elseif $scenaBiome.Active.borderAquatic.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderAquatic.random()>>/% Attempt to ascend 1 level %/\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "subterranean">>\n\t\t\t<<if $scenaBiome.Active.borderSubterranean.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderSubterranean.random()>>\n\t\t\t<<elseif $scenaBiome.Active.borderSubAquatic.length gt 0>><<set $biomeTarget = $scenaBiome.Active.borderSubAquatic.random()>>/% Attempt to transition to aquatic "caverns" %/\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</if>>\n\n/% ------- %/ <<case "core">>\n\t\t\t<<if $scenaBiome.Active.Core.length gt 0>><<set $biomeTarget = $scenaBiome.Active.Core.random()>>\n\t\t\t<<else>><<set $biomeTarget = $scenaBiome.Active.borderSubterranean.random()>><</if>>\n\n/% ------- %/ <<case "terrestrial" "stage">>\n\t\t\t<<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>>\n\n/% ------- %/ <<default>><<set $biomeTarget = $scenaBiome.Active.borderTerrestrial.random()>><</switch>>
/% ------------ Permanent Bonuses %/\n/% ------------ %/<<if $scenaStats.Ability.includes("Cosmic Seal")>>\n\t<div class="row fullRow"><mira>You call forth a shining ''Cosmic Seal!''</mira><green>''+1''</green><<set _bonus += 1>></div><</if>>\n/% ------------ %/<<if $scenaStats.Ability.includes("Liquid Spite")>>\n\t<div class="row fullRow"><mira>You harness the ''Liquid Spite'' flowing through you!</mira> <green>''+1''</green><<set _bonus += 1>></div><</if>>\n/% ------------ %/<<if $scenaStats.Ability.includes("Nuclear Fury")>>\n\t<div class="row fullRow"><mira>You lash out with pure, blistering ''Nuclear Fury!''</mira> <green>''+2''</green><<set _bonus += 2>></div><</if>>\n/% ------------ %/<<if $scenaStats.Ability.includes("Nuclear Vengeance")>>\n\t<div class="row fullRow"><mira>With a shrill shriek, you enact your ''Nuclear Vengeance!''</mira> <green>''+1''</green><<set _bonus += 1>></div><</if>>\n/% ------------ %/<<if $scenaStats.Ability.includes("Reality Dismissal")>>\n\t<div class="row fullRow"><mira>You scoff, ''Dismissing Reality'' outright and instating one more to your liking! </magenta><green>''+2''</green><<set _bonus += 2>></div><</if>>\n/% ------------ %/<<if $scenaStats.Ability.includes("Void Herald")>>\n\t<div class="row fullRow"><mira>You raise your voice in eerie song, evoking the endless, writhing hunger of the Void!</mira> <green>''+2''</green><<set _bonus += 2>></div><</if>>\n\n/% ------------ Randomized Bonuses %/ \n/% ------------ %/<<if $scenaStats.Ability.includes("Aquatic Ambush")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You leap from the waves with brutal ferocity, unleashing an ''Aquatic Ambush!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Corvid Wiles")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> Cackling darkly, you set your ''Corvid Wiles'' to work against your foe! <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Crushing Bite")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You lash out with a vicious ''Crushing Bite!'' <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Crushing Slam")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You lift your tail and swing it at a mighty arc, delivering a powerful ''Crushing Slam!'' <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Drameowtic Reveal")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You throw back your head with a furious howl, bursting into your hulking beastform with a ''Drameowtic Reveal!'' <green>''+3''</green><<set _bonus += 3>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Fee Blast")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You draw ambient arcane energies in around you, unleashing them in a mighty ''Fee Blast!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Gore")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You charge with a bellowing cry, goring the foe nastily with your horn! <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Horn Slam")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You charge with a bellowing cry, delivering a crushing ''Horn Slam'' with your head! <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Laser Eye")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> Your eyes gleam and spark, erupting in a ray of blazing arcane light to ignite your opponent! <green>''+3''</green><<set _bonus += 3>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Organized Crimeow")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> With a sinister gleam in your eye, you call forth the clowder to commit a bit of ''Organized Crimeow!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Quaking Stampede")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You paw the ground with a thunderous snort, slamming your hoof against the Earth and unleashing a ''Quaking Stampede!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Sharp Kick")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You give your opponent a swift, ''Sharp Kick!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Strangling Grasp")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You lash out with your tendrils, crushing your opponent in your ''Strangling Grasp!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Stunning Slap")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You unleash a sharp, ''Stunning Slap'' across your foe's face! <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Swipe")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You ''Swipe'' at the enemy with sharp claws! <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Uranium Embers")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You unleash a searing green blast of ''Uranium Embers'' from your maw! <green>''+3''</green><<set _bonus += 3>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Ursine Rage")>><<set _randChance = random(1,32)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> Rising to your full height, you lash out with terrible ''Ursine Rage!'' <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Vicious Bite")>><<set _randChance = random(1,16)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You lunge forward with a ''Vicious Bite!'' <green>''+1''</green><<set _bonus += 1>></div><</if>><</if>>\n\n/% ------------ %/<<if $scenaStats.Ability.includes("Vicious Slash")>><<set _randChance = random(1,24)>>\n\t<<if _randChance eq 1>>\n\t<div class="row fullRow"> You lash out with a ''Vicious Slash!'' <green>''+2''</green><<set _bonus += 2>></div><</if>><</if>>\n\n\n\n
<<include Template:Mirai>>\n\n/% --------- Head %/\n\t<<set _shardHead = { Slot: "Head", Display: "Faelien Face", Cat: "", Color: "", Mode: "", }>>\n\n\t<<set $scenaDNA.Head.delete(_shardHead)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardHead)>>\n\n/% --------- Head Decor %/\n\t<<set _shardBrows = { Slot: "Head", Display: "Energy Antennae", Cat: "", Color: "", Mode: "", }>>\n\n\t<<set $scenaDNA.Head.delete(_shardBrows)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardBrows)>>\n\n/% --------- Central Eye %/<<set _CeyePool = []>>\n\t<<for _i to 0; _i lt $scenaNode.ColorMirEye.length; _i++>>\n\t\t<<set _newCEye = { Slot: "Head", Display: "Glowing Eye", Cat: "", Color: "", No: 1, Mode: "", }>>\n\t\t<<set _newCEye.Color = $scenaNode.ColorMirEye[_i]; _CeyePool.push(_newCEye)>><</for>>\n\n\t<<set _newCEye = { Slot: "Head", Display: "Inky Eye", Cat: "", Color: "Black", No: 1, Mode: "", }; _CeyePool.pushUnique(_newCEye)>>\n\n\t<<set _shardCEye = _CeyePool.random(); _rand = random(1,4)>>\n\t<<if _rand eq 1>>\n\t\t<<set $scenaDNA.Head.delete(_shardCEye)>>\n\t\t<<set $scenaDNA.Head.pushUnique(_shardCEye)>><</if>>\n\n/% --------- Eyes %/<<set _eyePool = []>>\n\t<<for _i to 0; _i lt $scenaNode.ColorMirEye.length; _i++>>\n\t\t<<set _newEye = { Slot: "Head", Display: "Huge Glowing Eyes", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\t\t<<set _newEye.Color = $scenaNode.ColorMirEye[_i]; _eyePool.push(_newEye)>><</for>>\n\n\t<<set _newEye = { Slot: "Head", Display: "Huge Inky Eyes", Cat: "", Color: "Black", No: 2, Mode: "Count", }; _eyePool.pushUnique(_newEye)>>\n\n\t<<set _shardEyes = _eyePool.random(); _shardEyes.No = either(2,2,2,2,2,4,4,4,6)>>\n\t<<set $scenaDNA.Head.delete(_shardEyes)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardEyes)>>\n\n/% --------- Coating %/<<set _SkinPool = []>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Runed Skin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Scaly Skin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Rubber Skin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Bioluminescent Scaly Skin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Chitin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Runed Chitin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Bioluminescent Chitin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Bioluminescent Skin", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\n\t<<set _shardCoating = _SkinPool.random(); _shardCoating.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Torso.delete(_shardCoating)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardCoating)>>\n\n/% --------- Forepaws %/<<set _FpawPool = []>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Massive-Clawed Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Clawed Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Massive-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Long-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Digging Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Tentacle Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t<<set _shardFPaws = _FpawPool.random(); $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\n/% --------- Belly %/<<set _bellyGenePool = []>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Runed Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bioluminescent Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Scuted Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Capsule Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Vial Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "Blue", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "Golden", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\n\t<<set _shardBelly = _bellyGenePool.random();>>\n\t\t<<if _shardBelly.Display neq "Bloodbelly">><<set _shardBelly.Color = $scenaNode.Color.random();>><</if>>\n\n\t<<set $scenaDNA.Torso.delete(_shardBelly)>><<set $scenaDNA.Torso.pushUnique(_shardBelly)>>\n\n/% --------- Wings %/<<set _wingPool = []>>\n\t<<set _shardWings = { Slot: "Back", Display: "Energy Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t\t<<set _wingPool.push(_newWings); _wingPool.push(_newWings); _wingPool.push(_newWings)>>\n\n\t<<set _shardWings.Color = $scenaNode.ColorBright.random(); _shardWings.No = either(2,2,2,2,2,2,2,4,4,4,6)>>\n\t<<set $scenaDNA.Back.delete(_shardWings)>>\n\t<<set $scenaDNA.Back.pushUnique(_shardWings)>>
/% =============== Event - Feeder Tendril %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set $eventTools.Tick++>>/% inflates regardless of status/action %/\n<<if ndef $multi>><<set $multi = 1>><</if>>/% Fast Forward Multiplier %/\n<<set _gluttony = random(1,100)>>/% Voracity Check %/\n\t<<if _gluttony lte ($scenaStats.Voracity + $sMod.Voracity)>><<set _forceEat = 1>><</if>>\n\n\t\t<<switch $activeShard.Subspecies>>\n\t\t<<case "fattener">><<set _liq = "buttery cream"; _liqIntro = "cream">>\n\t\t<<case "feeder" "vine">><<set _liq = "sweet nectar"; _liqIntro = "nectar">>\n\t\t<<case "slurry">><<set _liq = "fattening slurry"; _liqIntro = "slurry">>\n\t\t<<case "milky">><<set _liq = "fatty cream"; _liqIntro = "cream">>\n\t\t<<case "jelly">><<set _liq = "sugary jelly"; _liqIntro = "goo">>\n\t<</switch>>\n\n/% ---------- Burst Checks %/\n\t<<if $scenaStats.burstHP lte 0>>\n\t\t<<if $scenaContents.Chest gte (_chestStretch * 1.3)>><<set $scena.Action eq "Death:Burst:Chest">>\n\t\t<<else>><<set $scena.Action eq "Death:Burst:Belly">><</if>>\n\t<</if>>\n\n\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Feeding">>/% Active Scene %/<<switch $activeShard.Subspecies>>\n\t\t<<case "feeder" "fattener" "vine" "slurry" "milky" "jelly">>\n\t\t\tYou snuggle deeper into the tendril's embrace, drinking eagerly as it pumps you full.<br>\n\t\t\tYour belly creaks softly as it continues to stretch and bloat, growing rounder and heavier as it floods with <<print _liq>>...\n\n\t\t<<case "inflator">>\n\t\t\tYour belly creaks softly as the tendril dutifully continues its work, pumping you up bigger, rounder, and tighter by the second!\n\t<</switch>>\n\n/% Effects %/<<for _i to $multi; _i > 0; _i-->><<include TendrilEffects>><</for>>\n\n\n/% ---------- %/<<case "Disengaging">>/% Voluntary event end %/<<switch $activeShard.Subspecies>>\n\t\t<<case "feeder" "fattener" "slurry" "milky" "jelly">>\n\t\t\tYou give the tendril a firm, grateful plap.<br> \n\t\t\tIt jiggles animatedly, and then gently unfurls from around you, giving your cheek a plap of its own before withdrawing and vanishing back into the earth from whence it came.\n\n\t\t<<case "vine">>\n\t\t\tYou give the tendrilvine a firm, grateful plap.<br> \n\t\t\tIt jiggles animatedly, and then gently unfurls from around you, giving your cheek a plap of its own before withdrawing and vanishing back into the canopy from whence it came.\n\n\t\t<<case "inflator">>\n\t\t\tYou give the tendril a firm, grateful plap.<br> \n\t\t\tIt wobbles slightly, then gives your swollen belly an appraising prod before unfurling from around you and vanishing back into the earth from whence it came.<</switch>>\n\n/% ---------- %/<<default>>/% Intro scene %/<<switch $activeShard.Subspecies>>\n/% Printouts %/<<case "feeder" "fattener" "slurry" "milky" "jelly">>\n\t\t\tYou waddle over to the tendril, arms wide open-- and it coils gently around you, cradling you bodily in a plush fold as the tip slithers into your mouth!<br>\n\t\t\tThe flood of rich, sweet <<print _liqIntro>> is strong enough to puff your cheeks out, and you feel your belly sloshing and growing heavy as it begins to fill and expand...\n\n\t\t<<case "vine">>\n\t\t\tYou waddle over to the tendrilvine, arms wide open-- and it coils firmly around you, neatly popping its tip into your mouth.<br>\n\t\t\tYou squeak as it begins to eagerly pump nectar into you, inflating your belly like a balloon!\n\n\t\t<<case "inflator">>\n\t\t\tYou waddle over to the tendril, arms wide open-- and it coils firmly around you, neatly popping its tip into your mouth.<br>\n\t\t\tYou squeak in surprise as it suddenly eagerly, forcefully pumps air into you, rapidly inflating you like a balloon!\n\t<</switch>>\n\n/% Effects %/<<include TendrilEffects>>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n/% Todo - clauses for becoming bloated/blimped and for bursting %/\n\n<<if $scena.Action eq "Disengaging">>♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n<<else>>\n\n<<switch $activeShard.Subspecies>>\n\t<<case "inflator">>\n\t\t♦<a id="navE" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = 'Feeding'; $multi = 1;">E) Hold on...</a> \n\t<<default>>\n\t\t♦<a id="navE" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = 'Feeding'; $multi = 1;">E) Keep drinking...</a> \n<</switch>>\n\t\t♦<a id="nav2" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = 'Feeding'; $multi = 2;">2) (... x2)</a> \n\t\t♦<a id="nav5" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = 'Feeding'; $multi = 5;">5) (... x5)</a> \n\n<<if ($scena.Action neq "Burst") and ($scena.Action neq "Immobile") and (ndef _forceEat)>>\n♦<a id="navD" class='btnClick' data-passage="Ev:Tendril" data-setter="$scena.Action = 'Disengaging';">D)isengage</a>\n<<elseif def _forceEat>><gold>♦ !) //Can't stop drinking this round!//</gold><</if>>\n<</if>>\n\n</div>/% ---------- %/<<display Footer>></div>
\n\t<<set _orblingBase = ["Revec*ai","Esque","Karakk","Keldai","Tirix*ai","Lucoir","Alchemai","Metamorph","Cow","Phoenix","Bear","Wolverine","Mole","Bat","Gecko","Salamander","Lion","Fish","Salmon","Orca","Deer","Cat","Crocodile","Mythosi","Honeygorger","Fairyhawk","Anomalocarid","Ferret","Frog","Songbird","Astar","Kaery","Selka","Terreuri","Wolf","Tiger","Aardvark","Dino","Beaky","Worm","Fyynling","Squirrel","Opossum","Raccoon","Bunny","Monster","Crow","Raven","Werewolf","Seal"]>>\n\t<<set _orblingPaws = ["soft paws","clawed paws","nubby paws","heart-pad paws","star-pad paws","tiny hoofnubs","pudgy flippers","pudgy fins","pointy spike claws","stripey tentacle paws","fluffy paws"]>>\n\t<<set _orblingTails = ["nubbin tail","chubby tail","gecko tail","fluffy tail","cat tail","dragon tail","feathery tail","fish tail","whale tail","rose-tipped tail","crystal-tipped tail","squishy bug tail","squishy honeypot tail","squishy glow tail","stripey tentacle tail","glowing star-trail tail","rainbow streamer tail","hose tail","goo-filled injector tail","plumpkin-vine tail","fluffy-tufted tail","crinkly eel tail","tendril tails"]>>\n\t<<set _orblingSpecials = ["golden nubby antlers","silver nubby antlers","black nubby antlers","a candy-filled capsule belly","stripey nubby horns","an iridescent crystal facet","a squishy, chompy belly","chubby eldritch tendrils","chubby stripey eldritch tendrils","an inflatable-toy belly nozzle","pudgy nubbin wings","pudgy nubbin bat wings","a squishy, goo-filled belly","HYPOTHESIS miratech armor","a shiny rainbow belly","a big glowing star belly","a fat squishy plumpkin belly","a shiny iridescent skull face","soft, blooming flowers","squishy glowing stars","fat honeygorger friends","fat fairyhawk friends","fat gecko friends","fluffy rainbow mane","squiggly tentacle mane","soft moth wings","shimmery butterfly wings","fuzzy moth antennae","fuzzy curly antennae","nubby bull horns"]>>\n\n\t<<set _newItem = { \n\t\tID: "orbling:", Display: "Orbling Generation Base", \n\t\tType: "Consumable", Cat: "Orbling", Qt: 1, \n\t\ttimeCreated: 0, transformTime: 0, transformTo: [],\n\t\tCal: 0.1, Fill: 0, Liq: 0, Inf: 0,\n\t\tColor: "", Flavor: "", \n\t\tDesc: "This shouldn't say this when it's done.", \n\t\tdonsEffect: "Will fatten and inflate your donsair by ", \n\t\tConsume: "You cuddle the orbling close, absorbing it into yourself!", \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 1,\n\t\tUseLink: ["Reabsorb Orbling.","Breathe life into Orbling.","Transform Orbling into Plushie"], \n\t\tUsePassage: ["UseOrbling","UseOrbling","UseOrbling"], \n\t\tUseAction: ["reabsorbQuery","makeDonsair","makePlushie"],\n\t\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: ["fattening","living"], thingTags: ["flabby","eldritch","cute","eerie","orbling"],\n\t}>>\n\t\t<<set _newItem.Cal = _inflateOrbling; _newItem.Inf = _newItem.Cal>> \n\t\t<<set _newItem.ID += _sourceZone>>\n\n\t\t<<set _newItem.Display = _orblingBase.random()>>\n\t\t<<set _thingSpecies = _newItem.Display.toLowerCase()>>\n\t\t<<set _newItem.Color = $scenaNode.Color.random()>>\n\t\t<<set _newItem.donsEffect += _inflateOrbling + ".">>\n\n\t\t<<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.thingTags.push(_thingColor)>>\n\n\t\t<<set _thingSpecies = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.thingTags.push(_thingSpecies)>>\n\n\t\t/% Tidyup %/<<set _newItem.ID = _newItem.ID.replace(' ',"")>>\n\t\t<<set _newItem.ID = _newItem.ID.replace(' ',""); _newItem.ID = _newItem.ID.toLowerCase()>>\n\t\t<<set _newItem.Desc = "A cute little " + _newItem.Display.toLowerCase() + " orbling">>\n\n/% Rares %/\n<<set _rand = random(1,128)>>\n\t\t<<if _rand eq 1>>\n\t\t\t<<set _newItem.Desc += " with " + _orblingSpecials.random() + ", " + _orblingSpecials.random() + ", " + _orblingPaws.random() + " and a squiggly " + _orblingTails.random()>>\n\t\t<<elseif _rand eq 64>>\n\t\t\t<<set _newItem.Desc += " with " + _orblingSpecials.random() + ", " + _orblingPaws.random() + " and a squiggly " + _orblingTails.random()>>\n\t\t<<else>>\n\t\t\t<<set _newItem.Desc += " with " + _orblingPaws.random() + " and a squiggly " + _orblingTails.random()>><</if>>\n\n\t\t<<set _newItem.Desc += ", inflated into being with your very own spare " + _sourceZone + " fat.">>\n\t\t<<set _newItem.Display += " Orbling">>
/% If two types of slime share the same cavity, the larger slime absorbs the smaller %/\n\n<<for _i to 0; _i < $fxParasite.Belly.length; _i++>>\n\t<<switch $fxParasite.Belly[_i].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">><<set _specimen = $fxParasite.Belly[_i]>>\n\t\t<<for _j to _i+1; _j < $fxParasite.Belly.length; _j++>><<switch $fxParasite.Belly[_j].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">>\n\t\t<<set _comparator = $fxParasite.Belly[_j]>>\n\t\t/% Consolidation %/\n\t\t<<if _specimen.Qt gt _comparator.Qt>><<set _mergeOp = "specAbsorbs"; $fxParasite.Belly[_i].Qt += $fxParasite.Belly[_j].Qt>>\n\t\t<<else>><<set _mergeOp = "compAbsorbs"; $fxParasite.Belly[_j].Qt += $fxParasite.Belly[_i].Qt>><</if>>\n\n\t\t/% if comparator matches, hybridize subtypes and merge; else compare/hybridize species and subtypes and merge %/\n\t\t\t<<switch _comparator.Subtype>>\n\t\t\t<<case "Ambrosia">><<switch _specimen.Subtype>>\n\t\t\t\t/% Ambrosia x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Ambrosia x Slurry %/<<case "Slurry">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% = Ambrosia %/<<default>><<set _typeBlend = "Ambrosia">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Distensium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Distensium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Distensium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Distensium %/<<default>><<set _typeBlend = "Distensium">>\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Fattenium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Fattenium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Fattenium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Fattenium %/<<default>><<set _typeBlend = "Fattenium">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Honeybutter">><<switch _specimen.Subtype>>\n\t\t\t\t/% Honeybutter x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Honeybutter x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Honeybutter x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Honeybutter x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Honeybutter x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Honeybutter x Royal Jelly %/<<case "Royal Jelly">><<set _typeBlend = "Royal Jelly">>\n\t\t\t\t/% Honeybutter x Slurry %/<<case "Slurry">><<set _typeBlend = "Slurry">>\n\t\t\t\t/% = Honeybutter %/<<default>><<set _typeBlend = "Honeybutter">>\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Irradiated">><<switch _specimen.Subtype>>/% Later we might make radioactive variants of fattenium, distensium, etc. %/\n\t\t\t\t/% Irradiated x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Irradiated x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Irradiated x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Irradiated x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Irradiated x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Irradiated %/<<default>><<set _typeBlend = "Irradiated">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Miratoxic">><<switch _specimen.Subtype>>\n\t\t\t\t/% Miratoxic x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Miratoxic %/<<default>><<set _typeBlend = "Miratoxic">>\t\t\t\n\t\t\t\t<</switch>>\t\t\n\n\t\t\t<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\n\t\t\t<<case "Slurry">><<switch _specimen.Subtype>>\n\t\t\t\t/% Slurry x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% Slurry x Distensium %/<<case "Distensium">><<set _typeBlend = "Bursting Slurry">>\n\t\t\t\t/% Slurry x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Slurry %/<<default>><<set _typeBlend = "Slurry">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t/% Add more of these when something would blend in a specific way or make a fun hybrid\n\t\t\t\tRecessive slime types should be okay without their own listing; I believe they'll simply dilute out when paired with other types? Keep an eye on it %/\n\t\t\t<</switch>>\n\n\t\t<<switch _specimen.ID>> /% Slime Species Merges %/\n\t\t<<case "slime">><<switch _comparator.ID>>\n\t\t\t<<case "creme">><<set _specBlendID = "pudding">>\n\t\t\t<<case "mallow">><<set _specBlendID = "slime">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "pudding">><<switch _comparator.ID>>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "creme">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "pudding">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mousse">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<case "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "dough">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mallow">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "pudding" "creme" "mousse">><<set _specBlendID = "mallow">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<</switch>>\n\n\t/% Finalization %/\n\t\t<<if def _typeBlend>><<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Belly[_i].Subtype += $fxParasite.Belly[_j].Qt>>\n\t\t<<else>><<set $fxParasite.Belly[_j].Qt += $fxParasite.Belly[_j].Qt>><</if>><</if>>\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Belly[_i].ID = _specBlendID>>\n\t\t<<else>><<set $fxParasite.Belly[_j].ID = _specBlendID>><</if>>\n\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Belly.deleteAt(_j); $fxParasite.bellyParasites.deleteAt(_j)>>\n\t\t<<else>><<set $fxParasite.Belly.deleteAt(_i); $fxParasite.bellyParasites.deleteAt(_i)>><</if>>\n\n\t<</switch>>\n\t<</for>>\n<</switch>>\n<</for>>\n\n
<<switch _callItem>>\n\n/% --------- Grasses %/\n\t<<case "tendrilgrass">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Tendrilgrass", Display: "Tendrilgrass", \n\t\tType: "Miragrass", Plural: "Tendrilgrass", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: -1, QtMax: -1, \n\t\tCal: 4, Fill: 0.1, Liq: 0.3, Inf: 0,\n\t\tColor: "Seafoam", Flavor: "", Scent: "",\n\t\tEncDesc: "plump, noodly nodules",\n\t\tDesc: "A mirazic succulent grass commonly found throughout the Dreamstages.", \n\t\tConsume: "You munch a sweet, juicy mouthful of tendrilgrass, the fronds bursting between your teeth!", \n\t\tFX: ["feed:tendrilgrass"], FXChance: [100], \n\t\tFXPotMin: [1], FXPotMax: [1], \n\t\tFXDurMin: [1], FXDurMax: [1], \n\t}>>\n\n/% --------- Berries %/\n\t<<case "miraberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Miraberry", Display: "Miraberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "Sweet-Sour", Scent: "",\n\t\tEncDesc: "plump, jewel-tone berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Sweet, mildly euphoria-inducing, and far more fattening than they appear.", \n\t\tConsume: "The juice is sweet and sparking in your mouth!",\n\t\tFX: ["expose:mirads"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\t\t<<set _newItem.Cal = random(3,6); _newItem.Color = $scenaNode.ColorBright.random()>>\n\n\t<<case "cherberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Cherberry", Display: "Cherberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "Soft White", Flavor: "Creamy", Scent: "",\n\t\tEncDesc: "pale, incredibly fat iridescent berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Fat as tomatoes, they have a scent like roses and cream.", \n\t\tConsume: "You feel your thoughts drifting, your body feeling wide and ponderous...",\n\t\tFX: ["fatten:bulging","feed:bellyAmpli"], FXChance: [100,25], \t\t\n\t\tFXPotMin: [0.3,1], FXPotMax: [1.5,1], \n\t\tFXDurMin: [1,1], FXDurMax: [2,1], \n\t}>>\n\n\t<<case "milkberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Milkberry", Display: "Milkberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "Pearlescent White", Flavor: "Milky", Scent: "",\n\t\tEncDesc: "round, sloshy pearlescent berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. They have liquid-filled centers with a mild, creamy flavor.", \n\t\tConsume: "You find yourself wondering if milkberry juice would be good in tea.",\n\t\tFX: ["PH:lacUp"], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [3], \n\t}>>\n\n\t<<case "robusberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Robusberry", Display: "Robusberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 3, QtMax: 7, \n\t\tCal: 5, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "fat, round, heavy metallic berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Their scent makes your body feel heavy.", \n\t\tConsume: "An odd sensation washes over you. Your belly gurgles...",\n\t\tFX: ["feed:HPboostFatten"], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [3], \n\t\tFXDurMin: [1], FXDurMax: [1], \n\t}>>\n\n\t<<case "ironberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Ironberry", Display: "Ironberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 3, QtMax: 7, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "firm, dark little berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. As heavy as lead.", \n\t\tConsume: "An odd sensation washes over you. Your belly gurgles...",\n\t\tFX: ["feed:strBoostFatten"], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [1], \n\t}>>\n\n\t<<case "cramberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Cramberry", Display: "Cramberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "small, bright red berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Tart and invigorating, they aid in digestion.", \n\t\tConsume: "The sharp, bright taste wakes you up!",\n\t\tFX: ["feed:digestAid"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "plushberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Plushberry", Display: "Plushberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "squishy, pear-shaped blue berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Full of sugar.", \n\t\tConsume: "Your belly gurgles...",\n\t\tFX: ["fatten:pear"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "roundberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Roundberry", Display: "Roundberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "squishy, round pink berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Full of sugar.", \n\t\tConsume: "Your belly gurgles...",\n\t\tFX: ["fatten:round"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "orberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Orberry", Display: "Orberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: [5], QtMax: [12], \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "fat, spherical ruby strawberries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. Just looking at them makes you feel rounder.", \n\t\tConsume: "Your belly gurgles...", \n\t\tFX: ["fatten:guguetelle"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "rainberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Rainberry", Display: "Rainberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "shimmery, oblong rainbow berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. It's impossible to guess what eating one will do.", \n\t\tConsume: "Your belly gurgles...", \n\t\tFX: [], FXChance: [], \t\t\n\t\tFXPotMin: [1], FXPotMax: [6], \n\t\tFXDurMin: [1], FXDurMax: [4], \n\t}>>\n\t\t<<set _fxPool = ["fatten:belly","fatten:chest","fatten:thigh","fatten:tail","fatten:cheeks","fatten:neck","fatten:arms","fatten:sides","fatten:back","fatten:fullbody","fatten:round","fatten:guguetelle","fatten:pear","fatten:hourglass","fatten:bottomheavy","fatten:bulging","fatten:viviere"]>>\n\t\t<<set _fxRand = _fxPool.random(); _newItem.FX.push(_fxRand)>>\n\t\t<<set _newItem.Cal = random(0,8); _newItem.Color = $scenaNode.ColorBright.random()>>\n\t\t<<set _chanceRand = random(12,110); _newItem.FXChance.push(_chanceRand)>>\n\n\t<<case "bloatberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Bloatberry", Display: "Bloatberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "round, rubbery orange berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. They look like tiny balloons.", \n\t\tConsume: "Your belly gurgles and bubbles...", \n\t\tFX: ["bloat:belly"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "pumpberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Pumpberry", Display: "Pumpberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "noodly, firm black berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. They smell faintly of rubber.", \n\t\tConsume: "Your belly gurgles and bubbles...", \n\t\tFX: ["feed:bellyAirPump"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "burstberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Burstberry", Display: "Burstberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "round, creaking yellow berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure. They feel ready to explode between your fingers.", \n\t\tConsume: "Your belly gurgles and bubbles...", \n\t\tFX: ["feed:blimpBloat"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "puddingberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Puddingberry", Display: "Puddingberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 3, Fill: 0, Liq: 0.1, Inf: 0,\n\t\tColor: "", Flavor: "", Scent: "",\n\t\tEncDesc: "flabby, velvety teal berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure-- miniature puddingfruits.", \n\t\tConsume: "The rich, creamy taste is incredible..!", \n\t\tFX: [], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\t\t<<set _newItem.Cal = random(4,6)>>\n\n\t<<case "butterberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Butterberry", Display: "Butterberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 5, Fill: 0, Liq: 0.3, Inf: 0,\n\t\tColor: "Golden", Flavor: "Butter", Scent: "Oily",\n\t\tEncDesc: "firm, round, golden berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure-- full of a buttery, oily liquid.", \n\t\tConsume: "Your gut churns...", \n\t\tFX: ["feed:oilGlut"], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "bulkberry">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Berry:Bulkberry", Display: "Bulkberry", \n\t\tType: "Berry", Plural: "Berries", \n\t\tCat: "", Var: "", \t\t\n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 0, Liq: 0.3, Inf: 0,\n\t\tColor: "Gray", Flavor: "", Scent: "",\n\t\tEncDesc: "firm, bumpy gray berries",\n\t\tDesc: "Wild berries mutated by mirazin exposure-- responsive to your recent meals...", \n\t\tConsume: "You bite down hard onto the odd berries...", \n\t\tFX: ["feed:berryBulking"], FXChance: [100], \t\t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n/% --------- Mushrooms %/\n\t<<case "mushroom:meaty">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Meaty", Display: "Meaty Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.5, Fill: 0.3, Liq: 0, Inf: 0,\n\t\tColor: "Tan", Flavor: "Meaty", Scent: "",\n\t\tEncDesc: "plump, dense mushrooms with spongy flesh.",\n\t\tDesc: "Plump, dense mushrooms with spongy flesh..", \n\t\tConsume: "",\n\t\tFX: [], FXChance: [], \t\t\n\t\tFXPotMin: [], FXPotMax: [], \n\t\tFXDurMin: [], FXDurMax: [], \n\t}>>\n\t\n\t<<case "mushroom:massive">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Massive", Display: "Massive Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 8.0, Fill: 24.0, Liq: 0, Inf: 0,\n\t\tColor: "Tan", Flavor: "Meaty", Scent: "",\n\t\tEncDesc: "huge, thick mushrooms the size of small tables!",\n\t\tDesc: "These mushrooms are pretty sizable, with a rich flavor.", \n\t\tConsume: "",\n\t\tFX: [], FXChance: [], \t\t\n\t\tFXPotMin: [], FXPotMax: [], \n\t\tFXDurMin: [], FXDurMax: [], \n\t}>>\n\n\t<<case "mushroom:fatling">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Fatling", Display: "Fatling Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.8, Liq: 0, Inf: 0,\n\t\tColor: "Pale", Flavor: "Meaty", Scent: "",\n\t\tEncDesc: "odd little mushrooms in the shape of fat-bellied, dancing tolani",\n\t\tDesc: "Odd little mushrooms in the shape of fat-bellied, dancing tolani.", \n\t\tConsume: "",\n\t\tFX: ["fatten:btype"], FXChance: [100], \t\t\n\t\tFXPotMin: [0.03], FXPotMax: [0.06], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:blimpling">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Blimpling", Display: "Blimpling Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 2, QtMax: 8, \n\t\tCal: 0.5, Fill: 1.5, Liq: 0.1, Inf: 0,\n\t\tColor: "Pale", Flavor: "Fatty", Scent: "",\n\t\tEncDesc: "odd little mushrooms in the shape of tolani with ludicrously-ballooned bellies",\n\t\tDesc: "You can't help but wonder if eating this will turn you into a blimpling, too.", \n\t\tConsume: "",\n\t\tFX: ["fatten:btype"], FXChance: [100], \t\t\n\t\tFXPotMin: [1.2], FXPotMax: [2.5], \n\t\tFXDurMin: [1], FXDurMax: [3], \n\t}>>\n\n\t<<case "mushroom:bitter">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Bitter", Display: "Bitter Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.1, Fill: 0.3, Liq: 0, Inf: 0,\n\t\tColor: "Golden", Flavor: "Astringent", Scent: "",\n\t\tEncDesc: "small, shimmery golden mushrooms with little pointed tops",\n\t\tDesc: "These mushrooms are not for the faint of stomach.", \n\t\tConsume: "",\n\t\tFX: ["feed:calDrop"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:wide">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Wide", Display: "Wide Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 1, Fill: 1.5, Liq: 0, Inf: 0,\n\t\tColor: "Tan", Flavor: "Creamy", Scent: "",\n\t\tEncDesc: "the fattest, widest mushrooms you've ever seen",\n\t\tDesc: "The fattest, widest mushrooms you've ever seen.", \n\t\tConsume: "",\n\t\tFX: ["feed:widen"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:narrow">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Narrow", Display: "Narrow Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.1, Fill: 0.1, Liq: 0, Inf: 0,\n\t\tColor: "Pale", Flavor: "Dusty", Scent: "",\n\t\tEncDesc: "odd, tall, extremely narrow mushrooms clumped together in a little bundle",\n\t\tDesc: "Just looking at these makes you feel under-nourished.", \n\t\tConsume: "",\n\t\tFX: ["feed:narrow"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:chubby">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Chubby", Display: "Chubby Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Pale", Flavor: "Delicate", Scent: "",\n\t\tEncDesc: "round, puffy little mushrooms.",\n\t\tDesc: "Adorable little puffball mushrooms that make you want to squidge their sides.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenCheekAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:chubby:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Chubby:Inky", Display: "Inky Chubby Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Woody", Scent: "",\n\t\tEncDesc: "round, puffy little mushrooms in a fetching shade of blue-black.",\n\t\tDesc: "Adorable little puffball mushrooms that somehow seem a touch ominous.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenCheekAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:collar">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Collar", Display: "Collar Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Pale", Flavor: "Delicate", Scent: "",\n\t\tEncDesc: "soft, donut-shaped mushrooms.",\n\t\tDesc: "A plush mushroom in the shape of an elongate ring.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenNeckAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:collar:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Collar:Inky", Display: "Inky Collar Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Woody", Scent: "",\n\t\tEncDesc: "soft, dark-hued, donut-shaped mushrooms",\n\t\tDesc: "A plush, inky mushroom in the shape of an elongate ring.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenNeckAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:grasper">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Grasper", Display: "Grasper Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Coral", Flavor: "Delicate", Scent: "",\n\t\tEncDesc: "pinkish-orange fungi that resemble chubby, grasping rierbiene",\n\t\tDesc: "This fungus has an especially gripping appearance.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenArmAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:grasper:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Grasper:Inky", Display: "Inky Grasper Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Woody", Scent: "",\n\t\tEncDesc: "striped blue-black fungi that resemble chubby, grasping rierbiene",\n\t\tDesc: "This dark fungus has an especially gripping appearance.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenArmAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:squidgy">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Squidgy", Display: "Squidgy Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Pink", Flavor: "Powdery", Scent: "",\n\t\tEncDesc: "endearingly-chubby mushrooms with soft freckles",\n\t\tDesc: "An especially cute and squishy mushroom.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenSideAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:squidgy:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Squidgy:Inky", Display: "Inky Squidgy Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Smoky", Scent: "",\n\t\tEncDesc: "endearingly-chubby mushrooms with dark freckles",\n\t\tDesc: "An especially cute and squishy mushroom, despite the morose coloration.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenSideAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:rippled">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Rippled", Display: "Rippled Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Brown", Flavor: "Buttery", Scent: "",\n\t\tEncDesc: "curious, slab-shaped mushrooms with soft, fatty folds",\n\t\tDesc: "An enigmatic and especially fleshy-seeming specimen.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenBackAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:rippled:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Rippled:Inky", Display: "Inky Rippled Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Cheesy", Scent: "",\n\t\tEncDesc: "curious, slab-shaped black mushrooms with soft, fatty folds",\n\t\tDesc: "An enigmatic and especially fleshy-seeming specimen.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenBackAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:butterball">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Butterball", Display: "Butterball Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.6, Fill: 0.9, Liq: 0, Inf: 0,\n\t\tColor: "White", Flavor: "Floral", Scent: "",\n\t\tEncDesc: "great, fat puffball mushrooms, resemblant of overstuffed bellies",\n\t\tDesc: "This mushroom is certainly a bellyfull.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenBellyAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:butterball:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Butterball:Inky", Display: "Inky Butterball Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.6, Fill: 0.9, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Spicy", Scent: "",\n\t\tEncDesc: "great, fat, dark puffball mushrooms, resemblant of overstuffed bellies",\n\t\tDesc: "This inky mushroom is certainly a bellyfull.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenBellyAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:creamy">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Creamy", Display: "Creamy Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.5, Liq: 0, Inf: 0,\n\t\tColor: "White", Flavor: "Creamy", Scent: "",\n\t\tEncDesc: "plump, milky mushrooms with round, smooth caps",\n\t\tDesc: "A pale, plump mushroom.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenChestAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:creamy:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Creamy:Inky", Display: "Inky Creamy Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.3, Fill: 0.5, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Spicy", Scent: "",\n\t\tEncDesc: "plump, inky mushrooms with round, smooth caps",\n\t\tDesc: "A dark, plump mushroom.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenChestAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:bulbous">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Bulbous", Display: "Bulbous Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.5, Fill: 1.1, Liq: 0, Inf: 0,\n\t\tColor: "Gray", Flavor: "Meaty", Scent: "",\n\t\tEncDesc: "fat, wide mushrooms that resemble swollen pears",\n\t\tDesc: "An extra-fat, pear-shaped mushroom.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenThighAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:bulbous:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Bulbous:Inky", Display: "Inky Bulbous Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.5, Fill: 1.1, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Salty", Scent: "",\n\t\tEncDesc: "fat, wide, inky-black mushrooms that resemble swollen pears",\n\t\tDesc: "An extra-fat, pear-shaped inky mushroom.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenThighAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:tendril">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Tendril", Display: "Tendril Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.4, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Blue-White", Flavor: "Sour", Scent: "",\n\t\tEncDesc: "thick, squiggly mushrooms that resemble coiling tentacles",\n\t\tDesc: "This mushroom wanted to be a tentacle, too.", \n\t\tConsume: "",\n\t\tFX: ["feed:fattenTailAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:tendril:inky">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Tendril:Inky", Display: "Inky Tendril Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 5, QtMax: 12, \n\t\tCal: 0.4, Fill: 0.6, Liq: 0, Inf: 0,\n\t\tColor: "Inky", Flavor: "Sharp", Scent: "",\n\t\tEncDesc: "thick, squiggly, inky mushrooms that resemble coiling tentacles",\n\t\tDesc: "This inky mushroom wanted to be a tentacle, too.", \n\t\tConsume: "",\n\t\tFX: ["feed:unfattenTailAmpli"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\t<<case "mushroom:startling">>/% ---------------- %/<<set _newItem = { \n\t\tID: "Mushroom:Startling", Display: "Startling Mushroom", \n\t\tType: "Mushroom", Plural: "Mushrooms", \n\t\tCat: "", Var: "", \n\t\tQtMin: 2, QtMax: 3, \n\t\tCal: 0.1, Fill: 0.1, Liq: 0, Inf: 0,\n\t\tColor: "Glowing", Flavor: "Dusty", Scent: "",\n\t\tEncDesc: "brightly glowing blue mushrooms on plump, dark stalks",\n\t\tDesc: "It makes you feel like you've forgotten something.", \n\t\tConsume: "",\n\t\tFX: ["feed:ampReset"], FXChance: [100], \t\t\n\t\tFXPotMin: [1], FXPotMax: [2], \n\t\tFXDurMin: [1], FXDurMax: [2], \n\t}>>\n\n\n\n/% ---------------- %/<</switch>>
<mira>DREAM♦SHARD</mira>
<<switch _statusCall>>\n/% ---------- For one-shot effects that don't need to be set up here, check CallEffect:Feed %/\n\n/% ---------- System Statuses %/\n\t<<case "calLoad">>\n\t\t''Digestion'' (<<print $scenaMetabolic.Load.toFixed(2)>>kcal at <<print $scenaMetabolic.Burn.toFixed(2)>>/<<print $scenaMetabolic.Gain.toFixed(2)>>, rate <<print $scenaMetabolic.Rate>>)\n\n\n/% ---------- Cosmetic Ticks %/\n\t<<case "pump:belly:air">>\n\t\t''Air Pump Belly Inflation'' (<<print $cfxAirPumpBelly.Duration>> ticks at potency <<print $cfxAirPumpBelly.Potency.toFixed(2)>>)\n\n/% ---------- Exposures %/\n\t<<case "exposure:rads">>\n\t\t/% Immune to Radiation %/<<if $fxRads.RadTolerance eq -1>><<set $scenaPers.Active.deleteAt(_statusIndex)>>\n\t\t<<else>>''Radiation Exposure'' (<<print $fxRads.Rads>>/<<print $fxRads.RadTolerance>>)<</if>>\t\t\n\t<<case "exposure:mirads">>\n\t\t''Mirazin Radiation Exposure'' (<<print $fxRads.Mirads>>/<<print $fxRads.MiradTolerance>>)\t\t\n\n\n/% ---------- Production %/\n\t<<case "lactation">><<set _tempPrint = $scenaProducts.MilkRate + $sMod.MilkRate>>\n\t\t''Lactating'' (<<print $scenaProducts.MilkTex>> <<print $scenaProducts.MilkMod>> <<print $scenaProducts.MilkFlavor>> \n\t\t<<print $scenaProducts.MilkType>>, <<print (_tempPrint.toFixed(2))>>/tick)\n\n/% ---------- Single-Target Weight Gain %/\n\t<<case "fatten:belly">>\n\t\t''Belly Fattening'' (<<print $fxFatten.BellyDuration>> ticks at potency <<print $fxFatten.BellyGain.toFixed(2)>>)\n\t<<case "fatten:chest">>\n\t\t''<<print $scenaFat.ChestType>> Fattening'' (<<print $fxFatten.ChestDuration>> ticks at potency <<print $fxFatten.ChestGain.toFixed(2)>>)\n\t<<case "fatten:thighs">>\n\t\t''Thigh Fattening'' (<<print $fxFatten.ThighDuration>> ticks at potency <<print $fxFatten.ThighGain.toFixed(2)>>)\n\t<<case "fatten:tail">>\n\t\t''Tail Fattening'' (<<print $fxFatten.TailDuration>> ticks at potency <<print $fxFatten.TailGain.toFixed(2)>>)\n\t<<case "fatten:cheeks">>\n\t\t''Cheek Fattening'' (<<print $fxFatten.CheekDuration>> ticks at potency <<print $fxFatten.CheekGain.toFixed(2)>>)\n\t<<case "fatten:neck">>\n\t\t''Neck Fattening'' (<<print $fxFatten.NeckDuration>> ticks at potency <<print $fxFatten.NeckGain.toFixed(2)>>)\n\t<<case "fatten:arms">>\n\t\t''Arm Fattening'' (<<print $fxFatten.ArmDuration>> ticks at potency <<print $fxFatten.ArmGain.toFixed(2)>>)\n\t<<case "fatten:sides">>\n\t\t''Side Fattening'' (<<print $fxFatten.SideDuration>> ticks at potency <<print $fxFatten.SideGain.toFixed(2)>>)\n\t<<case "fatten:back">>\n\t\t''Back Fattening'' (<<print $fxFatten.BackDuration>> ticks at potency <<print $fxFatten.BackGain.toFixed(2)>>)\n\n/% ---------- Multi-Target Weight Gain %/\n\t<<case "fatten:btype">>\n\t\t''Body-Type Fattening'' (<<print $fxFatten.bTypeDuration>> ticks at potency <<print $fxFatten.bTypeGain.toFixed(2)>>)\n\t<<case "fatten:fullbody">>\n\t\t''Full-Body Fattening'' (<<print $fxFatten.fullBodyDuration>> ticks at potency <<print $fxFatten.fullBodyGain.toFixed(2)>>)\n\t<<case "fatten:round">>\n\t\t''Central Fattening'' (<<print $fxFatten.RoundDuration>> ticks at potency <<print $fxFatten.RoundGain.toFixed(2)>>)\n\t<<case "fatten:guguetelle">>\n\t\t''Guguetelle Fattening'' (<<print $fxFatten.GugueDuration>> ticks at potency <<print $fxFatten.GugueGain.toFixed(2)>>)\n\t<<case "fatten:pear">>\n\t\t''Pear Fattening'' (<<print $fxFatten.PearDuration>> ticks at potency <<print $fxFatten.PearGain.toFixed(2)>>)\n\t<<case "fatten:hourglass">>\n\t\t''Hourglass Fattening'' (<<print $fxFatten.HglassDuration>> ticks at potency <<print $fxFatten.HglassGain.toFixed(2)>>)\n\t<<case "fatten:boviete">>\n\t\t''Boviete Fattening'' (<<print $fxFatten.BovieteDuration>> ticks at potency <<print $fxFatten.BovieteGain.toFixed(2)>>)\n\t<<case "fatten:bottomheavy">>\n\t\t''Bottom-Heavy Fattening'' (<<print $fxFatten.BottomDuration>> ticks at potency <<print $fxFatten.BottomGain.toFixed(2)>>)\n\t<<case "fatten:bulging">>\n\t\t''Exaggerated Full-Body Fattening'' (<<print $fxFatten.BulgingDuration>> ticks at potency <<print $fxFatten.BulgingGain.toFixed(2)>>)\n\t<<case "fatten:viviere">>\n\t\t''Viviere Fattening'' (<<print $fxFatten.ViviereDuration>> ticks at potency <<print $fxFatten.ViviereGain.toFixed(2)>>)\n\t<<case "fatten:pudding">>\n\t\t''Secondary Zone Fattening'' (<<print $fxFatten.PuddingDuration>> ticks at potency <<print $fxFatten.PuddingGain.toFixed(2)>>)\n\n\n/% ---------- Single-Target Weight Decrease %/\n\t<<case "unfatten:belly">>\n\t\t''Belly Compression'' (<<print $fxUnfatten.BellyDuration>> ticks at potency <<print $fxUnfatten.BellyGain.toFixed(2)>>)\n\t<<case "unfatten:chest">>\n\t\t''<<print $scenaFat.ChestType>> Compression'' (<<print $fxUnfatten.ChestDuration>> ticks at potency <<print $fxUnfatten.ChestGain.toFixed(2)>>)\n\t<<case "unfatten:thighs">>\n\t\t''Thigh Compression'' (<<print $fxUnfatten.ThighDuration>> ticks at potency <<print $fxUnfatten.ThighGain.toFixed(2)>>)\n\t<<case "unfatten:tail">>\n\t\t''Tail Compression'' (<<print $fxUnfatten.TailDuration>> ticks at potency <<print $fxUnfatten.TailGain.toFixed(2)>>)\n\t<<case "unfatten:cheeks">>\n\t\t''Cheek Compression'' (<<print $fxUnfatten.CheekDuration>> ticks at potency <<print $fxUnfatten.CheekGain.toFixed(2)>>)\n\t<<case "unfatten:neck">>\n\t\t''Neck Compression'' (<<print $fxUnfatten.NeckDuration>> ticks at potency <<print $fxUnfatten.NeckGain.toFixed(2)>>)\n\t<<case "unfatten:arms">>\n\t\t''Arm Compression'' (<<print $fxUnfatten.ArmDuration>> ticks at potency <<print $fxUnfatten.ArmGain.toFixed(2)>>)\n\t<<case "unfatten:sides">>\n\t\t''Side Compression'' (<<print $fxUnfatten.SideDuration>> ticks at potency <<print $fxUnfatten.SideGain.toFixed(2)>>)\n\t<<case "unfatten:back">>\n\t\t''Back Compression'' (<<print $fxUnfatten.BackDuration>> ticks at potency <<print $fxUnfatten.BackGain.toFixed(2)>>)\n\n/% ---------- Single-Target Bloat %/\n\t<<case "bloat:belly">>\n\t\t''Belly Bloat'' (<<print $fxBloat.BellyDuration>> ticks at potency <<print $fxBloat.BellyBloat.toFixed(2)>>)\n\t<<case "bloat:chest">>\n\t\t''<<print $scenaFat.ChestType>> Bloat'' (<<print $fxBloat.ChestDuration>> ticks at potency <<print $fxBloat.ChestBloat.toFixed(2)>>)\n\t<<case "bloat:thighs">>\n\t\t''Thigh Bloat'' (<<print $fxBloat.ThighDuration>> ticks at potency <<print $fxBloat.ThighBloat.toFixed(2)>>)\n\t<<case "bloat:tail">>\n\t\t''Tail Bloat'' (<<print $fxBloat.TailDuration>> ticks at potency <<print $fxBloat.TailBloat.toFixed(2)>>)\n\n/% ---------- Single-Target Deflation %/\n\t<<case "deflate:belly">>\n\t\t''Belly Deflation'' (<<print $fxDeflate.BellyDuration>> ticks at potency <<print $fxDeflate.BellyDeflate.toFixed(2)>>)\n\t<<case "deflate:chest">>\n\t\t''<<print $scenaFat.ChestType>> Deflation'' (<<print $fxDeflate.ChestDuration>> ticks at potency <<print $fxDeflate.ChestDeflate.toFixed(2)>>)\n\t<<case "deflate:thighs">>\n\t\t''Thigh Deflation'' (<<print $fxDeflate.ThighDuration>> ticks at potency <<print $fxDeflate.ThighDeflate.toFixed(2)>>)\n\t<<case "deflate:tail">>\n\t\t''Tail Deflation'' (<<print $fxDeflate.TailDuration>> ticks at potency <<print $fxDeflate.TailDeflate.toFixed(2)>>)\n\n/% ---------- Single-Target Liquid Inflation %/\n\t<<case "bloat:liquid:belly">>\n\t\t''Belly Liquid Inflation'' (<<print $fxBloatLiquid.BellyDuration>> ticks at potency <<print $fxBloatLiquid.BellyBloat.toFixed(2)>>)\n\t<<case "bloat:liquid:chest">>\n\t\t''<<print $scenaFat.ChestType>> Liquid Inflation'' (<<print $fxBloatLiquid.ChestDuration>> ticks at potency <<print $fxBloatLiquid.ChestBloat.toFixed(2)>>)\n\t<<case "bloat:liquid:thighs">>\n\t\t''Thigh Liquid Inflation'' (<<print $fxBloatLiquid.ThighDuration>> ticks at potency <<print $fxBloatLiquid.ThighBloat.toFixed(2)>>)\n\t<<case "bloat:liquid:tail">>\n\t\t''Tail Liquid Inflation'' (<<print $fxBloatLiquid.TailDuration>> ticks at potency <<print $fxBloatLiquid.TailBloat.toFixed(2)>>)\n\n/% ---------- Single-Target Liquid Draining %/\n\t<<case "drain:belly">>\n\t\t''Belly Liquid Draining'' (<<print $fxDrain.BellyDuration>> ticks at potency <<print $fxDrain.BellyDeflate.toFixed(2)>>)\n\t<<case "drain:chest">>\n\t\t''<<print $scenaFat.ChestType>> Liquid Draining'' (<<print $fxDrain.ChestDuration>> ticks at potency <<print $fxDrain.ChestDeflate.toFixed(2)>>)\n\t<<case "drain:thighs">>\n\t\t''Thigh Liquid Draining'' (<<print $fxDrain.ThighDuration>> ticks at potency <<print $fxDrain.ThighDeflate.toFixed(2)>>)\n\t<<case "drain:tail">>\n\t\t''Tail Liquid Draining'' (<<print $fxDrain.TailDuration>> ticks at potency <<print $fxDrain.TailDeflate.toFixed(2)>>)\n\n/% ---------- Single-Target Stuffing %/\n\t<<case "stuff:belly">>\n\t\t''Belly Stuffing'' (<<print $fxStuff.BellyDuration>> ticks at potency <<print $fxStuff.BellyStuff.toFixed(2)>>)\n\t<<case "stuff:chest">>\n\t\t''<<print $scenaFat.ChestType>> Stuffing'' (<<print $fxStuff.ChestDuration>> ticks at potency <<print $fxStuff.ChestStuff.toFixed(2)>>)\n\t<<case "stuff:thighs">>\n\t\t''Thigh Stuffing'' (<<print $fxStuff.ThighDuration>> ticks at potency <<print $fxStuff.ThighStuff.toFixed(2)>>)\n\t<<case "stuff:tail">>\n\t\t''Tail Stuffing'' (<<print $fxStuff.TailDuration>> ticks at potency <<print $fxStuff.TailStuff.toFixed(2)>>)\t\n\n/% ---------- Single-Target Unstuffing %/\n\t<<case "unstuff:belly">>\n\t\t''Digestion'' (<<print $fxUnstuff.BellyDuration>> ticks at potency <<print $fxUnstuff.BellyStuff.toFixed(2)>>)\n\t<<case "unstuff:chest">>\n\t\t''<<print $scenaFat.ChestType>> Unstuffing'' (<<print $fxUnstuff.ChestDuration>> ticks at potency <<print $fxUnstuff.ChestStuff.toFixed(2)>>)\n\t<<case "unstuff:thighs">>\n\t\t''Thigh Unstuffing'' (<<print $fxUnstuff.ThighDuration>> ticks at potency <<print $fxUnstuff.ThighStuff.toFixed(2)>>)\n\t<<case "unstuff:tail">>\n\t\t''Tail Unstuffing'' (<<print $fxUnstuff.TailDuration>> ticks at potency <<print $fxUnstuff.TailStuff.toFixed(2)>>)\t\n\n\n/% ---------- Parasite Loads %/\n\n\t<<case "parasite:slime:belly">>\n\t\t''Belly Slime Accumulation'' (load: <<print $fxParasite.bellySlime>>)\n\t<<case "parasite:slime:chest">>\n\t\t''Chest Slime Accumulation'' (load: <<print $fxParasite.chestSlime>>)\n\t<<case "parasite:slime:thigh">>\n\t\t''Thigh Slime Accumulation'' (load: <<print $fxParasite.thighSlime>>)\n\t<<case "parasite:slime:tail">>\n\t\t''Tail Slime Accumulation'' (load: <<print $fxParasite.tailSlime>>)\n\n\t<<case "parasite:pudding:belly">>\n\t\t''Belly Pudding Accumulation'' (load: <<print $fxParasite.bellyPudding>>)\n\t<<case "parasite:pudding:chest">>\n\t\t''Chest Pudding Accumulation'' (load: <<print $fxParasite.chestPudding>>)\n\t<<case "parasite:pudding:thigh">>\n\t\t''Thigh Pudding Accumulation'' (load: <<print $fxParasite.thighPudding>>)\n\t<<case "parasite:pudding:tail">>\n\t\t''Tail Pudding Accumulation'' (load: <<print $fxParasite.tailPudding>>)\n\n\t<<case "parasite:creme">>\n\t\t''Chest Creme Accumulation'' (load: <<print $fxParasite.chestCreme>>)\n\t<<case "parasite:mousse">>\n\t\t''Chest Mousse Accumulation'' (load: <<print $fxParasite.chestMousse>>)\n\n\t<<case "parasite:dough:belly">>\n\t\t''Belly Dough Accumulation'' (load: <<print $fxParasite.bellyDough>>)\n\t<<case "parasite:dough:chest">>\n\t\t''Chest Dough Accumulation'' (load: <<print $fxParasite.chestDough>>)\n\t<<case "parasite:dough:thigh">>\n\t\t''Thigh Dough Accumulation'' (load: <<print $fxParasite.thighDough>>)\n\t<<case "parasite:dough:tail">>\n\t\t''Tail Dough Accumulation'' (load: <<print $fxParasite.tailDough>>)\n\n\t<<case "parasite:mallow:belly">>\n\t\t''Belly Mallow Accumulation'' (load: <<print $fxParasite.bellyMallow>>)\n\t<<case "parasite:mallow:chest">>\n\t\t''Chest Mallow Accumulation'' (load: <<print $fxParasite.chestMallow>>)\n\t<<case "parasite:mallow:thigh">>\n\t\t''Thigh Mallow Accumulation'' (load: <<print $fxParasite.thighMallow>>)\n\t<<case "parasite:mallow:tail">>\n\t\t''Tail Mallow Accumulation'' (load: <<print $fxParasite.tailMallow>>)\n\n/% ---------- Transformation Protocols %/\n\n\t<<case "tf:slime">>\n\t\t''Mutagenic Slime Load'' (<<print $tfSlime.stage>> stage (<<print $tfSlime.acc>>))\n\t<<case "tf:pudding">>\n\t\t''Mutagenic Pudding Load'' (<<print $tfPudding.stage>> stage (<<print $tfPudding.acc>>))\n\t<<case "tf:creme">>\n\t\t''Mutagenic Creme Load'' (<<print $tfCreme.stage>> stage (<<print $tfCreme.acc>>))\n\t<<case "tf:mousse">>\n\t\t''Mutagenic Mousse Load'' (<<print $tfMousse.stage>> stage (<<print $tfMousse.acc>>))\n\t<<case "tf:dough">>\n\t\t''Mutagenic Dough Load'' (<<print $tfDough.stage>> stage (<<print $tfDough.acc>>))\n\t<<case "tf:mallow">>\n\t\t''Mutagenic Mallow Load'' (<<print $tfMallow.stage>> stage (<<print $tfMallow.acc>>))\n\n\n/% ---------- Clean up bugged and invalid statuses %/\n\t<<default>>INVALID/NON-INDEXED/PLACEHOLDER STATUS (<<print _statusCall>>), removing (<<print _statusIndex>>)...\n\t<<set $scenaPers.Active.deleteAt(_statusIndex)>>\n\t\t\n<</switch>>
<<set _geneType = "Fat">>/% temporary %/\n<<switch _fatZone>>/% ----------- %/\n/% ----------- %/<<case "cheek">><<include ContentCheek>>\n/% ----------- %/<<case "neck">><<include ContentNeck>>\n/% ----------- %/<<case "chest">><<include ContentChest>>\n/% ----------- %/<<case "arm">><<include ContentArm>>\n/% ----------- %/<<case "belly">><<include ContentBelly>>\n/% ----------- %/<<case "side">><<include ContentSide>>\n/% ----------- %/<<case "back">><<include ContentBack>>\n/% ----------- %/<<case "thigh">><<include ContentThigh>>\n/% ----------- %/<<case "tail">><<include ContentTail>>\n<</switch>>/% ----------- %/
/% -------- Regions Setup %/\n\t<<switch $callBiome>>\n\t\t<<case "lastSub">><<set _newRegion = "lastZone">>\n\t\t<<case "last">><<set _newRegion = "exitSubzone">>\n\t<</switch>>\n\n/% <p>DEBUG: operation: <<print _newRegion>>; \n\t<<if def _callSubzone>>calling <<print _callSubzone>>\n\t<<else>>calling <<print _callBiome>><</if>>\n</p> %/\n\n<<switch _newRegion>>\n/% -------- Return to Last Zone %/<<case "lastZone">>\t\t\t\n\t\t<<if $scenaBiome.Last.ID eq $scenaBiome.Active.ID>>\n\t\t\t<<set $scenaBiome.ActiveSub = ""; $scena.Action = "">>\n\t\t<<else>>\n\t\t\t<<include DB:Biomes>>\n\t\t\t\t<<set _lastSwap = $scenaBiome.Active>>\n\t\t\t\t\t<<set $scenaBiome.Active = $scenaBiome.Last>>\n\t\t\t\t\t<<set $scenaBiome.Last = _lastSwap>>\n\t\t\t\t\t<<set $scenaBiome.ActiveSub = ""; $scena.Action = "">><</if>>\n\n/% -------- Update Zone from Preloaded %/<<case "updateZone">>\n\t\t\t<<set $scenaBiome.Last = $scenaBiome.Active>>\n\t\t\t\t<<set $scenaBiome.Active = $scenaBiome.New>>\n\t\t\t\t<<set $scenaBiome.ActiveSub = ""; $scena.Action = "">>\n\n/% -------- Change Zone %/<<case "newZone">>\n\t\t<<include DB:Biomes>>\n\t\t\t<<set $scenaBiome.Last = $scenaBiome.Active>>\n\t\t\t\t<<set $scenaBiome.Active = $scenaBiome.New>>\n\t\t\t\t<<set $scenaBiome.ActiveSub = ""; $scena.Action = "">>\n\n/% -------- Update Sub-Zone from Preloaded %/<<case "updateSubzone">>\n\t\t\t<<if $scenaBiome.ActiveSub neq "">><<set $scenaBiome.LastSub = $scenaBiome.ActiveSub>><</if>>\n\t\t\t\t<<set $scenaBiome.ActiveSub = $scenaBiome.NewSub; $scena.Action = "">>\n\n/% -------- Change Sub-Zone %/<<case "newSubzone">>\n\t\t<<include DB:Subzones>>\n\t\t\t<<if $scenaBiome.ActiveSub neq "">><<set $scenaBiome.LastSub = $scenaBiome.ActiveSub>><</if>>\n\t\t\t\t<<set $scenaBiome.ActiveSub = $scenaBiome.NewSub; $scena.Action = "">>\n\n/% -------- Exit Sub-Zone %/<<case "exitSubzone">>\n\t\t\t<<set $scenaBiome.LastSub = $scenaBiome.ActiveSub>>\n\t\t\t\t<<set $scenaBiome.ActiveSub = ""; $scena.Action = "">>\n\n<</switch>>
/% thighs + sides + chest, lesser belly impact %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:boviete")>>\n\t<<set $fxFatten.BovieteDuration-->>\n\t<<set $scenaFat.Chest += ($fxFatten.BovieteGain * 1.2) * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Thigh += ($fxFatten.BovieteGain * 1.5) * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\t<<set $scenaFat.Belly += ($fxFatten.BovieteGain * 0.8) * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.BovieteGain * 0.5) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t\t<<if $fxFatten.BovieteGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.BovieteGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.BovieteGain gte 2>><<set $scenaPers.PrintQueue.push("Your body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.BovieteGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.BovieteDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:boviete")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n<</if>>
\t<<if $activeShard.fatArm gte $LGranularScale.Int[8]>><<set _shardArmPrint = $granularScale.String[8]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[7]>><<set _shardArmPrint = $granularScale.String[7]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[6]>><<set _shardArmPrint = $granularScale.String[6]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[5]>><<set _shardArmPrint = $granularScale.String[5]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[4]>><<set _shardArmPrint = $granularScale.String[4]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[3]>><<set _shardArmPrint = $granularScale.String[3]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[2]>><<set _shardArmPrint = $granularScale.String[2]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[1]>><<set _shardArmPrint = $granularScale.String[1]>>\n\t<<elseif $activeShard.fatArm gte $LGranularScale.Int[0]>><<set _shardArmPrint = $granularScale.String[0]>><</if>>\n\n\n\t<<if _shardArmPrint eq undefined>><<set _shardArmPrint = "">><</if>>
/% ===== Palette %/ <<if $scena.Palette eq 1>>\n<div id="encounterPalette" class="row centerRow" style="width: 100%; height: 25px; margin-bottom: 1.5rem; margin-left: 2rem; margin-right: 2rem; order: 9;">\n\t<<include EncounterPalette>>\n\n</div><</if>>/% ===== Card %/<<if def $activeShard>>\n<<if $activeShard.useCard eq 1>> \n<div id="critterCard" class="row centerRow" style=" width: 90%; height: 25px; margin-bottom: 2.5rem; margin-left: 2rem; margin-right: 2rem; order: 1;">\n\t<<include CritterCard>>\n\n</div><</if>><</if>>/% ============================== %/
\n<<if $scenaTime.Tick gt 3>>\n\t/% Take a moment for everything to load first %/\n\n\t<<set _textureFlavor = "">><<include IdleTexture>>\n\t\t<<if _textureFlavor neq "">>\n\t\t<<set $scenaPers.PrintQueue.pushUnique(textureFlavor)>><</if>>\n<</if>>
<<switch _callSubzone>>\n/% ----- %/<<case "façade">><<set $scenaBiome.NewSub = {\n\t\tID: "façade", Display: "Façade", Type: "mound", Outdoors: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc","portal","portal","portal"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: ["façade:gardens","façade:menagerie","façade:gallery","façade:kitchen","façade:laboratory","façade:library","façade:auditorium"], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:gardens">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - Gardens", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a wide and ornate set of double doors leading out into Façade's gardens!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue","Fountain"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You frolic amongst the roses in a state of pure, sweet bliss."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:laboratory">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - Laboratory Wing", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a staircase leading up to Façade's Grand Laboratory!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc","portal"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: ["facade:reactor","facade:nest"], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:kitchen">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - Kitchens", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a very wide and ornate set of double doors leading into Façade's dining hall and kitchens!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:library">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - Library", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a wide and ornate set of double doors leading into Façade's library and study!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:gallery">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - Gallery Wing", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a staircase leading up to Façade's gallery wing!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:menagerie">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - The Menagerie", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a staircase leading up to Façade's menagerie wing!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [1], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Gecko","Gecko","Maur","Quaggy","Quaggy","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: ["Nefirian"],\n\n\t\tAmbient: ["You traverse the grand, elegant halls, admiring the decor and miniature gardens.","You stop a moment and take a deep breath, savoring the sweet scent of roses... and something else?","You pause to take in the elegant surroundings.","You hear soft, distant music and the sound of happy laughter echoing from somewhere nearby.","You snuggle into a nearby vecpile, relaxing into the soft comfort of plush roilei and gentle, loving squeaks."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n/% ----- %/<<case "façade:nest">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Façade - The Nesting Tunnels", Type: "mound", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" an alarmingly wide door, lavishly decorated with a scene of the fattest Revec*ai you have ever seen, surrounded by a veritable sea of quaggies.<br> What is this...?"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [9], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","forage","forage","curio","curio","livingAmbient","livingAmbient","living","living","npc"],\n\t\tTable: "GeneralSub",\n\n\t\tPortals: [], \n\n\t\tmonsterNests: [], Liquids: [], \n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm","somniblood","somniblood","vecblood"],\n\n\t\tMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\t\trareMicrobes: [],\n\n\t\tForage: ["RoseBush","RoseBush","RoseBush"], ForagePM: [],\n\t\tCurios: ["Statue"], CuriosPM: [], \n\t\trareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Quaggy","Fyynling","Fyynling"], ambiLivingPM: [],\n\t\tLiving: ["Mirai","VecFam"], LivingPM: [],\n\t\tNPCs: [],\n\n\t\tAmbient: ["Soft squeaks echo in the cavernous gloom.","You feel watched."],\n\t\t\n\t}>><<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n\n/% ============= %/<</switch>>\n\n\n\n
/% All Growth-Nodes. Nodes with missing art are skipped by the scripts. %/\n<<if ndef $gNode>><<include GNodeInit>><</if>>\n\n/% Do nothing unless the system is activated %/<<if ($gNodeEnabled.Initial eq true)>>\n\t/% Run nodes assessor to determine valid selections %/<<include GNodeAssessor>>\n\n\t/% Higher-priority forms (earlier in the listing) are displayed before lower-priority ones. %/\n\n\t/% Priority - "Involuntary" Shapes %/\n\n\t<<if ($gNCheck.Lycanthrope eq true) and ($gNodeEnabled.Lycanthrope eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Lycanthrope + '.png" width=60% float=left>'>>\n\n\t/% Priority - Shiftshapes %/\n\t<<elseif ($gNCheck.Flight eq true) and ($gNodeEnabled.Flight eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Flight + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Swim eq true) and ($gNodeEnabled.Swim eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Swim + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Travel eq true) and ($gNodeEnabled.Travel eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Travel + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Dragon eq true) and ($gNodeEnabled.Dragon eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Dragon + '.png" width=60% float=left>'>>\n\n\t/% Priority - Facades %/\n\t<<elseif ($gNCheck.Celestial eq true) and ($gNodeEnabled.Celestial eq true) and ($scenaFlavor.Facade eq "Celestial")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Celestial + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Infernal eq true) and ($gNodeEnabled.Infernal eq true) and ($scenaFlavor.Facade eq "Infernal")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Infernal + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Reventuli eq true) and ($gNodeEnabled.Reventuli eq true) and ($scenaFlavor.Facade eq "Reventuli")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Reventuli + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.BriarRose eq true) and ($gNodeEnabled.BriarRose eq true) and ($scenaFlavor.Facade eq "Briarrose")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.BriarRose + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Nuclear eq true) and ($gNodeEnabled.Nuclear eq true) and ($scenaFlavor.Facade eq "Nuclear")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Nuclear + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Cosmee eq true) and ($gNodeEnabled.Cosmee eq true) and ($scenaFlavor.Facade eq "Cosmee")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Cosmee + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Cherbor eq true) and ($gNodeEnabled.Cherbor eq true) and ($scenaFlavor.Facade eq "Cherbor")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Cherbor + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Mirazine eq true) and ($gNodeEnabled.Mirazine eq true) and ($scenaFlavor.Facade eq "Mirazine")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Mirazine + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Mirlat eq true) and ($gNodeEnabled.Mirlat eq true) and ($scenaFlavor.Facade eq "Mirlat")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Mirlat + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Crystal eq true) and ($gNodeEnabled.Crystal eq true) and ($scenaFlavor.Facade eq "Crystal")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Crystal + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Dreampunk eq true) and ($gNodeEnabled.Dreampunk eq true) and ($scenaFlavor.Facade eq "Dreampunk")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Dreampunk + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Infused eq true) and ($gNodeEnabled.Infused eq true) and ($scenaFlavor.Facade eq "Infused")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Infused + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Inky eq true) and ($gNodeEnabled.Inky eq true) and ($scenaFlavor.Facade eq "Inky")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Inky + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Thalani eq true) and ($gNodeEnabled.Thalani eq true) and ($scenaFlavor.Facade eq "Thalani")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Thalani + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Eclipse eq true) and ($gNodeEnabled.Eclipse eq true) and ($scenaFlavor.Facade eq "Eclipse")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Eclipse + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Nebula eq true) and ($gNodeEnabled.Nebula eq true) and ($scenaFlavor.Facade eq "Nebula")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Nebula + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Sovereign eq true) and ($gNodeEnabled.Sovereign eq true) and ($scenaFlavor.Facade eq "Sovereign")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Sovereign + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Vital eq true) and ($gNodeEnabled.Vital eq true) and ($scenaFlavor.Facade eq "Vital")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Vital + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Living eq true) and ($gNodeEnabled.Living eq true) and ($scenaFlavor.Facade eq "Living")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Living + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Overgrowth eq true) and ($gNodeEnabled.Overgrowth eq true) and ($scenaFlavor.Facade eq "Overgrowth")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Overgrowth + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Phoenix eq true) and ($gNodeEnabled.Phoenix eq true) and ($scenaFlavor.Facade eq "Phoenix")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Phoenix + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.SunEater eq true) and ($gNodeEnabled.SunEater eq true) and ($scenaFlavor.Facade eq "Sun-Eater")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.SunEater + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.HYPOTHESIS eq true) and ($gNodeEnabled.HYPOTHESIS eq true) and ($scenaFlavor.Facade eq "HYPOTHESIS")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.HYPOTHESIS + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Miratech eq true) and ($gNodeEnabled.Miratech eq true) and ($scenaFlavor.Facade eq "Miratech")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Miratech + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Holo eq true) and ($gNodeEnabled.Holo eq true) and ($scenaFlavor.Facade eq "Holo")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Holo + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.HoloAlt eq true) and ($gNodeEnabled.HoloAlt eq true) and ($scenaFlavor.Facade eq "Holo Alt")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.HoloAlt + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Cascadi eq true) and ($gNodeEnabled.Cascadi eq true) and ($scenaFlavor.Facade eq "Cascadi")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Cascadi + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Aquatech eq true) and ($gNodeEnabled.Aquatech eq true) and ($scenaFlavor.Facade eq "Aquatech")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Aquatech + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Avbot eq true) and ($gNodeEnabled.Avbot eq true) and ($scenaFlavor.Facade eq "Avbot")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Avbot + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Unicorn eq true) and ($gNodeEnabled.Unicorn eq true) and ($scenaFlavor.Facade eq "Unicorn")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Unicorn + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Concerto eq true) and ($gNodeEnabled.Concerto eq true) and ($scenaFlavor.Facade eq "Concerto")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Concerto + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Diamond eq true) and ($gNodeEnabled.Diamond eq true) and ($scenaFlavor.Facade eq "Diamond")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Diamond + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.BlkDiamond eq true) and ($gNodeEnabled.BlkDiamond eq true) and ($scenaFlavor.Facade eq "Black Diamond")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.BlkDiamond + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Plush eq true) and ($gNodeEnabled.Plush eq true) and ($scenaFlavor.Facade eq "Plush")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Plush + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Primal eq true) and ($gNodeEnabled.Primal eq true) and ($scenaFlavor.Facade eq "Primal")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Primal + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Chrysalid eq true) and ($gNodeEnabled.Chrysalid eq true) and ($scenaFlavor.Facade eq "Chrysalid")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Chrysalid + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Croisteam eq true) and ($gNodeEnabled.Croisteam eq true) and ($scenaFlavor.Facade eq "Croisteam")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Croisteam + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Fatmech eq true) and ($gNodeEnabled.Fatmech eq true) and ($scenaFlavor.Facade eq "Fatmech")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fatmech + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Starchild eq true) and ($gNodeEnabled.Starchild eq true) and ($scenaFlavor.Facade eq "Starchild")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Starchild + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Singularity eq true) and ($gNodeEnabled.Singularity eq true) and ($scenaFlavor.Facade eq "Singularity")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Singularity + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.HYPOdark eq true) and ($gNodeEnabled.HYPOdark eq true) and ($scenaFlavor.Facade eq "HYPOTHESIS Dark")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.HYPOdark + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Flannel eq true) and ($gNodeEnabled.Flannel eq true) and ($scenaFlavor.Facade eq "Flannel")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Flannel + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Varmir eq true) and ($gNodeEnabled.Varmir eq true) and ($scenaFlavor.Facade eq "Varmir")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Varmir + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Belematoi eq true) and ($gNodeEnabled.Belematoi eq true) and ($scenaFlavor.Facade eq "Belematoi")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Belematoi + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Nightmare eq true) and ($gNodeEnabled.Taiga eq true) and ($scenaFlavor.Facade eq "Taiga")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Taiga + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Nightmare eq true) and ($gNodeEnabled.Nightmare eq true) and ($scenaFlavor.Facade eq "Nightmare")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Nightmare + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Tempaural eq true) and ($gNodeEnabled.Tempaural eq true) and ($scenaFlavor.Facade eq "Tempaural")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Tempaural + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Lovepunk eq true) and ($gNodeEnabled.Lovepunk eq true) and ($scenaFlavor.Facade eq "Lovepunk")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Lovepunk + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Earthdream eq true) and ($gNodeEnabled.Earthdream eq true) and ($scenaFlavor.Facade eq "Earthdream")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Earthdream + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.TheLines eq true) and ($gNodeEnabled.TheLines eq true) and ($scenaFlavor.Facade eq "The Lines")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.TheLines + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Hexed eq true) and ($gNodeEnabled.Hexed eq true) and ($scenaFlavor.Facade eq "Hexed")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Hexed + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Astral eq true) and ($gNodeEnabled.Astral eq true) and ($scenaFlavor.Facade eq "Astral")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Astral + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Selkie eq true) and ($gNodeEnabled.Selkie eq true) and ($scenaFlavor.Facade eq "Selkie")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Selkie + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Sealpunk eq true) and ($gNodeEnabled.Sealpunk eq true) and ($scenaFlavor.Facade eq "Sealpunk")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Sealpunk + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Wildling eq true) and ($gNodeEnabled.Wildling eq true) and ($scenaFlavor.Facade eq "Wildling")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Wildling + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Mirastar eq true) and ($gNodeEnabled.Mirastar eq true) and ($scenaFlavor.Facade eq "Mirastar Anfaer")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Mirastar + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Snowfall eq true) and ($gNodeEnabled.Snowfall eq true) and ($scenaFlavor.Facade eq "Snowfall")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Snowfall + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Fatheart eq true) and ($gNodeEnabled.Fatheart eq true) and ($scenaFlavor.Facade eq "Fatheart")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fatheart + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Quaggyfeast eq true) and ($gNodeEnabled.Quaggyfeast eq true) and ($scenaFlavor.Facade eq "Quaggyfeast")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Quaggyfeast + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Fyynlfeast eq true) and ($gNodeEnabled.Fyynlfeast eq true) and ($scenaFlavor.Facade eq "Fyynlfeast")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fyynlfeast + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Hatchday eq true) and ($gNodeEnabled.Hatchday eq true) and ($scenaFlavor.Facade eq "Hatchday")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Hatchday + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Nuilfesse eq true) and ($gNodeEnabled.Nuilfesse eq true) and ($scenaFlavor.Facade eq "Nuilfesse")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Nuilfesse + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.DreamEater eq true) and ($gNodeEnabled.DreamEater eq true) and ($scenaFlavor.Facade eq "Dream-Eater")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.DreamEater + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Stellavistan eq true) and ($gNodeEnabled.Stellavistan eq true) and ($scenaFlavor.Facade eq "Stellavistan")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Stellavistan + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Glamour eq true) and ($gNodeEnabled.Glamour eq true) and ($scenaFlavor.Facade eq "Glamour")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Glamour + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Eldritch eq true) and ($gNodeEnabled.Eldritch eq true) and ($scenaFlavor.Facade eq "Eldritch")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Eldritch + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Slime eq true) and ($gNodeEnabled.Slime eq true) and ($scenaFlavor.Facade eq "Slime")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Slime + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Vial eq true) and ($gNodeEnabled.Vial eq true) and ($scenaFlavor.Facade eq "Vial")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Vial + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.InfToy eq true) and ($gNodeEnabled.InfToy eq true) and ($scenaFlavor.Facade eq "Inflatable Toy")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.InfToy + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Confectian eq true) and ($gNodeEnabled.Confectian eq true) and ($scenaFlavor.Facade eq "Confectian")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Confectian + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.IceCream eq true) and ($gNodeEnabled.IceCream eq true) and ($scenaFlavor.Facade eq "Ice Cream")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.IceCream + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Marshmallow eq true) and ($gNodeEnabled.Marshmallow eq true) and ($scenaFlavor.Facade eq "Marshmallow")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Marshmallow + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Anfaer eq true) and ($gNodeEnabled.Anfaer eq true) and ($scenaFlavor.Facade eq "Anfaer")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Anfaer + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Hybrid eq true) and ($gNodeEnabled.Hybrid eq true) and ($scenaFlavor.Facade eq "Hybrid")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Hybrid + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Anigmate eq true) and ($gNodeEnabled.Anigmate eq true) and ($scenaFlavor.Facade eq "Anigmate")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Anigmate + '.png" width=60% float=left>'>>\n\n\n\t<<elseif ($gNCheck.Candystripe eq true) and ($gNodeEnabled.Candystripe eq true) and ($scenaFlavor.Facade eq "Candystripe")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Candystripe + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Fatshion eq true) and ($gNodeEnabled.Fatshion eq true) and ($scenaFlavor.Facade eq "Fatshion")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fatshion + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Labcoat eq true) and ($gNodeEnabled.Labcoat eq true) and ($scenaFlavor.Facade eq "Labcoat")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Labcoat + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Cultist eq true) and ($gNodeEnabled.Cultist eq true) and ($scenaFlavor.Facade eq "Cultist")>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Cultist + '.png" width=60% float=left>'>>\n\n\n\t/% Priority - Mutations %/\n\t<<elseif ($gNCheck.Miribele eq true) and ($gNodeEnabled.Miribele eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Miribele + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Realized eq true) and ($gNodeEnabled.Realized eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Realized + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Fyynmorph eq true) and ($gNodeEnabled.Fyynmorph eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fyynmorph + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Honeypot eq true) and ($gNodeEnabled.Honeypot eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Honeypot + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Slime eq true) and ($gNodeEnabled.Slime eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Slime + '.png" width=60% float=left>'>>\n\t<<elseif ($gNCheck.Mutant eq true) and ($gNodeEnabled.Mutant eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Mutant + '.png" width=60% float=left>'>>\n\n\t/% Priority - Clutched %/\n\t<<elseif ($gNCheck.Clutching eq true) and ($gNodeEnabled.Clutched eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Clutched + '.png" width=60% float=left>'>>\n\n\t/% Priority - Fatling %/\n\t<<elseif ($gNCheck.Fatling eq true) and ($gNodeEnabled.Fatling eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fatling + '.png" width=60% float=left>'>>\n\n\t/% Priority - Bloat %/\n\t<<elseif ($gNCheck.Blimp eq true) and ($gNodeEnabled.Blimp eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Blimp + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Balloon eq true) and ($gNodeEnabled.Balloon eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Balloon + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.balloonBelly eq true) and ($gNodeEnabled.balloonBelly eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.balloonBelly + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.balloonChest eq true) and ($gNodeEnabled.balloonChest eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.balloonChest + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.balloonThigh eq true) and ($gNodeEnabled.balloonThigh eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.balloonThigh + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.balloonTail eq true) and ($gNodeEnabled.balloonTail eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.balloonTail + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Bulk eq true) and ($gNodeEnabled.Bulk eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Bulk + '.png" width=60% float=left>'>>\n\n\n\t/% Priority - Body Types %/\n\t<<elseif ($gNCheck.Billetroa eq true) and ($gNodeEnabled.Billetroa eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Billetroa + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Pudding eq true) and ($gNodeEnabled.Pudding eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Pudding + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Round eq true) and ($gNodeEnabled.Round eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Round + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Pear eq true) and ($gNodeEnabled.Pear eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Pear + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.HGlass eq true) and ($gNodeEnabled.HGlass eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.HGlass + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Guguetelle eq true) and ($gNodeEnabled.Guguetelle eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Guguetelle + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Thigh eq true) and ($gNodeEnabled.Thigh eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Thigh + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Viviere eq true) and ($gNodeEnabled.Viviere eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Viviere + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Tail eq true) and ($gNodeEnabled.Tail eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Tail + '.png" width=60% float=left>'>>\n\n\n\t/% Priority - Base Weight %/\n\n\t<<elseif ($gNCheck.Eldrifat eq true) and ($gNodeEnabled.Eldrifat eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Eldrifat + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Immobile eq true) and ($gNodeEnabled.Immobile eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Immobile + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Butterblimp eq true) and ($gNodeEnabled.Butterblimp eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Butterblimp + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Wide eq true) and ($gNodeEnabled.Wide eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Wide + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Overfed eq true) and ($gNodeEnabled.Overfed eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Overfed + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Oursuite eq true) and ($gNodeEnabled.Oursuite eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Oursuite + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Bulk eq true) and ($gNodeEnabled.Bulk eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Bulk + '.png" width=60% float=left>'>>\n\n\t<<elseif ($gNCheck.Fat eq true) and ($gNodeEnabled.Fat eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Fat + '.png" width=60% float=left>'>>\n\n\t/% Priority - Glamour Shape %/\n\t<<elseif ($gNCheck.Glamour eq true) and ($gNodeEnabled.Glamour eq true)>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Glamour + '.png" width=60% float=left>'>>\n\n\t/% Default %/\n\t<<else>>\n\t\t<<print '<img class="adoptable" src="../Mira.net/img/grownodes/' + $scenaFlavor.gNode + "-" + $gNode.Default + '.png" width=60% float=left>'>>\n\n\t<</if>>\n<</if>>
<<if $gNodeEnabled.Initial eq false>><<set $sCardDisplay = "avatar">><</if>>\n\n<div class="row centerRow" style="margin-top: -1.5rem;">\n\t<<switch $sCardDisplay>>\n\t<<case "gNode">>\n\t\t<<include GNodeAssessor>><<include GrowthNodes>>\n\t<<default>>\n\t\t<<set _avStyle = "shardcard"; _avImg = $scenaFlavor.Avatar>><<include Avatar>>\n\t<</switch>>\n</div>\n\n<div class="row centerRow" style="padding-bottom: 0.4rem;"><mini>\n<<if $gNodeEnabled.Initial neq false>>\n\t<<switch $sCardDisplay>>\n\t\t<<case "gNode">>\n\t\t\t<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = ''; $scena.Event = ''; $sCardDisplay = 'avatar'">Toggle Avatar Mode</a>\n\t\t<<default>>\n\t\t\t<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = ''; $scena.Event = ''; $sCardDisplay = 'gNode'">Toggle Adoptable Mode</a>\n\t<</switch>><</if>>\n</mini></div>
\t<div id="menuBar" class="row" style="order: 90; border-top: 1px solid #20C0FFC7; margin-top: 2rem; width: 80%;">\n\t/% ---------- %/ \n\n\t<span>♦<a id="navB" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:belly';">B)elly Rub.</a> </span>\n\n\t<<if ($scenaProducts.Blood gte 10)>><span>♦<a id="navD" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'extract:blood';">D)raw Blood.</a> </span><</if>>\n\n\t<<if $activeShard.Comfort gte 25>>/% High Comfort Only %/\n\t\t<<if ($scenaProducts.Milk gte 10)>><span>♦<a id="navM" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk';">M)ilk <<print $activeShard.Name>>.</a> </span><</if>>\n\t\t<<if ($scenaProducts.Milk gte 100)>><span>♦<a id="navK" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:bulk';">K) Milk <<print $activeShard.Name>> <mini>x</mini>10.</a> </span><</if>>\n\t\t<<if ($scenaProducts.Eggs gte 5)>><span>♦<a id="navC" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'collect:clutch';">C)ollect Eggs.</a> </span><</if>>\n\t\t<<if ($scenaProducts.Venom gte 10)>><span>♦<a id="navV" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:venom';">V) Milk Venom.</a> </span><</if>>\n\t<</if>>\n\n\t/% Todo; if you have a Console, access that through here %/\n\n\t</div>\n<div id="menuBar" class="row" style="order: 99;">\n\t<span>♦<a id="navB" class='btnClick' data-passage="DonsairProfile" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0;">B)ack.</a></span>\n</div>
<<switch _crirMod>>\n\n/% ------ %/<<case "quaggy">>\n\t\t<<set _newShard.fatCheek = _newShard.fatCheek * random(0.3,0.5); _newShard.fatNeck = _newShard.fatNeck * random(0.3,0.5); _newShard.fatArm = _newShard.fatArm * random(0.3,0.5); _newShard.fatSide = random(0.3,0.5); _newShard.fatBack = _newShard.fatBack * random(0.3,0.5)>>\n\t\t<<set _newShard.fatChest = 0; _newShard.fatBelly = _newShard.fatBelly * random(0.4,0.9); _newShard.fatThigh = _newShard.fatThigh * random(0.2,0.8); _newShard.fatTail = _newShard.fatTail * random(0.4,0.9)>>\n\n\n/% ------ %/<<case "fattenSecondaries">>\n\t\t<<set _newShard.fatCheek = _newShard.fatCheek * random(1.5,2.5); _newShard.fatNeck = _newShard.fatNeck * random(1.5,2.5); _newShard.fatArm = _newShard.fatArm * random(1.5,2.5); _newShard.fatSide = _newShard.fatSide * random(1.5,2.5); _newShard.fatBack = _newShard.fatBack * random(1.5,2.5)>>\n\n/% ------ %/<<case "fatten">>\n\t\t<<set _newShard.fatChest = _newShard.fatChest * random(1.0,1.9); _newShard.fatBelly = _newShard.fatBelly * random(1.0,1.9); _newShard.fatThigh = _newShard.fatThigh * random(1.0,1.9); _newShard.fatTail = _newShard.fatTail * random(1.0,1.9)>>\n\t\t<<set _newShard.fatCheek = _newShard.fatCheek * random(1.0,1.9); _newShard.fatNeck = _newShard.fatNeck * random(1.0,1.9); _newShard.fatArm = _newShard.fatArm * random(1.0,1.9); _newShard.fatSide = _newShard.fatSide * random(1.0,1.9); _newShard.fatBack = _newShard.fatBack * random(1.0,1.9)>>\n\n/% ------ %/<<case "doubleFatten">>\n\t\t<<set _newShard.fatChest = _newShard.fatChest * random(1.0,2.5); _newShard.fatBelly = _newShard.fatBelly * random(1.0,2.5); _newShard.fatThigh = _newShard.fatThigh * random(1.0,2.5); _newShard.fatTail = _newShard.fatTail * random(1.0,2.5)>>\n\t\t<<set _newShard.fatCheek = _newShard.fatCheek * random(1.0,2.5); _newShard.fatNeck = _newShard.fatNeck * random(1.0,2.5); _newShard.fatArm = _newShard.fatArm * random(1.0,2.5); _newShard.fatSide = _newShard.fatSide * random(1.0,2.5); _newShard.fatBack = _newShard.fatBack * random(1.0,2.5)>>\n\n/% ------ %/<<case "blimp">>\n\t\t<<set _newShard.fatChest = _newShard.fatChest * random(2.5,3.5); _newShard.fatBelly = _newShard.fatChest * random(2.5,3.5); _newShard.fatThigh = _newShard.fatChest * random(2.5,3.5); _newShard.fatTail = random(2.5,3.5)>>\n\t\t<<set _newShard.fatCheek = _newShard.fatCheek * random(1.5,2.5); _newShard.fatNeck = _newShard.fatNeck * random(1.5,2.5); _newShard.fatArm = _newShard.fatArm * random(1.5,2.5); _newShard.fatSide = _newShard.fatSide * random(1.5,2.5); _newShard.fatBack = _newShard.fatBack * random(1.5,2.5)>>\n\n/% ------ %/<<case "blimpBelly">>\n\t\t<<set _newShard.fatBelly = _newShard.fatBelly * random(2.5,3.5); _newShard.fatSide = _newShard.fatSide * random(1.0,2.0); _newShard.fatBack = _newShard.fatBack * random(1.0,2.0)>>\n/% ------ %/<<case "blimpChest">><<set _newShard.fatChest = _newShard.fatChest * random(2.5,3.5)>>\n/% ------ %/<<case "blimpThigh">><<set _newShard.fatThigh = _newShard.fatThigh * random(2.5,3.5)>>\n/% ------ %/<<case "blimpTail">><<set _newShard.fatTail = _newShard.fatTail * random(2.5,3.5)>>\n\n/% ------ %/<<case "blimpRound">>\n\t\t<<set _newShard.fatChest = _newShard.fatChest * random(2.5,3.5); _newShard.fatBelly = _newShard.fatBelly * random(2.5,3.5); _newShard.fatSide = _newShard.fatSide * random(1.0,2.0)>>\n/% ------ %/<<case "blimpHGlass">>\n\t\t<<set _newShard.fatChest = _newShard.fatChest * random(2.5,3.5); _newShard.fatThigh = _newShard.fatThigh * random(2.5,3.5); _newShard.fatSide = _newShard.fatSide * random(1.0,2.0)>>\n/% ------ %/<<case "blimpPear">>\n\t\t<<set _newShard.fatBelly = _newShard.fatBelly * random(2.5,3.5); _newShard.fatThigh = _newShard.fatThigh * random(2.5,3.5); _newShard.fatSide = _newShard.fatSide * random(1.0,2.0)>>\n\n\n<</switch>>
<<switch _avStyle>>/% ---------- %/\n/% ---------- %/<<case "shardcard">>\n<<if _avImg eq "">><<set _avImg = $scenaShard.Species.toLowerCase() + "_default">><</if>>\n\t<<print '<img src="../Mira.net/img/roilav/' + _avImg + '.png" width=40% float=left style="margin: 0.5rem; margin-top: 1.6rem;">'>>\n\n/% ---------- %/<<case "combatAv">>\n\t<<print '<img src="../Mira.net/img/roilav/' + _avImg + '.png" width=135 style="margin: 1rem; margin-bottom: initial; margin-top: initial;">'>>\n\n/% ---------- %/<<case "combatFlense">>\n\t<<print '<img src="../Mira.net/img/misc/' + _avImg + '.png" width=135 style="margin: 1rem; margin-bottom: initial; margin-top: initial;">'>>\n\n/% ---------- %/<<default>>\n\t<<print '<img src="../Mira.net/img/roilav/' + _avImg + '.png" width=135 float=left style="margin: 1.5rem; margin-bottom: initial; margin-top: initial;">'>>\n\n<</switch>>/% ---------- %/
/% ---------- Eyes %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai">>\n\t\t''Eyes'' <<listbox "$geneSelector.EyeNo">><<optionsfrom $scenaGPool.Max3Start2Inc>><</listbox>>\n\t\t <<listbox "$geneSelector.EyeColor">><<optionsfrom $detailGenes.MirEyeColor>><</listbox>> \n\t\t <<listbox "$geneSelector.Eye">><<optionsfrom $detailGenes.MiraiEye>><</listbox>> <br>\n\t\t<<set _selectorCall = "pupilOptions">><<include CustomGenesCommon>>\n\n\t\t''Odd Eye'' <<listbox "$geneSelector.SecEyeNo">><<optionsfrom $scenaGPool.Min0Max3>><</listbox>> \n\t\t <<listbox "$geneSelector.SecEyeColor">><<optionsfrom $detailGenes.MirEyeColor>><</listbox>> \n\t\t <<listbox "$geneSelector.SecEye">><<optionsfrom $detailGenes.MiraiEye>><</listbox>><br>\n\t\t''Odd Eye Pupil'' <<listbox "$geneSelector.SecPupilColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t\t <<listbox "$geneSelector.SecPupil">><<optionsfrom $scenaGPool.Pupil>><</listbox>><br>\n\n/% ---------- %/<<case "Zamirai">>\n\t\t''Eyes'' <<listbox "$geneSelector.EyeNo">><<optionsfrom $scenaGPool.Max6Start2Inc>><</listbox>> \n\t\t <<listbox "$geneSelector.EyeColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t\t <<listbox "$geneSelector.Eye">><<optionsfrom $detailGenes.ZamiraiEye>><</listbox>> <br>\n\t\t<<set _selectorCall = "pupilOptions">><<include CustomGenesCommon>>\n\n\t\t''Odd Eye'' <<listbox "$geneSelector.SecEyeNo">><<optionsfrom $scenaGPool.Min0Max3>><</listbox>> \n\t\t <<listbox "$geneSelector.SecEyeColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t\t <<listbox "$geneSelector.SecEye">><<optionsfrom $detailGenes.ZamiraiEye>><</listbox>><br>\n\t\t''Odd Eye Pupil'' <<listbox "$geneSelector.SecPupilColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t\t <<listbox "$geneSelector.SecPupil">><<optionsfrom $scenaGPool.Pupil>><</listbox>><br>\n\n/% ---------- %/<<default>>\n\t\t''Eyes'' <<listbox "$geneSelector.EyeNo">><<optionsfrom $scenaGPool.Max6Start2Inc>><</listbox>> \n\t\t <<listbox "$geneSelector.EyeColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t\t<<set _selectorCall = "eyeOptions">><<include CustomGenesCommon>>\n\t\t<<set _selectorCall = "eyeOptionsSec">><<include CustomGenesCommon>>\n\n<</switch>>/% ---------- %/\n\n
/% ----------- Fat Content %/\n<<set _partName = $scenaFat.ChestType>>\n\t<<for _chestScale to $chestScale.String.length-1; _chestScale > -1; _chestScale-->>\n\t\t<<if $scenaFat.Chest gte $chestScale.Int[_chestScale]>><<set _partSize = $chestScale.String[_chestScale]>><<break>>\n\t\t<<elseif $scenaFat.Chest lt $chestScale.Int[1]>><<set _partSize = $chestScale.String[0]>><<break>><</if>>\n\t<</for>><<set $chestFatness = _partSize>>\n\n/% ----------- Air Inflation %/<<if $airPressure.Chest gte ($scenaFat.Chest * 0.4)>>\t\n<<if $airPressure.Chest gte ($scenaFat.Chest * 1.3)>><<set _partBloat = "Blimped">>\n\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 1.2)>><<set _partBloat = "Over-Inflated">>\n\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 1)>><<set _partBloat = "Ballooned">>\n\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 0.75)>><<set _partBloat = "Bloated">>\n\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 0.5)>><<set _partBloat = "Full">>\n\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 0.4)>><<set _partBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $liqPressure.Chest gt ($scenaFat.Chest * 0.4)>>\t\n<<if $liqPressure.Chest gte ($scenaFat.Chest * 1.2)>><<set _partLiquid = "Liquid-Blimped">>\n\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 1)>><<set _partLiquid = "Liquid-Ballooned">>\n\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 0.75)>><<set _partLiquid = "Swollen">>\n\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 0.6)>><<set _partLiquid = "Jiggling">>\n\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 0.5)>><<set _partLiquid = "Sloshing">>\n\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 0.4)>><<set _partLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $stuffingPressure.Chest gt ($scenaFat.Chest * 0.4)>>\t\n<<if $stuffingPressure.Chest gte ($scenaFat.Chest * 1.2)>><<set _partStuffing = "Creaking">>\n\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 1)>><<set _partStuffing = "Bloated">>\n\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 0.75)>><<set _partStuffing = "Overstuffed">>\n\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 0.5)>><<set _partStuffing = "Stuffed">>\n\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 0.4)>><<set _partStuffing = "Full">><</if>>\n<</if>>\n\n\n/% ----------- Texture Appraisal %/\n\t<<if ($airPressure.Chest gt $liqPressure.Chest) and ($airPressure.Chest gt $stuffingPressure.Chest)>>\n\t\t<<if def _partBloat>><<set _partTex = _partBloat>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($liqPressure.Chest gt $airPressure.Chest) and ($liqPressure.Chest gt $stuffingPressure.Chest)>>\n\t\t<<if def _partLiquid>><<set _partTex = _partLiquid>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($stuffingPressure.Chest gt $airPressure.Chest) and ($stuffingPressure.Chest gt $liqPressure.Chest)>>\n\t\t<<if def _partStuffing>><<set _partTex = _partStuffing>><<else>><<set _partTex = "">><</if>>\n\t<<else>><<set _partTex = "">><</if>>\n\n/% ----------- %/<<switch $scenaTex.Chest>>/% Todo %/\n\t<<case "Tightly-Packed">> \n\t<<case "Turgid">>\n\t<<case "Bloated">> \n\t<<case "Aerated">>\n\t<<case "Cotton">>\n\t<<case "Spongy">>\n\t<<case "Pillowy">>\n\t<<case "Marshmallowy">>\n\t<<case "Fatty">>\n\t<<case "Flabby">>\n\t<<case "Pudding">>\n\t<<case "Water-Balloon">>\n\t<<case "Jelly">>\n<<default>>/% Fleshy = Standard mode %/<</switch>>\t\n\n/% ----------- Output %/\t\n\n\t\t<<if _partTex neq "">><<set _chestPrint = _partSize + " " + _partTex + " " + _partName + " (" + $scenaFat.Chest.toFixed(1) + ")">>\n\t\t<<else>><<set _chestPrint = _partSize + " " + _partName + " (" + $scenaFat.Chest.toFixed(1) + ")">><</if>>\n\t<div class="btn eFat"><<print _chestPrint>></div>
/% =============== Reinit %/\n/% -------- Printed Section (Visible Page) %/<<display Header>><div class="col" style="min-height:150px; flex-wrap: wrap-reverse; border-bottom: 1px solid #00ABFF57; margin-bottom: 0.3rem;">/% ---------- visuals %/ <div class="row" style="margin-left: 15%; min-height: 100px;"> /% Art goes here %/ </div>\n\n/% ---------- text %/ <div class="row">\n\n//DEBUG: Re-initializing...//<br>\n<<set $scena.Species = ["Esque","Karakk","Mirai","Revec*ai","Tirix☢ai","Zamirai"]>>\n<<include StagesInit>>\n\n//...All done!//\n\n</div>/% ---------- %/ <<display Status>></div>\n/% Passage Menu Output %/ <div class="row">\n\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\n\n</div>\n\n\n/% ---------- %/<<display Footer>>
<<switch _callBiome>>\n/% ----- %/<<case "hiAlt:volcano:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Volcano", Structure: "planetary", Type: "hiAltitude", Elements: ["mirazin","fire"], Outdoors: 1, Underground: 0,\n\t\tTemp: "scorching", Atmosphere: "scorching air", FX: [], breathFX: [], Environment: ["scorching"], Weather: [], BG: "mountain", \n\t\t\tborderIntro: "a smouldering primordial volcano looms before you!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","mythosi"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "moltenAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "moltenLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n\n\n\n/% ================ %/<<default>><<include DefaultBiome>>/% ================ %/<</switch>>\n\n
/% =============== Event - Forage %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set $eventTools.Tick++>>\n<<set _gluttony = random(1,100)>>/% Voracity Check %/\n\t<<if _gluttony lte ($scenaStats.Voracity + $sMod.Voracity)>><<set _forceEat = 1>><</if>>\n\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Eat">><<set $forageQt-->>\n\n<div class="col"><div class="row">You pop a <<print $forageType.Display.toLowerCase()>> into your mouth!</div>\n<div class="row"><<print $forageType.Consume>></div>\n\n<div class="row"><<if $forageQt gte 5>>There are plenty of <<print $forageType.Plural.toLowerCase()>> left!\n<<elseif $forageQt gte 3>>There are a few <<print $forageType.Plural.toLowerCase()>> left.\n<<elseif $forageQt eq 2>>There are a couple <<print $forageType.Plural.toLowerCase()>> left.\n<<elseif $forageQt eq 1>>There's just a single <<print $forageType.Type.toLowerCase()>> left.\n<<else>>All of the <<print $forageType.Plural.toLowerCase()>> are gone...<</if>></div>\n\n\t<<set _activeItem = $forageType>><<include UseEffect>>\n\n</div>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n\n<<if $forageQt gt 0>>\n\t♦<a id="navE" class='btnClick' data-passage="Ev:Forage" data-setter="$scena.Action = 'Eat';">E) Keep Eating!</a> <</if>>\n\n<<if ($scena.Action eq "Burst") or ($scena.Action eq "Immobile")>>\n\t/% Todo %/\n\n<<elseif (def _forceEat) and ($forageQt gt 0)>>\n\t<gold>♦ !) //Can't stop eating this round!//</gold>\n\n<<else>>\t\n\t♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a><</if>>\n\n</div>/% ---------- %/<<display Footer>></div>
/% Item Name Output Setup %/\n<<if $scenaInv.activeRef.Type eq "Clothing">><<set _iName = $scenaInv.activeRef.stretchStatus + $scenaInv.activeRef.Color + " " + $scenaInv.activeRef.Display>>\n<<else>><<set _iName = $scenaInv.activeRef.Display>>\n\t<<if ($scenaInv.activeRef.Color neq 0) and ($scenaInv.activeRef.Color neq "")>><<set _iName = $scenaInv.activeRef.Color + " " + _iName>><</if>>\n<</if>>\n\n\n<div id="useItemPassage" class="row" style="margin-left: 2%; margin-right: 2%;">\n/% --------- Custom Usage Passages %/ <<if $usePassage neq "">>\n\t\t<<print "<<include IEv:" + $usePassage + ">>">>\n\n/% --------- Clothing Actions %/ <<elseif $scenaInv.Action eq "Wear">>\n\t\tYou put on your ''<<print _iName>>''!\n\t\t<<set $scenaInv.Carried[$scenaInv.Active].Worn = 1>>\n\t\t<<switch $scenaInv.activeRef.Slot>>\n\t\t\t<<case "Hat" "Head" "Face" "Neck">><<set $scenaWardobe.WornHead.push($scenaInv.Carried[$scenaInv.Active])>>\n\t\t\t<<case "Pauldrons" "Cape" "Coat" "Kite" "Top" "Skin" "Arm" "Hand">><<set $scenaWardobe.WornMiddle.push($scenaInv.Carried[$scenaInv.Active])>>\n\t\t\t<<case "Belt" "Bottoms" "Tailcuff" "Footwear">><<set $scenaWardobe.WornBottom.push($scenaInv.Carried[$scenaInv.Active])>>\n\t\t<</switch>><<set $scenaInv.Action = "">>\n\n/% --------- %/ <<elseif $scenaInv.Action eq "Remove">>\n\t\tYou take off your ''<<print _iName>>''!\n\t\t<<set $scenaInv.Carried[$scenaInv.Active].Worn = 0>>\n\n\t\t<<switch $scenaInv.activeRef.Slot>><<case "Hat" "Head" "Face" "Neck">><<for _cFind to 0; _cFind < $scenaWardobe.WornHead.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornHead[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornHead[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornHead[_cFind].baseStretch eq $scenaInv.Carried[$scenaInv.Active].baseStretch)>><<set $scenaWardobe.WornHead.deleteAt(_cFind)>><<break>><</if>><</for>>\n\n\t\t<<case "Cape" "Pauldrons" "Coat" "Kite" "Top" "Skin" "Arm" "Hand">><<for _cFind to 0; _cFind < $scenaWardobe.WornMiddle.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornMiddle[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornMiddle[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornMiddle[_cFind].baseStretch eq $scenaInv.Carried[$scenaInv.Active].baseStretch)>><<set $scenaWardobe.WornMiddle.deleteAt(_cFind)>><<break>><</if>><</for>>\n\n\t\t<<case "Belt" "Bottoms" "Tailcuff" "Footwear">><<for _cFind to 0; _cFind < $scenaWardobe.WornBottom.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornBottom[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornBottom[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornBottom[_cFind].baseStretch eq $scenaInv.Carried[$scenaInv.Active].baseStretch)>><<set $scenaWardobe.WornBottom.deleteAt(_cFind)>><<break>><</if>><</for>><</switch>>\n\t\t<<set $scenaInv.Action = "">>\n\n/% --------- %/ <<elseif $scenaInv.Action eq "Repair">>\n\t\tYou slip off your ''<<print _iName>>'', repairing and resizing it to fit again!\n\n\t\t<<switch $scenaInv.activeRef.Slot>><<case "Hat" "Head" "Face" "Neck">><<for _cFind to 0; _cFind < $scenaWardobe.WornHead.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornHead[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornHead[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornHead[_cFind].Burst eq $scenaInv.Carried[$scenaInv.Active].Burst)>><<set $scenaWardobe.WornHead.deleteAt(_cFind)>><<break>><</if>><</for>>\n\t\t<<case "Cape" "Pauldrons" "Coat" "Kite" "Top" "Skin" "Arm" "Hand">><<for _cFind to 0; _cFind < $scenaWardobe.WornMiddle.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornMiddle[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornMiddle[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornMiddle[_cFind].Burst eq $scenaInv.Carried[$scenaInv.Active].Burst)>><<set $scenaWardobe.WornMiddle.deleteAt(_cFind)>><<break>><</if>><</for>>\n\t\t<<case "Belt" "Bottoms" "Tailcuff" "Footwear">><<for _cFind to 0; _cFind < $scenaWardobe.WornBottom.length; _cFind++>>\n\t\t\t<<if ($scenaWardobe.WornBottom[_cFind].Display eq $scenaInv.Carried[$scenaInv.Active].Display) and ($scenaWardobe.WornBottom[_cFind].Color eq $scenaInv.Carried[$scenaInv.Active].Color) and ($scenaWardobe.WornBottom[_cFind].Burst eq $scenaInv.Carried[$scenaInv.Active].Burst)>><<set $scenaWardobe.WornBottom.deleteAt(_cFind)>><<break>><</if>><</for>><</switch>>\n\n\t\t<<switch $scenaInv.activeRef.Slot>>\n\t\t\t<<case "Coat" "Top">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + ($scenaFat.Chest + $scenaFat.Belly)>>\n\t\t\t<<case "Skin">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + ($scenaFat.Chest + $scenaFat.Belly + $scenaFat.Thigh)>>\n\t\t\t<<case "Kite">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Chest>>\n\t\t\t<<case "Belt">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Belly>>\n\t\t\t<<case "Bottoms">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Thigh>>\n\t\t\t<<case "Tailcuff">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Tail>>\n\t\t<</switch>>\n\n\t<<set $scenaInv.Carried[$scenaInv.Active].Burst = 0; $scenaInv.Carried[$scenaInv.Active].Worn = 0; $scenaInv.Carried[$scenaInv.Active].stretchStatus = "">>\n\t<<set $scenaInv.Action = "">>\n\n/% --------- %/ <<elseif $scenaInv.Action eq "Refit">>\n\t\tYou resize your ''<<print _iName>>'' to fit your current dimensions!\n\n\t\t<<switch $scenaInv.activeRef.Slot>>\n\t\t\t<<case "Coat" "Top">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + ($scenaFat.Chest + $scenaFat.Belly)>>\n\t\t\t<<case "Skin">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + ($scenaFat.Chest + $scenaFat.Belly + $scenaFat.Thigh)>>\n\t\t\t<<case "Kite">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Chest>>\n\t\t\t<<case "Belt">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Belly>>\n\t\t\t<<case "Bottoms">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Thigh>>\n\t\t\t<<case "Tailcuff">><<set $scenaInv.Carried[$scenaInv.Active].absStretch = $scenaInv.Carried[$scenaInv.Active].baseStretch + $scenaFat.Tail>>\n\t\t<</switch>><<set $scenaInv.Action = "">>\n\n/% --------- %/ <<elseif $scenaInv.Action eq "Dye">>\n\n\n/% --------- Standard Use %/ <<else>><<set _activeItem = $scenaInv.activeRef>>\n\t\t<<print $scenaInv.activeRef.Consume>>\n\t\t<<include UseEffect>>\n\t\t\n\t\t<<if $scenaInv.activeRef.ConsumeOnUse eq 1>>\n\t\t\t<<set $scenaInv.Carried[$scenaInv.Active].Qt-->>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt lt 1>>\n\t\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "">>\n\t\t<</if>><</if>>\n\n<</if>></div>
<<if _callBiome.includes("stage:")>><<include DB:Stages>>\n<<elseif _callBiome.includes("stellar:")>><<include DB:Biomes:Stellar>>\n<<elseif _callBiome.includes("orbital:")>><<include DB:Biomes:Orbital>>\n<<elseif _callBiome.includes("aerial:")>><<include DB:Biomes:Aerial>>\n<<elseif _callBiome.includes("hiAlt:")>><<include DB:Biomes:HiAlt>>\n<<elseif _callBiome.includes("terrestrial:")>><<include DB:Biomes:Terrestrial>>\n<<elseif _callBiome.includes("subterranean:")>><<include DB:Biomes:Subterranean>>\n<<elseif _callBiome.includes("aquatic:")>><<include DB:Biomes:Aquatic>>\n<<elseif _callBiome.includes("subAquatic:")>><<include DB:Biomes:SubAquatic>>\n<<elseif _callBiome.includes("core:")>><<include DB:Biomes:Core>>\n<<else>><<switch _callBiome>>\n\n/% ----- %/<<default>><<include DefaultBiome>>\n/% ================ %/<</switch>><</if>>
/% Submenus by Region/Subzone %/\n<<switch $scenaBiome.ActiveSub.ID>>\n\n/% --------------- %/<<case "façade">>\n/% ------------ %/ <<if ($scenaStages.Visited.includes("façade:gardens")) and (_newPortal neq "façade:gardens")>>\n<span> ♦ <a class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade:gardens'; $scenaBiome.InitSub = 0;">Enter the Gardens</a> </span><</if>>\n<span> ♦ <a id="navX" data-passage="Explore" data-setter="$callBiome = 'last'; $scenaBiome.Init = 0;">X) Exit Façade</a> </span>\n\n/% --------------- %/<<case "façade:gardens">>\n<span> ♦<a id="navT" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade'; $scenaBiome.InitSub = 0;">T) Return inside.</a> </span>\n\n/% --------------- %/<<case "dungeon:lab:chem">>\n\t<<if $scenaLoc.Floor lte $scenaBiome.ActiveSub.transitionFloor>>♦ <a class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Drinking'; $activeMat = $scenaBiome.ActiveSub.floodLiquid.ID">Drink</a> <</if>>\n\n\n\n<<default>><<switch $scenaBiome.Active.ID>>/% =================== %/\n\n<<case "PH">>/% -------- %/\n/% =================== %/<</switch>><</switch>>
<<switch $fatiereMode>>\n\t<<case "cheek:10">><<set $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.9)>><<case "cheek:25">><<set $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.75)>>\n\t<<case "cheek:50">><<set $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.5)>><<case "cheek:75">><<set $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.25)>>\n\t<<case "cheek:reset">><<set $scenaFat.Cheek = 2>>\n\t<<case "cheek:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Cheek * 0.1)>>\n\t\t<<set _sourceZone = "cheek">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your cheeks, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.9)>>\n\n\t<<case "neck:10">><<set $scenaFat.Neck = Math.round($scenaFat.Neck * 0.9)>><<case "neck:25">><<set $scenaFat.Neck = Math.round($scenaFat.Neck * 0.75)>>\n\t<<case "neck:50">><<set $scenaFat.Neck = Math.round($scenaFat.Neck * 0.5)>><<case "neck:75">><<set $scenaFat.Neck = Math.round($scenaFat.Neck * 0.25)>>\n\t<<case "neck:reset">><<set $scenaFat.Neck = 2>>\n\t<<case "neck:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Neck * 0.1)>>\n\t\t<<set _sourceZone = "neck">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your neck, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Neck = Math.round($scenaFat.Neck * 0.9)>>\n\n\t<<case "arm:10">><<set $scenaFat.Arm = Math.round($scenaFat.Arm * 0.9)>><<case "arm:25">><<set $scenaFat.Arm = Math.round($scenaFat.Arm * 0.75)>>\n\t<<case "arm:50">><<set $scenaFat.Arm = Math.round($scenaFat.Arm * 0.5)>><<case "arm:75">><<set $scenaFat.Arm = Math.round($scenaFat.Arm * 0.25)>>\n\t<<case "arm:reset">><<set $scenaFat.Arm = 2>>\n\t<<case "arm:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.ChArmeek * 0.1)>>\n\t\t<<set _sourceZone = "arm">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your arms, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Arm = Math.round($scenaFat.Arm * 0.9)>>\n\n\t<<case "chest:10">><<set $scenaFat.Chest = Math.round($scenaFat.Chest * 0.9)>><<case "chest:25">><<set $scenaFat.Chest = Math.round($scenaFat.Chest * 0.75)>>\n\t<<case "chest:50">><<set $scenaFat.Chest = Math.round($scenaFat.Chest * 0.5)>><<case "chest:75">><<set $scenaFat.Chest = Math.round($scenaFat.Chest * 0.25)>>\n\t<<case "chest:reset">><<set $scenaFat.Chest = 2>>\n\t<<case "chest:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Chest * 0.1)>>\n\t\t<<set _sourceZone = "chest">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your <<print _partNameL>>, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * 0.9)>>\n\n\t<<case "belly:10">><<set $scenaFat.Belly = Math.round($scenaFat.Belly * 0.9)>><<case "belly:25">><<set $scenaFat.Belly = Math.round($scenaFat.Belly * 0.75)>>\n\t<<case "belly:50">><<set $scenaFat.Belly = Math.round($scenaFat.Belly * 0.5)>><<case "belly:75">><<set $scenaFat.Belly = Math.round($scenaFat.Belly * 0.25)>>\n\t<<case "belly:reset">><<set $scenaFat.Belly = 5>>\n\t<<case "belly:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Belly * 0.1)>>\n\t\t<<set _sourceZone = "belly">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your belly, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * 0.9)>>\n\n\t<<case "side:10">><<set $scenaFat.Side = Math.round($scenaFat.Side * 0.9)>><<case "side:25">><<set $scenaFat.Side = Math.round($scenaFat.Side * 0.75)>>\n\t<<case "side:50">><<set $scenaFat.Side = Math.round($scenaFat.Side * 0.5)>><<case "side:75">><<set $scenaFat.Side = Math.round($scenaFat.Side * 0.25)>>\n\t<<case "side:reset">><<set $scenaFat.Side = 2>>\n\t<<case "side:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Side * 0.1)>>\n\t\t<<set _sourceZone = "side">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your sides, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Side = Math.round($scenaFat.Side * 0.9)>>\n\n\t<<case "back:10">><<set $scenaFat.Back = Math.round($scenaFat.Back * 0.9)>><<case "back:25">><<set $scenaFat.Back = Math.round($scenaFat.Back * 0.75)>>\n\t<<case "back:50">><<set $scenaFat.Back = Math.round($scenaFat.Back * 0.5)>><<case "back:75">><<set $scenaFat.Back = Math.round($scenaFat.Back * 0.25)>>\n\t<<case "back:reset">><<set $scenaFat.Back = 2>>\n\t<<case "back:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Back * 0.1)>>\n\t\t<<set _sourceZone = "back">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your back, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Back = Math.round($scenaFat.Back * 0.9)>>\n\n\t<<case "thigh:10">><<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.9)>><<case "thigh:25">><<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.75)>>\n\t<<case "thigh:50">><<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.5)>><<case "thigh:75">><<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.25)>>\n\t<<case "thigh:reset">><<set $scenaFat.Thigh = 3>>\n\t<<case "thigh:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Thigh * 0.1)>>\n\t\t<<set _sourceZone = "thigh">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your thighs, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.9)>>\n\n\t<<case "tail:10">><<set $scenaFat.Tail = Math.round($scenaFat.Tail * 0.9)>><<case "tail:25">><<set $scenaFat.Tail = Math.round($scenaFat.Tail * 0.75)>>\n\t<<case "tail:50">><<set $scenaFat.Tail = Math.round($scenaFat.Tail * 0.5)>><<case "tail:75">><<set $scenaFat.Tail = Math.round($scenaFat.Tail * 0.25)>>\n\t<<case "tail:reset">><<set $scenaFat.Tail = 3>>\n\t<<case "tail:orbling">>\n\t\t<<set _inflateOrbling = Math.round($scenaFat.Tail * 0.1)>>\n\t\t<<set _sourceZone = "tail">><<include Fatiere:Orbling>>\n\t\tThe Fatiere squidges a sizeable portion of fat out of your tail, using it to inflate a new ''<<print _newItem.Color>> <<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory!''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * 0.9)>>\n<</switch>><<set $fatiereMode = "">>\n\n<div id="naisPool" class="row" style="width: 100%;"><div class="col menuColumn" style="display: flex; justify-content: center;"><center>\n\n<<if $scenaFat.Cheek gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:10"'>Extract 10% Cheek Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:15"'>Extract 15% Cheek Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:25"'>Extract 25% Cheek Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:50"'>Extract 50% Cheek Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:75"'>Extract 75% Cheek Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:reset"'>Deflate Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:orbling"'>Create Orbling (10% Cheek Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Neck gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:10"'>Extract 10% Neck Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:15"'>Extract 15% Neck Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:25"'>Extract 25% Neck Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:50"'>Extract 50% Neck Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:75"'>Extract 75% Neck Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:reset"'>Deflate Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:orbling"'>Create Orbling (10% Neck Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Arm gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:10"'>Extract 10% Arm Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:15"'>Extract 15% Arm Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:25"'>Extract 25% Arm Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:50"'>Extract 50% Arm Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:75"'>Extract 75% Arm Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:reset"'>Deflate Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:orbling"'>Create Orbling (10% Arms Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Chest gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:10"'>Extract 10% <<print $scenaFat.ChestType>> Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:15"'>Extract 15% <<print $scenaFat.ChestType>> Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:25"'>Extract 25% <<print $scenaFat.ChestType>> Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:50"'>Extract 50% <<print $scenaFat.ChestType>> Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:75"'>Extract 75% <<print $scenaFat.ChestType>> Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:reset"'>Deflate <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:orbling"'>Create Orbling (10% <<print $scenaFat.ChestType>> Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Belly gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:10"'>Extract 10% Belly Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:15"'>Extract 15% Belly Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:25"'>Extract 25% Belly Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:50"'>Extract 50% Belly Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:75"'>Extract 75% Belly Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:reset"'>Deflate Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:orbling"'>Create Orbling (10% Belly Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Side gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:10"'>Extract 10% Side Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:15"'>Extract 15% Side Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:25"'>Extract 25% Side Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:50"'>Extract 50% Side Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:75"'>Extract 75% Side Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:reset"'>Deflate Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:orbling"'>Create Orbling (10% Side Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Back gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:10"'>Extract 10% Back Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:15"'>Extract 15% Back Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:25"'>Extract 25% Back Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:50"'>Extract 50% Back Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:75"'>Extract 75% Back Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:reset"'>Deflate Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:orbling"'>Create Orbling (10% Back Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Thigh gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:10"'>Extract 10% Thigh Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:15"'>Extract 15% Thigh Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:25"'>Extract 25% Thigh Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:50"'>Extract 50% Thigh Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:75"'>Extract 75% Thigh Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:reset"'>Deflate Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:orbling"'>Create Orbling (10% Thigh Fat)</button>\n</div><</if>>\n\n<<if $scenaFat.Tail gt 5>>\n<div class="row centerRow" style="width: 100%;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:10"'>Extract 10% Tail Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:15"'>Extract 15% Tail Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:25"'>Extract 25% Tail Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:50"'>Extract 50% Tail Fat</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:75"'>Extract 75% Tail Fat</button>\n</div><div class="row centerRow" style="width: 100%; margin-bottom: 0.5rem;">\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:reset"'>Deflate Tail</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:orbling"'>Create Orbling (10% Tail Fat)</button>\n</div><</if>></center></div>
/% =============================== %/\n<<set $scenaInit = { PC: 0, }>>\n\n/% scena - global tracking flags.\n\nPassID - mostly obsolete, but needs to be set to 333 to activate the sidebar character card?? %/\n\n<<set $scena = {\nMenu: 0,\nPassID: 0,\nStage: "", Etel: "", Zone: "", Nugget: "♦",\nEvent: "", EvCat: "", EvDesc: "", \nSubEvent: "", SubEvDesc: "", \nFlentse: "",\nEIntro: "", LocRest: "",\nAction: "",\nPalette: 0,\nSpecies: [],\nArchetypes: ["Guardian","Fencer","Prowler","Hunter","Rogue","Mage","Battlemage","Jaque","Horror"],\nDebug: 0,\n}>>\n\n<<include StagesInit>>\n<<include PersInit>>\n<<include ChronInit>>\n<<include PlayerInit>>\n<<include NodesInit>>\n<<include GNodeInit>>\n<<include FlagsInit>>\n<<include RoileeInit>>\n<<include InitInventory>>
/% ---------- %/ <<if $scenaPers.Active.includes("drain:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxDrain.BellyDuration--; $scenaLiquid.Belly -= $fxDrain.BellyBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("drain:belly","drain:chest","drain:thighs","drain:tail")>>\t\n\t\t<<if $fxDrain.BellyBloat gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " bounces and sloshes as it rapidly drains!")>>\n\t\t<<elseif $fxDrain.BellyBloat gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " jiggles and bobs as the excess drains from it!")>>\n\t\t<<elseif $fxDrain.BellyBloat gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " sloshes, bouncing gently as it slowly drains...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDrain.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("drain:belly")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped draining.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("drain:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxDrain.ChestDuration--; $scenaLiquid.Chest -= $fxDrain.ChestBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("drain:belly","drain:chest","drain:thighs","drain:tail")>>\t\n\t\t<<if $fxDrain.ChestBloat gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " bounces and sloshes as it rapidly drains!")>>\n\t\t<<elseif $fxDrain.ChestBloat gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " jiggles and bobs as the excess drains from it!")>>\n\t\t<<elseif $fxDrain.ChestBloat gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " sloshes, bouncing gently as it slowly drains...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDrain.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("drain:chest")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped draining.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("drain:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxDrain.ThighDuration--; $scenaLiquid.Thigh -= $fxDrain.ThighBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("drain:belly","drain:chest","drain:thighs","drain:tail")>>\t\n\t\t<<if $fxDrain.ThighBloat gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " bounce and slosh as they rapidly drain!")>>\n\t\t<<elseif $fxDrain.ThighBloat gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " jiggle and bob as the excess drains from them!")>>\n\t\t<<elseif $fxDrain.ThighBloat gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " slosh, bouncing gently as they slowly drain...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feel lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDrain.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("drain:thighs")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seem to have stopped draining.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("drain:tail")>>\n\t<<set $fxDrain.TailDuration--; $scenaLiquid.Tail -= $fxDrain.TailBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("drain:belly","drain:chest","drain:thighs","drain:tail")>>\t\t\n\t\t<<if $fxDrain.TailBloat gte 5>><<set $scenaPers.PrintQueue.push("Your tail bounces and sloshes as it rapidly drains!")>>\n\t\t<<elseif $fxDrain.TailBloat gte 2>><<set $scenaPers.PrintQueue.push("Your tail jiggles and bobs as the excess drains from it!")>>\n\t\t<<elseif $fxDrain.TailBloat gte 1>><<set $scenaPers.PrintQueue.push("Your tail sloshes, bouncing gently as it slowly drains...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your tail feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDrain.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("drain:tail")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped draining.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("drain:belly","drain:chest","drain:thighs","drain:tail")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your entire body jiggles and bobs as the excess liquid steadily evaporates from it!")>><</if>>\n\n
<<switch _callBiome>>\n/% ----- %/<<case "aquatic:river">><<set $scenaBiome.New = {\n\t\tID: "", Display: "River", Structure: "planetary", Type: "aquatic", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "freshwater", FX: [], breathFX: [], Environment: ["wet"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "the melodic sound of the river's flowing waters lightens your spirits.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "aquatic:ocean">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Ocean", Structure: "planetary", Type: "aquatic", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "saltwater", FX: [], breathFX: [], Environment: ["wet","dim"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "the rolling sea sprawls majestically before your eyes!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "aquatic:ocean:warm">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Warm Ocean", Structure: "planetary", Type: "aquatic", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "saltwater", FX: [], breathFX: [], Environment: ["wet","dark"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "a warm, salty breeze brushes over your skin as you gaze out over the ocean...",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["saltEsqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "aquatic:kelp">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Kelp Forest", Structure: "planetary", Type: "aquatic", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "saltwater", FX: [], breathFX: [], Environment: ["wet","dark"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "you watch as tall, richly-hued ropes of kelp dance beneath the rolling waves.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["saltEsqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n\n/% ----- %/<<case "aquatic:river:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial River", Structure: "planetary", Type: "aquatic", Elements: ["mirazin","liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "freshwater", FX: [], breathFX: [], Environment: ["mirazic","wet"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "the melodic sound of the river's flowing waters lightens your spirits.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["aquaPaleo","esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "aquatic:ocean:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Ocean", Structure: "planetary", Type: "aquatic", Elements: ["mirazin","liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "saltwater", FX: [], breathFX: [], Environment: ["mirazic","wet","dim"], BG: "ocean", Weather: [],\n\t\t\tborderIntro: "a warm, salty breeze brushes over your skin as you gaze out over the ocean...",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["aquaPaleo","saltEsqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "oceanAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n\n/% ================ %/<<default>><<include DefaultBiome>>/% ================ %/<</switch>>\n\n\n\n
/% Active persistent effects -------- %/\n/% -------- Natural HP Recovery %/\n/% Runs from HPCalc %/\n\n/% -------- Movement + Mobility %/\n/% Runs from the Explore passage %/\n\n/% -------- Metabolics %/\n<<if $scenaTime.Tick % Math.round($scenaMetabolic.Rate + $sMod.metaRate) eq 0>><<include MetaProcessing>><</if>>\n\n/% -------- Bloat/Deflation/Absorption %/<<include DeflationProcessing>>\n<<include StatusSet:BloatProcessing>>\n\n/% -------- Other effects %/\n<<include StatusSet:Weight>><<include StatusSet:Inflation>>\n<<include StatusSet:Parasites>>\n<<include StatusSet:Mutation>>\n<<include Status:Exposure>>\n<<include Status:Cosmetic>>\n\n\n/% -------- One-Shot Calls %/\n\n<<include FloorsCaps>>\n
// Hotkeys\n//====================================================================\n \n(function() { \n//===========================\n//==================================================================== \t\t\n\tdocument.onkeyup=function(e){ var e = e || window.event;\n//==================================================================== \n\t\n// W\n\t\tif(e.which === 87) { if(document.getElementById("navW") != null) { \t\t\n\t\t\tdocument.getElementById("navW").click();}}\t\t\t\t\n// A\n\t\tif(e.which === 65) { if(document.getElementById("navA") != null) { \t\t\n\t\t\tdocument.getElementById("navA").click();}}\t\t\t\t\n// S\n\t\tif(e.which === 83) { if(document.getElementById("navS") != null) {\t\t\n\t\t\tdocument.getElementById("navS").click();}}\t\t\t\t\t\t\n// D\n\t\tif(e.which === 68) { if(document.getElementById("navD") != null) {\t\t\n\t\t\tdocument.getElementById("navD").click();}}\t\t\t\t\t\t\n// F\n\t\tif(e.which === 70) { if(document.getElementById("navF") != null) {\t\t\n\t\t\tdocument.getElementById("navF").click();}}\t\n// B\n\t\tif(e.which === 66) { if(document.getElementById("navB") != null) {\t\t\n\t\t\tdocument.getElementById("navB").click();}}\t\t\n// C\n\t\tif(e.which === 67) { if(document.getElementById("navC") != null) {\t\t\n\t\t\tdocument.getElementById("navC").click();}}\t\t\t\t\t\t\n// E\n\t\tif(e.which === 69) { if(document.getElementById("navE") != null) {\t\t\n\t\t\tdocument.getElementById("navE").click();}}\t\t\t\t\t\t\t\n// G\n\t\tif(e.which === 71) { if(document.getElementById("navG") != null) {\t\t\n\t\t\tdocument.getElementById("navG").click();}}\t\t\t\t\t\n// H\n\t\tif(e.which === 72) { if(document.getElementById("navH") != null) {\t\t\n\t\t\tdocument.getElementById("navH").click();}}\t\t\t\t\t\t\n// I\n\t\tif(e.which === 73) { if(document.getElementById("navI") != null) {\t\t\n\t\t\tdocument.getElementById("navI").click();}}\t\t\t\t\t\t\t\n// J\n\t\tif(e.which === 74) { if(document.getElementById("navJ") != null) {\t\t\n\t\t\tdocument.getElementById("navJ").click();}}\t\t\t\t\t\t\t\n// K\n\t\tif(e.which === 75) { if(document.getElementById("navK") != null) {\t\t\n\t\t\tdocument.getElementById("navK").click();}}\t\t\t\t\t\t\t\t\n// L\n\t\tif(e.which === 76) { if(document.getElementById("navL") != null) {\t\t\n\t\t\tdocument.getElementById("navL").click();}}\t\t\t\t\t\t\n// M\n\t\tif(e.which === 77) { if(document.getElementById("navM") != null) {\t\t\n\t\t\tdocument.getElementById("navM").click();}}\t\t\t\n// N\n\t\tif(e.which === 78) { if(document.getElementById("navN") != null) {\t\t\n\t\t\tdocument.getElementById("navN").click();}}\t\t\t\t\t\t\t\n// O\n\t\tif(e.which === 79) { if(document.getElementById("navO") != null) {\t\t\n\t\t\tdocument.getElementById("navO").click();}}\t\t\t\t\t\t\t\n// P\n\t\tif(e.which === 80) { if(document.getElementById("navP") != null) {\t\t\n\t\t\tdocument.getElementById("navP").click();}}\t\t\t\t\t\t\n// Q\n\t\tif(e.which === 81) { if(document.getElementById("navQ") != null) {\t\t\n\t\t\tdocument.getElementById("navQ").click();}}\t\n// R\n\t\tif(e.which === 82) { if(document.getElementById("navR") != null) {\t\t\n\t\t\tdocument.getElementById("navR").click();}}\t\n// T\n\t\tif(e.which === 84) { if(document.getElementById("navT") != null) {\t\t\n\t\t\tdocument.getElementById("navT").click();}}\t\n// U\n\t\tif(e.which === 85) { if(document.getElementById("navU") != null) {\t\t\n\t\t\tdocument.getElementById("navU").click();}}\t\n// V\n\t\tif(e.which === 86) { if(document.getElementById("navV") != null) {\t\t\n\t\t\tdocument.getElementById("navV").click();}}\t\t\t\t\t\n// X\n\t\tif(e.which === 88) { if(document.getElementById("navX") != null) {\t\t\n\t\t\tdocument.getElementById("navX").click();}}\t\n// Y\n\t\tif(e.which === 89) { if(document.getElementById("navY") != null) {\t\t\n\t\t\tdocument.getElementById("navY").click();}}\t\n// Z\n\t\tif(e.which === 90) { if(document.getElementById("navZ") != null) {\t\t\n\t\t\tdocument.getElementById("navZ").click();}}\t\n\t\t\t\n\n//==================================================================== \n//Numerical\n\t\n// 0\n\t\tif(e.which === 48) { if(document.getElementById("nav0") != null) {\t\t\n\t\t\tdocument.getElementById("nav0").click();}}\t\t\t\n\n// 1\n\t\tif(e.which === 49) { if(document.getElementById("nav1") != null) {\t\t\n\t\t\tdocument.getElementById("nav1").click();}}\t\t\t\t\n\t\t\t\t\t\n// 2\n\t\tif(e.which === 50) { if(document.getElementById("nav2") != null) {\t\t\n\t\t\tdocument.getElementById("nav2").click();}}\t\t\t\n\n// 3\n\t\tif(e.which === 51) { if(document.getElementById("nav3") != null) {\t\t\n\t\t\tdocument.getElementById("nav3").click();}}\t\t\t\n\n// 4\n\t\tif(e.which === 52) { if(document.getElementById("nav4") != null) {\t\t\n\t\t\tdocument.getElementById("nav4").click();}}\t\t\t\n\n// 5\n\t\tif(e.which === 53) { if(document.getElementById("nav5") != null) {\t\t\n\t\t\tdocument.getElementById("nav5").click();}}\t\t\t\t\n\t\t\t\t\t\n// 6\n\t\tif(e.which === 54) { if(document.getElementById("nav6") != null) {\t\t\n\t\t\tdocument.getElementById("nav6").click();}}\t\t\t\n// 7\n\t\tif(e.which === 55) { if(document.getElementById("nav7") != null) {\t\t\n\t\t\tdocument.getElementById("nav7").click();}}\t\t\t\t\n\t\t\t\t\t\n// 8\n\t\tif(e.which === 56) { if(document.getElementById("nav8") != null) {\t\t\n\t\t\tdocument.getElementById("nav8").click();}}\t\t\t\n\n// 9\n\t\tif(e.which === 57) { if(document.getElementById("nav9") != null) {\t\t\n\t\t\tdocument.getElementById("nav9").click();}}\t\t\t\n\n\n\n\n//==================================================================== \n\t\t\t}}());\n//==================================================================== \n//==================================================================== \n
<<set $scena.DebugLock = 1>>/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex. %/ \n\n<<if ndef $scenaDonsair>><<include DonsairInit>><</if>>\n\n/% =============== Donsair %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Donsair''</div><div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div><div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n\n/% ---------- Donsair Outputs Tray %/ <<if $scenaDonsair.Action eq "Release">><div id="donsairOutputs" class="row centerRow invTray" style="margin-top: 1rem; padding: 1rem; padding-left: 2rem; width=80%">\n<div class="col" style="flex: 3;"></div>\n\t<div class="col" style="flex: 5.5;"><<switch $scenaDonsair.Action>>\n\t\t<<case "Release">>\n\t\t<p><<print $activeShard.Name>> was released back into the Dreaming.<br> Goodbye, <<print $activeShard.Name>>!</p>\t\t\t\n\n\t\t\t<<set $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active); $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active)>>\n\t\t\t<<set $scenaDonsair.Active = -1; $activeShard = ""; $scenaDonsair.Action = "">>\n\n\t\t<<case "Process">>\n\t\t<p><<print $activeShard.Name>> was processed.<br> \n\t\tYou recieve: (PH)</p>\t\t\t\n\n\t\t\t<<set $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active); $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active)>>\n\t\t\t<<set $scenaDonsair.Active = -1; $activeShard = ""; $scenaDonsair.Action = "">>\n\t\t\t\n\t<</switch>></div>\n<div class="col" style="flex: 1;"></div>\n</div><</if>>\n\n\n/% ---------- Donsair Tray %/<div id="donsairTray" class="row" style="width: 80%;"><div class="col menuColumn" style=" margin-top: 2rem; margin-left: 10%; margin-right: -10%; justify-content: center; display: flex;">\n\t<div class="col" style="flex: 2;"></div>\n\t<<for _i to 0; _i < $scenaDonsair.Denizens.length; _i++>>\n\t\t<div class="col" style="flex:2;"><<print "<button class='iBut' data-passage='DonsairProfile' data-setter='$scenaDonsair.Active = " + _i + "; $scenaTime.Pause = 0;'>\n\t\t\t<<print $scenaDonsair.Denizens[_i].Name>>, \n\t\t\t<<print $scenaDonsair.Denizens[_i].Fatness>> \n\t\t\t<<if $scenaDonsair.Denizens[_i].Subspecies neq 0>><<print $scenaDonsair.Denizens[_i].Subspecies>> <</if>>\n\t\t\t<<print $scenaDonsair.Denizens[_i].Species>>\n\t\t\t</button>">></div>\n\t<</for>>\n\t<div class="col" style="flex: 2;"></div>\n</div>\n\n</div>/% Passage Menu Output ---------- %/ <div id="menuBar" class="row" style="order: 99; border-top: 1px solid #20C0FFC7; margin-top: 2rem;">\n\n<span>♦<a id="navG" class='btnClick' data-passage="passage()" data-setter="$scena.Action = ''; $scenaInv.Active = -1; $scena.Event = '';">G)enerate New Custom Donsair (NYI).</a> </span>\n\n<span>♦<a id="nav1" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scenaInv.Active = -1; $scena.Event = '';">1) Inventory.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scenaInv.Active = -1; $scena.Event = ''; $activeShard = 0; $takeItem = -1;">2) Crafting.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $scenaTime.Pause = 0;">3) Shardbody.</a> </span>\n\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaDonsair.Action = ''; $scenaDonsair.Active = -1; $scenaTime.Pause = 0; $usePassage = ''; $scenaDonsair.Mode = '';">0) Return to Scenario.</a></span>\n\n</div>/% ---------- %/</div>\n</div><<display Footer>></div>
/% Item Name Output Setup %/\n<<if $scenaInv.activeRef.Type eq "Clothing">>\n\t<<set _iName = $scenaInv.activeRef.stretchStatus + $scenaInv.activeRef.Color + " " + $scenaInv.activeRef.Display>>\n\t<<else>><<set _iName = $scenaInv.activeRef.Display>>\n\t\t<<if ($scenaInv.activeRef.Color neq 0) and ($scenaInv.activeRef.Color neq "")>><<set _iName = $scenaInv.activeRef.Color + " " + _iName>><</if>>\n<</if>>\n\n\n\t<div class="row" style="margin-left: 1%;"><mini>//<<print $scenaInv.activeRef.ID>>//</mini></div>\n\t<div class="row" style="margin-left: 1%;">''\n\t\t/% Todo - more potential special status badges here? Rare, Enchanted, Cursed, Irradiated, etc..? %/\n\t\n\t\t<<if $scenaInv.activeRef.Type eq "Clothing">>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Worn eq 1>><div class="btn eBodyFat" style="margin-right: -0.3rem;">Worn</div> <</if>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Burst eq 1>><div class="btn eBurst" style="margin-right: -0.3rem;">Burst!</div> <</if>><</if>>\n\t\n\t<<print _iName>>'' \n\n\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <miniDown>x</miniDown><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>></div>\n\n<div class="row" style="margin-left: 3%;">\n''Type:'' <<print $scenaInv.activeRef.Type>> \n\n/% ---------- Clothing %/ <<if $scenaInv.activeRef.Type eq "Clothing">>\n\t\t ''Slot:'' <<print $scenaInv.activeRef.Slot>>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Burstable eq 1>>\n\t\t\t ''Stretch:'' <<print $scenaInv.activeRef.baseStretch>> (<<switch $scenaInv.activeRef.Slot>><<case "Coat" "Top">><<print ($scenaFat.Chest + $scenaFat.Belly).toFixed(1)>><<case "Skin">><<print ($scenaFat.Chest + $scenaFat.Belly + $scenaFat.Thigh).toFixed(1)>><<case "Kite">><<print $scenaFat.Chest.toFixed(1)>><<case "Belt">><<print $scenaFat.Belly.toFixed(1)>><<case "Bottoms">><<print $scenaFat.Thigh.toFixed(1)>><<case "Tailcuff">><<print $scenaFat.Tail.toFixed(1)>><</switch>>/<<print $scenaInv.activeRef.absStretch.toFixed(1)>>)<</if>>\n\n\n\t\t<</if>>\n\n/% ---------- Consumables %/ <<if $scenaInv.activeRef.Type eq "Consumable">>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Cal gt 0>> ''Calories:'' \n\t\t<<print $scenaInv.Carried[$scenaInv.Active].Cal.toFixed(2)>> <</if>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Fill gt 0>> ''Bloat:'' \n\t\t<<print $scenaInv.Carried[$scenaInv.Active].Fill.toFixed(2)>> <</if>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Liq gt 0>> ''Liquid:'' \n\t\t<<print $scenaInv.Carried[$scenaInv.Active].Liq.toFixed(2)>> <</if>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Inf gt 0>> ''Inflation:'' \n\t\t<<print $scenaInv.Carried[$scenaInv.Active].Inf.toFixed(2)>> <</if>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].En gt 0>> ''Energy:'' \n\t\t<<print $scenaInv.Carried[$scenaInv.Active].En.toFixed(2)>> <</if>>\n\t\t<<if ($scenaInv.Carried[$scenaInv.Active].Flavor neq 0) and ($scenaInv.Carried[$scenaInv.Active].Flavor neq "")>>\n\t\t\t\t ''Flavor:'' <<print $scenaInv.Carried[$scenaInv.Active].Flavor>><</if>>\n\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].foodTags.length gt 0>> ''Food Tags:'' \n\t\t\t<<for _fTag to 0; _fTag < $scenaInv.activeRef.foodTags.length; _fTag++>><<print $scenaInv.activeRef.foodTags[_fTag]>><<if _fTag lt $scenaInv.activeRef.foodTags.length - 1>>, <</if>><</for>><</if>>\n\n\n\t\t<</if>>\n\n\t</div>\n\n\n/% ---------- Thing Tags %/ <div class="row" style="margin-left: 5%;">\n\t<<if $scenaInv.Carried[$scenaInv.Active].thingTags.length gt 0>> ''Thing Tags:'' \n\t\t<<for _tTag to 0; _tTag < $scenaInv.activeRef.thingTags.length; _tTag++>><<print $scenaInv.activeRef.thingTags[_tTag]>><<if _tTag lt $scenaInv.activeRef.thingTags.length - 1>>, <</if>><</for>><</if>>\n\t</div>\n\n\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\n\t<div class="row" style="margin-left: 5%;">//<<print $scenaInv.activeRef.Desc>>//</div>
<<switch _callItem>>\n\n\t<<case "Scone:BlueberryAlmond">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Scone:BlueberryAlmond", Display: "Blueberry-Almond Scone", Cat: "Pastry", Var: "", \n\t\tCal: 2, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "Blueberry-Almond",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your blueberry-almond scone.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Tart:AppleTatin">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Tart:AppleTatin", Display: "Apple Tart Tatin", Cat: "Pastry", Var: "", \n\t\tCal: 3, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "Apple",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your apple tart tatin.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Creampuff">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Creampuff", Display: "Creampuffs", Cat: "Pastry", Var: "", \n\t\tCal: 5, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "Creampuff",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your creampuffs.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Sandwich:RoastTurkey">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Sandwich:RoastTurkey", Display: "Roast Turkey Sandwich", Cat: "Sandwich", Var: "", \n\t\tCal: 10, Fill: 3, Liq: 0, Inf: 0, Color: "Tan", Flavor: "Turkey",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your roast turkey sandwich.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Meal:BloodSausageWPotatoes">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Meal:BloodSausageWPotatoes", Display: "Blood Sausage with Potatoes", Cat: "Meal", Var: "", \n\t\tCal: 18, Fill: 5, Liq: 0, Inf: 0, Color: "Brown", Flavor: "Blood Sausage with Potatoes",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your meal.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Meal:RoastedRootsPlatter">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Meal:RoastedRootsPlatter", Display: "Roasted Roots Platter", Cat: "Meal", Var: "", \n\t\tCal: 15, Fill: 8, Liq: 0, Inf: 0, Color: "Brown", Flavor: "Roasted Roots",\n\t\tDesc: "", \n\t\tConsume: "You relax to enjoy your meal.",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Glazed">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Glazed", Display: "Glazed Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Glazed:Chocolate">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Glazed:Chocolate", Display: "Glazed Chocolate Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Glazed:Fattenium">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Glazed:Fattenium", Display: "Fattenium-Glazed Donut", Cat: "Donut", Var: "", \n\t\tCal: 8, Fill: 3, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\t<<case "Donut:SourCream">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:SourCream", Display: "Sour Cream Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Iced:Strawberry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Iced:Strawberry", Display: "Strawberry-Iced Donut", Cat: "Donut", Var: "", \n\t\tCal: 5, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Iced:Chocolate">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Iced:Chocolate", Display: "Chocolate-Iced Donut", Cat: "Donut", Var: "", \n\t\tCal: 5, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Iced:Maple">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Iced:Maple", Display: "Maple-Iced Donut", Cat: "Donut", Var: "", \n\t\tCal: 5, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Blueberry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Blueberry", Display: "Blueberry Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Strawberry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Strawberry", Display: "Strawberry Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Cider">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Cider", Display: "Cider Donut", Cat: "Donut", Var: "", \n\t\tCal: 4, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Filled:Jelly">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Filled:Jelly", Display: "Jelly-Filled Donut", Cat: "Donut", Var: "", \n\t\tCal: 6, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Filled:Belly">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Filled:Belly", Display: "Belly Donut", Cat: "Donut", Var: "", \n\t\tCal: 6, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: ["feed:fattenBellyAmpli"],\tFXChance: [100], FXPotMin: [0.2], FXPotMax: [1.5], FXDurMin: [1], FXDurMax: [1], \n\t}>>\n\n\t<<case "Donut:Cruller">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Cruller", Display: "Cruller", Cat: "Donut", Var: "", \n\t\tCal: 5, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Eclair">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Eclair", Display: "Eclair", Cat: "Donut", Var: "", \n\t\tCal: 6, Fill: 2, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Donut:Filled:Esquecream">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Donut:Filled:Esquecream", Display: "Esquecream-Filled Donut", Cat: "Donut", Var: "", \n\t\tCal: 12, Fill: 3, Liq: 0, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Sugar">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Sugar", Display: "Deep-Fried Sugar Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 22, Fill: 10, Liq: 2, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Apple">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Apple", Display: "Deep-Fried Apple Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 25, Fill: 4, Liq: 8, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Cherry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Cherry", Display: "Deep-Fried Cherry Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 25, Fill: 4, Liq: 8, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Strawberry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Strawberry", Display: "Deep-Fried Strawberry Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 25, Fill: 4, Liq: 8, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Blueberry">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Blueberry", Display: "Deep-Fried Blueberry Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 25, Fill: 4, Liq: 8, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Pumpkin">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Pumpkin", Display: "Deep-Fried Pumpkin Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 33, Fill: 10, Liq: 2, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Pecan">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Pecan", Display: "Deep-Fried Pecan Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 38, Fill: 8, Liq: 4, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Cream">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Cream", Display: "Deep-Fried Cream Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 38, Fill: 6, Liq: 6, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Chocolate">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Chocolate", Display: "Deep-Fried Chocolate Cream Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 38, Fill: 6, Liq: 6, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Esquecream">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Esquecream", Display: "Deep-Fried Esquecream Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 95, Fill: 6, Liq: 6, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: ["feed:fattenAmpli"],\tFXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Pie:Fried:Beliron">>/% ---------------- %/<<set _newFood = { \n\t\tID: "Pie:Fried:Beliron", Display: "Deep-Fried Beliron Cream Pie", Cat: "Pie", Var: "Deep-Fried", \n\t\tCal: 200, Fill: 10, Liq: 2, Inf: 0, Color: "Tan", Flavor: "", Desc: "", Consume: "",\n\t\tFX: ["feed:fattenAmpli"],\tFXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n/% ---------------- %/<</switch>>
<<if $scenaMod.Archetype eq 1>><<display ClassInit>><</if>><<include ProcessGeneSelector>>\n<div class="col" style="min-height:150px; flex-wrap: wrap; margin-bottom: 0.3rem;">\n<div class="row" style="border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;">''SHARD CREATION''</div>\n/% ----- %/\n\n<div class="row" style=" margin-bottom: 0.8rem; margin-left: 40%; margin-right: auto;">\n\n<b><<print $scenaFlavor.Name>></b> <sup style="line-height: 3;">the</sup> \n\n<b><<if $scenaFlavor.Title neq "">><<print $scenaFlavor.Title>><br><<else>><<print $scenaStats.Class>><</if>></b>\n\n (<<if $scenaStats.Subtype neq "">><<print $scenaStats.Subtype>> <</if>><<print $scenaShard.Species>>)\n\n</div>/% ----- %/\n\n<<if $scenaFlavor.CompanName neq "">>\n<div class="row" style=" margin-top: 1.2rem; margin-bottom: 0.3rem; margin-left: 45%;"><sup>//Accompanied by//</sup> </div>\n<div class="row" style=" margin-bottom: 0.8rem; margin-left: 38%;">\n<b><<print $scenaFlavor.CompanName>></b> <sup style="line-height: 3;">the</sup> <b><<print $scenaFlavor.CompanSpecies>></b></div><</if>>\n\n/% \n<div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.8rem;"></div>\n<mini>\n♦ ''Cheek Fat:'' <<print $scenaFat.Cheek.toFixed(2)>> (+<<print $sMod.cheekFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Cheek.toFixed(2)>>x (+<<print $sMod.cheekGMag>>)<br>\n\n♦ ''Neck Fat:'' <<print $scenaFat.Neck.toFixed(2)>> (+<<print $sMod.neckFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Neck.toFixed(2)>>x (+<<print $sMod.neckGMag>>)<br>\n\n♦ ''Belly Fat:'' <<print $scenaFat.Belly.toFixed(2)>> (+<<print $sMod.bellyFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Belly.toFixed(2)>>x (+<<print $sMod.bellyGMag>>)<br>\n\n♦ ''<<print $scenaFat.ChestType>> Fat:'' <<print $scenaFat.Chest.toFixed(2)>> (+<<print $sMod.chestFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Chest.toFixed(2)>>x (+<<print $sMod.chestGMag>>)<br>\n\n♦ ''Arm Fat:'' <<print $scenaFat.Arm.toFixed(2)>> (+<<print $sMod.armFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Arm.toFixed(2)>>x (+<<print $sMod.armGMag>>)<br>\n\n♦ ''Side Fat:'' <<print $scenaFat.Side.toFixed(2)>> (+<<print $sMod.sideFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Side.toFixed(2)>>x (+<<print $sMod.sideGMag>>)<br>\n\n♦ ''Back Fat:'' <<print $scenaFat.Back.toFixed(2)>> (+<<print $sMod.backFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Back.toFixed(2)>>x (+<<print $sMod.backGMag>>)<br>\n\n♦ ''Thigh Fat:'' <<print $scenaFat.Thigh.toFixed(2)>> (+<<print $sMod.thighFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Thigh.toFixed(2)>>x (+<<print $sMod.thighGMag>>)<br> \n\n♦ ''Tail Fat:'' <<print $scenaFat.Tail.toFixed(2)>> (+<<print $sMod.tailFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Tail.toFixed(2)>>x (+<<print $sMod.tailGMag>>)<br>\n</mini>\n%/\n\n/% ----- %/<div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.8rem;"></div>\n\n/% ----- %/\n<div class="row" style="margin-bottom: 0.8rem; margin-left: 12rem; margin-right: 12rem;"><b>\n\n♦ [[Edit Species|SpeciesSelect]] \n♦ [[Reset + Edit Genetics|GeneCustomization]] //(will figure out how to make this editable later, i hope)//\n♦ [[Edit Archetype|CreationCombat]] \n♦ [[Add/Edit Companion|CreationCompanion]] </b>\n\n</div>/% ----- %/\n\n<div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.8rem; line-height: 2.5;">\n Finally, ''select a starting Stage:''\n\n\n</div>/% ----- %/\n\n<div class="row" style="margin-bottom: 0.8rem; margin-left: 0.1rem;">\n\n\t<<for _i to 0; _i < $scenaStages.Start.length; _i++>>\n\t<span>♦ <<print "[['" + $scenaStages.Start[_i] + "'|Explore][$callBiome = '" + $scenaStages.Start[_i].toLowerCase() + "'; $scenaBiome.Init = 0; $callStage = 1; $scena.PassID = 333]]">></span> <</for>>\n\n\n</div>/% ----- %/</div>
<<if ndef $scenaTime>><<include ChronInit>><</if>>\n\n/% -------- Ticks %/ \n<<set $scenaTime.Tick++; $scenaTime.Minute++>>\n\n/% -------- Calendar %/\n<<if $scenaTime.Minute gt 10>><<set $scenaTime.Minute = 0; $scenaTime.Hour++>><</if>>\n<<if $scenaTime.Hour gt 12>><<set $scenaTime.Hour = 0; $scenaTime.Day++>><</if>>\n<<if $scenaTime.Day gt 12>><<set $scenaTime.Day = 1; $scenaTime.Month++>><</if>>\n/% ---Todo; add seasons for stuff like Hibour + vec weight gain cycles %/\n\n/% -------- Update abilities and evaluate milk twice a day keep from lagging things out %/\n<<if ($scenaTime.Hour eq 0) or ($scenaTime.Hour eq $scenaTime.DayTime)>>\n\t<<include ProcessAbilityCheck>>\n\t<<set _milkOp = "analyze">><<include DB:Milks>><</if>>\n\n\n/% -------- Day/Night %/\n<<if $scenaTime.Hour lte $scenaTime.DayTime>>\n\t<<set $scenaTime.Meridian = "AM">><<else>><<set $scenaTime.Meridian = "PM">><</if>>\n\n/% -------- Moon Phase %/\n<<if ($scenaLoc.Outdoors eq 1) and ($scenaTime.Moon eq 1) and ($scenaTime.Day eq $scenaTime.MoonTime)>>\n\t<<set $scenaTime.Fatmoon = true>><<else>><<set $scenaTime.Fatmoon = false>><</if>>\n\n/% For later; have full moon(s) be visible at night as an additional print at the end of environmental descriptions %/\n\n/% -------- Run Persistent Effects %/ \n<<if $scenaTime.Pause neq 1>><<include PersistentFX>><</if>>
/% Important note!; set "$newRegion instead of _newRegion in these links; the temporary variable is set by the Explore passage on the reload!\n\tSetting it with the link won't work (temp variables unset automatically at each reload).\n\tIn general, don't use temporary variables in links like these at all-- something is likely to break! %/\n\n♦<<switch $scena.Event>>\n/% ----- Region %/\n\n/% ----- Mound %/\n/% ----- %/<<case "portal:frasiersTavern">>\n\t<a id="navG" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Event = 'The Dreamwidth Diner - Frasier*s Tavern'; $scena.Action = '';">G)o Inside!</a>\n\n/% ----- %/<<case "portal:façade">>\n\t<a id="navV" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade'; $scenaBiome.InitSub = 0; $newRegion = 'newSubzone'; $scena.Action = '';">V)isit Façade!</a>\n/% ----- %/<<case "façade:gardens">>\n\t<a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade:gardens'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'">N) Enter the Gardens!</a>\n/% ----- %/<<case "façade:gallery">>\n\t<a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade:gallery'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'">N) Enter the Gallery! (NYI)</a>\n/% ----- %/<<case "façade:menagerie">>\n\t<a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone ='façade:menagerie'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'">N) Enter the Menagerie! (NYI)</a>\n/% ----- %/<<case "façade:indoors">>\n\t<a id="navT" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'façade'; $newRegion = 'updateSubzone'; $scenaBiome.InitSub = 0;">T) Return inside.</a>\n\n/% ----- Dungeon %/\n/% ----- <<case "portal:labmound:debug">><a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'dungeon:lab:debug'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'">N) Enter Dungeon!</a> %/\n/% ----- %/<<case "portal:labmound:chem">>\n<a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'dungeon:lab:chem'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'; $scenaLoc.Floor = $scenaBiome.NewSub.entryFloor; $scenaLoc.topFloor = $scenaBiome.NewSub.entryFloor; $scenaLoc.bottomFloor = $scenaBiome.NewSub.lastFloor; $scenaLoc.exitFloor = $scenaBiome.NewSub.entryFloor;">N) Enter Dungeon!</a>\n\n/% ----- %/<<case "portal:gingerbread">><a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'dungeon:gingerbread'; $scenaBiome.InitSub = 0; $newRegion = 'updateSubzone'">N) Enter Dungeon!</a> \n♦ <a id="navT" class='btnClick' data-passage="Ev:Gingermound" data-setter="$scena.Action = '';">T) ...//Eat// Dungeon</a>\n\n/% ----- Generic %/\n\n\n/% ----- System %/\n/% ----- %/\n\t<<case "portal:boundary" "portal:tunnel:boundary" "portal:tunnel:exit" "portal:aquatic:boundary" "portal:aquatic:exit">>\n\t\t\t<a id="navM" class='btnClick' data-passage="Explore" data-setter="$callBiome = $biomeTarget; $scenaBiome.Init = 0;">M)ove on!</a>\n\n/% ----- %/<<case "portal:tunnel">><a id="navN" class='btnClick' data-passage="Explore" data-setter="$callBiome = $biomeTarget; $scenaBiome.Init = 0;">N) Enter the Cavern</a>\n\n/% ----- %/<<case "portal:aquatic">><a id="navN" class='btnClick' data-passage="Explore" data-setter="$callBiome = $biomeTarget; $scenaBiome.Init = 0;">S)lip Into the Waters!</a>\n\n/% ----- %/<<case "portal:aetherhole">><a id="navL" class='btnClick' data-passage="Explore" data-setter="$callBiome = $aetherTarget; $scenaBiome.Init = 0;">L)eap to a new location!</a>\n\n/% ----- %/<<case "portal:exit">><a id="navX" data-passage="Explore" data-setter="$callBiome = 'last'; $scenaBiome.Init = 0;"> X) Exit the <<print $scenaBiome.Active.Display>></a>\n/% ----- %/<<case "portal:subzoneExit">><a id="navX" data-passage="Explore" data-setter="$callBiome = 'last'; $scenaBiome.Init = 0;"> X) Exit the <<print $scenaBiome.ActiveSub.Display>></a>\n/% ----- %/<<case "portal:customExit">><a id="navX" data-passage="Explore" data-setter="$callBiome = 'last'; $scenaBiome.Init = 0;"> X) <<print _specialExit>></a>\n\n/% ----- %/<<case "portal:floorDown">><a id="navG" data-passage="Explore" data-setter="$scenaLoc.Floor -= 1; $scenaLoc.LoadFloor = 1"> G)o Downstairs</a>\n/% ----- %/<<case "portal:floorUp">><a id="navG" data-passage="Explore" data-setter="$scenaLoc.Floor += 1; $scenaLoc.LoadFloor = 1"> G)o Upstairs</a>\n\n\n/% ----- INDEV %/\n/% ----- %/<<case "portal:village:test">><a id="navN" class='btnClick' data-passage="Explore" data-setter="$callSubzone = 'dungeon:village:test'; $scenaBiome.InitSub = 0;">N) Enter the Village</a>\n\n\n/% ===================== %/\n<</switch>>
\n/% --------- Mane %/<<set _manePool = []>>\n\t<<set _newMane = { Slot: "Head", Display: "Fluffy Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Woolly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Curly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wiry Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Flowing Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wild Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Lion*s Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Wiry Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Curly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Flowing Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Wild Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Spiked Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Short Spiked Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Spiky Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Spiky Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Feather Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Tentacle Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\n\t<<set $scenaDNA.Head.delete(_shardMane)>>\n\t<<set _shardMane = _manePool.random(); $scenaDNA.Head.pushUnique(_shardMane)>>\n\n/% --------- Ears %/<<set _earPool = []>>\n\t<<set _newEar = { Slot: "Head", Display: "Elf Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Sharp Elf Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Long Elf Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Big Elf Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\n\t<<set $scenaDNA.Head.delete(_shardEars)>>\n\t<<set _shardEars = _earPool.random(); $scenaDNA.Head.pushUnique(_shardEars)>>\n\n/% --------- Arms %/\n\t<<set _shardArms = { Slot: "Forelimbs", Display: "Arms", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardArms)>>\n\t<<set $scenaDNA.Forelimbs.pushUnique(_shardArms)>>\n\n/% --------- Tail %/<<set _tailPool = []>>\n\t<<set _newTail = { Slot: "Tail", Display: "Thick Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Crocodile Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Dragon Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Gecko Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Whiptail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Serpent-Headed Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Long Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Peacock Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Swallowtail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fluffy-Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rooster Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Bird of Paradise Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rat Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Cat Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Tuft-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Star-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Heart-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Gem-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Short Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Long Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fish Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Whale Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Winged Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rose Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Floral Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Thorny Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Club-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Spike-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Sting-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Capsule Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Tentacle Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Vial Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Paddle Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Hose Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t\n\t<<set _shardTail = _tailPool.random(); _shardTail.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Hindlimbs.delete(_shardTail)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardTail)>>\n\n/% --------- Legs %/\n\t<<set _shardLegs = { Slot: "Hindlimbs", Display: "Plantigrade Legs", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\n\t<<set $scenaDNA.Hindlimbs.delete(_shardLegs)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardLegs)>>\n\n/% --------- Hindpaws %/<<set _HpawPool = []>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Three-Clawed Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Four-Clawed Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Three-Taloned Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Four-Taloned Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Hooves", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Cloven-Hooves", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Soft Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Furry Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Paws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Hindpaws", Style: "Fluffy", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\n\t<<set $scenaDNA.Hindlimbs.delete(_shardPaws)>>\n\t<<set _shardHPaws = _HpawPool.random(); $scenaDNA.Hindlimbs.pushUnique(_shardHPaws)>>\n\n
/% ================================================================= %/\n<<set _output = "">><<if $scena.Action == "explore">>\n\t\t<<set _exploreResult = $scenaBiome.ActiveSub.Spawner.random()>><</if>>\n\n/% =============================== Outcomes %/ <<switch _exploreResult>>\n/% ----- Treasure Chests %/ \n\t<<case "treasure">>\n\t\t<<set _newCurio = "Treasure">>\n\t\t\t<<if $scenaBiome.ActiveSub.Treasure neq "">><<set $treasureDesc = $scenaBiome.ActiveSub.Treasure>>\n\t\t\t<<else>><<set $treasureDesc = "a treasure chest!">><</if>>\n\t\t\t<<if $scenaBiome.ActiveSub.treasureBox neq "">><<set $treasureBox = $scenaBiome.ActiveSub.treasureBox>>\n\t\t\t<<else>><<set $treasureBox = "chest">><</if>>\n\t\t\t<<set $scenaInv.naisCall = $scenaBiome.ActiveSub.treasurePools.random()>>\n\t\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Liquid Pools + Bodies %/ \n\t<<case "well">>\n\t\t<<set _newCurio = "Well">>\n\t\t\t<<set _poolLiquid = $scenaBiome.ActiveSub.Liquids.random(); _eventCall = _newCurio>><<display CurioDB>>\n\n\t<<case "pool">>\n\t\t<<set _newCurio = "Pool">>\n\t\t\t<<set _poolLiquid = $scenaBiome.ActiveSub.Pools.random(); _eventCall = _newCurio>><<display CurioDB>>\n\n\t<<case "liquidBody">>\n\t\t<<set _poolLiquid = $scenaBiome.ActiveSub.Liquids.random(); _eventCall = _newCurio>>\n\t\t<<set _newCurio = $scenaBiome.ActiveSub.liqBody.random().random(); _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Forage %/ <<case "forage">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.ActiveSub.ForagePM.length gt 0)>>\n\t\t<<set _newCurio = $scenaBiome.ActiveSub.ForagePM.random()>>\n\t<<else>><<set _newCurio = $scenaBiome.ActiveSub.Forage.random()>><</if>>\n\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Curios %/ <<case "curio">>\n\t\t<<set _newCurio = $scenaBiome.ActiveSub.Curios.random(); _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Rare Curios %/ <<case "curioRare">>\n\t\t<<set _newCurio = $scenaBiome.ActiveSub.rareCurios.random(); _eventCall = _newCurio>>\n\t\t\t<<if _newCurio eq "Fountain">><<set _poolLiquid = $scenaBiome.ActiveSub.Pools.random()>><</if>>\t\n\t\t\t\t<<display CurioDB>>\n\n/% ----- Living Ambient %/ <<case "livingAmbient">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.ActiveSub.ambiLivingPM.length gt 0)>>\n\t\t<<set _newCritter = $scenaBiome.ActiveSub.ambiLivingPM.random()>>\n\t<<else>><<set _newCritter = $scenaBiome.ActiveSub.ambiLiving.random()>><</if>>\t\t\n\t\t<<set _eventCall = _newCritter>><<display LivingDB>>\n\n/% ----- Living %/ <<case "living">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.ActiveSub.LivingPM.length gt 0)>>\n\t\t<<set _newCritter = $scenaBiome.ActiveSub.LivingPM.random()>>\n\t<<else>><<set _newCritter = $scenaBiome.ActiveSub.Living.random()>><</if>>\t\t\n\t\t<<set _eventCall = _newCritter>><<display LivingDB>>\n\n/% ----- Monster Nests %/ <<case "monsterNest">>\n\t\t<<set _newPortal = $scenaBiome.ActiveSub.monsterNests.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Mini-Dungeons %/ <<case "miniDungeon">>\n\t\t<<set _newPortal = $scenaBiome.ActiveSub.Dungeons.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Doors, Stairways + Passages %/ <<case "portal">> \n\t\t<<set _newPortal = $scenaBiome.ActiveSub.Portals.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Special + Unique Events %/ \n\t<<case "npc">><<set _newCritter = $scenaBiome.ActiveSub.NPCs.random(); _eventCall = _newCritter>><<display LivingDB>>\n\n/% ----- Exit %/ <<case "exit">> \n\t\t<<set _newPortal = "subzoneExit">><<display TransDB>>\n\t\t\t<<set $scena.EvDesc = "A Way Out"; _output = "You " + _langOutput + " " + $scenaBiome.ActiveSub.zoneExit>>\n\t\n/% =============================== Rest + Nullresult Ambience %/ <<default>>\n\t<<set $scena.Event = "nullresult/rest"; $scena.EvCat = ""; $scena.SubEvent = "">>\n\t\t<<set _newAmbi = $scenaBiome.ActiveSub.Ambient.random(); _eventCall = "restNull"; $scena.LocRest = _newAmbi>> \n\n\t\t<<include IdleTexture>><<if _textureFlavor neq "">><<set _output = "//" + $scena.LocRest + " " + _textureFlavor + "//">>\n\t\t<<else>><<set _output = "//" + $scena.LocRest + "//">><</if>>\n\n/% ============= %/ <</switch>>\n\n<<set $scena.EIntro = _output>>
/% =============== Vista Mode %/ <<include GPS>>\n/% -------- No persistent effects for this passage %/\n<div class="col vistaColumn"><<display Header>></div>\n/% -------- Open Div %/\n<div class="col" style="height:600px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n<div class="row" style="margin-left: 15%;"> /% Nothing goes here %/ </div></div>\n\n\n/% Passage Menu Output ---------- %/<div class="col vistaColumn"><div class="row">\n♦<a id="navR" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">R)eturn to Scena</a>\n</div></div>
/% belly + sides %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:guguetelle")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxFatten.GugueDuration-->>\n\t<<set $scenaFat.Belly += $fxFatten.GugueGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.GugueGain * 0.3) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t\t<<if $fxFatten.GugueGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " quakes as it balloons fatter and fatter, your sides billowing and bulging!")>>\n\t\t<<elseif $fxFatten.GugueGain gte 3>><<set $scenaPers.PrintQueue.push("You watch in astonishment as your " + _refWord + " fattens steadily, your sides puffing and bulging in time!")>>\n\t\t<<elseif $fxFatten.GugueGain gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and sides swell like rising dough!")>>\n\t\t<<elseif $fxFatten.GugueGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobbles as it softens, your sides slowly oozing wider!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels especially full and fat...")>><</if>>\n\t<<if $fxFatten.GugueDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:guguetelle")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n<</if>>
/% Todo; applicator for unusual slime injection targets (thigh, tail; creme/mousse into non-chest zones) %/\n\n<<set $sfxRange = { potency: [0,0], duration: [0,0], }>>\n\n<<switch $activeShard.Species>>\n\t\t\t<<case "Slime">>\n\t\t\t\t<<set $scenaMetabolic.Load += 0.6 * $slimeMagnitude>>\n\t\t\t\t<<set _slimeLoad = { ID: "slime", Qt: 0, Subtype: "", Flavor: "", }>>\t\n\t\t\t<<case "Pudding">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude>>\n\t\t\t\t<<set _slimeLoad = { ID: "pudding", Qt: 0, Subtype: "", Flavor: "", }>>\n\t\t\t<<case "Aspic">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude; $scenaLiquid.Belly += $slimeMagnitude>>\n\t\t\t<<case "Creme">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude; $scenaLiquid.Belly += Math.round($slimeMagnitude * 0.5)>>\n\t\t\t\t<<set _slimeLoad = { ID: "creme", Qt: 0, Subtype: "", Flavor: "", }>>\n\t\t\t<<case "Mousse">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.2 * $slimeMagnitude; $scenaAir.Belly += Math.round($slimeMagnitude * 0.5)>>\n\t\t\t\t<<set _slimeLoad = { ID: "mousse", Qt: 0, Subtype: "", Flavor: "", }>>\n\t\t\t<<case "Dough">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude>>\n\t\t\t\t<<set _slimeLoad = { ID: "dough", Qt: 0, Subtype: "", Flavor: "", }>>\n\t\t\t<<case "Mallow">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude>>\n\t\t\t\t<<set _slimeLoad = { ID: "mallow", Qt: 0, Subtype: "", Flavor: "", }>>\n\t\t\t<</switch>>\n\n\t<<set _slimeLoad.Qt = $slimeMagnitude>>\n\n\t<<if $activeShard.Subspecies neq "">><<set _slimeLoad.Subtype = $activeShard.Subspecies>><</if>>\n\t<<if def $activeShard.Flavor>><<set _slimeLoad.Flavor = $activeShard.Flavor>><</if>>\n\n\t<<switch $activeShard.Subspecies>>\n\t\t\t<<case "Ambrosia">> /% Todo - Miratoxic effects + Fattenium tick %/\n\t\t\t\t<<set $scenaMetabolic.Load += 3.5 * $slimeMagnitude>>\n\t\t\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t\t\t<<set _statusCall = "fatten:bulging">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 3>>\n\t\t\t\t<<set $sfxRange.duration[0] = $slimeMagnitude * 2; $sfxRange.duration[1] = $slimeMagnitude * 3>><<include SetStatus>>\n\t\t\t\t<<set _statusCall = "bloat:all">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 3>>\n\t\t\t\t<<set $sfxRange.duration[0] = $slimeMagnitude * 2; $sfxRange.duration[1] = $slimeMagnitude * 3>><<include SetStatus>>\n\n\t\t\t<<case "Fattenium">> /% Fattenium tick %/\n\t\t\t\t<<set $scenaMetabolic.Load += 3.5 * $slimeMagnitude>>\n\t\t\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t\t\t<<set _statusCall = "fatten:bulging">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 3>>\n\t\t\t\t<<set $sfxRange.duration[0] = $slimeMagnitude * 2; $sfxRange.duration[1] = $slimeMagnitude * 3>><<include SetStatus>>\n\t\t\t\t<<set _statusCall = "bloat:liquid:all">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 3>>\n\t\t\t\t<<set $sfxRange.duration[0] = $slimeMagnitude * 2; $sfxRange.duration[1] = $slimeMagnitude * 3>><<include SetStatus>>\n\n\t\t\t<<case "Distensium">>\n\t\t\t\t<<set _statusCall = "bloat:all">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 3>>\n\t\t\t\t<<set $sfxRange.duration[0] = $slimeMagnitude * 2; $sfxRange.duration[1] = $slimeMagnitude * 3>><<include SetStatus>>\n\n\t\t\t<<case "Honeybutter">> \n\t\t\t\t<<set $scenaMetabolic.Load += 0.6 * $slimeMagnitude>> /% Todo - Honeypot tick %/\n\t\t\t<<case "Ink">>\n\t\t\t\t<<set $scenaMetabolic.Load += 2.0 * $slimeMagnitude>> /% Todo - Miratoxic effects + Ink mutation tick %/\n\t\t\t<<case "Irradiated">> /% Todo - energy engorge %/\n\t\t\t\t<<set _statusCall = "expose:rads">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 2>>\n\t\t\t\t<<set $sfxRange.duration[0] = 1; $sfxRange.duration[1] = 1>><<include SetStatus>>\n\t\t\t<<case "Miratoxic">>/% Todo - Miratoxic effects %/\n\t\t\t\t<<set $scenaMetabolic.Load += 2.0 * $slimeMagnitude>>\n\t\t\t\t<<set _statusCall = "expose:mirads">>\n\t\t\t\t<<set $sfxRange.potency[0] = $slimeMagnitude; $sfxRange.potency[1] = $slimeMagnitude * 2>>\n\t\t\t\t<<set $sfxRange.duration[0] = 1; $sfxRange.duration[1] = 1>><<include SetStatus>>\n\t\t\t<<case "Miraplasmic">> /% Todo - chaotic mutation each tick + energy engorge %/\n\t\t\t\t<<set $fxRads.Mirads += $slimeMagnitude>>\n\t\t\t<<case "Royal Jelly">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.5 * $slimeMagnitude>> /% Todo - Honeygorge tick %/\n\t\t\t<<case "Silessence">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.8 * $slimeMagnitude>> /% ??? %/\n\t\t\t<<case "Slurry">>\n\t\t\t\t<<set $scenaMetabolic.Load += 1.0 * $slimeMagnitude>> /% How to handle variants? %/\n\t<</switch>>\n\n <<include SlimeLoader>>\n\n
<<switch $scenaDonsair.Action>>/% ---------- %/\n/% ---------- %/ <<case "giveTrinket" "giveTrinketConfirm">>/% Display all items %/\n\n\t<<if $scenaDonsair.Action eq "giveTrinketConfirm">><div class="row centerRow" style="width: 100%;">\n\n\t\t<<set _newTrinket = $scenaInv.Carried[$scenaInv.Active]>>\n\t\t<<set $activeShard.Trinkets.push(_newTrinket)>>\n\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].Trinkets = $activeShard.Trinkets>>\n\n\t\t<p>You give <<print $activeShard.Name>> the <b><<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>>\n\t\t<<print $scenaInv.Carried[$scenaInv.Active].Display>>!</b>\n\n\t\t<br><<set _donsairMode = "feeding">><<include Donsair:SC>></p>\n\t\n\t\t<<if ($scenaInv.Carried[$scenaInv.Active].Stacks eq 1) and ($scenaInv.Carried[$scenaInv.Active].Qt gt 1)>>\n\t\t\t<<set $scenaInv.Carried[$scenaInv.Active].Qt-->>\n\t\t<<else>><<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "">><</if>>\n\t\t<<set $activeShard = $scenaDonsair.Denizens[$scenaDonsair.Active]>>\n\t</div><</if>>\n\n\t<div class="row centerRow" style="width: 100%;"><<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Action = 8; $scenaInv.Active = " + _i + ";'>\n\t\t<<if $scenaInv.Carried[" + _i +"].Color neq 0>><<print $scenaInv.Carried[" + _i +"].Color>><</if>>\n\t\t<<print $scenaInv.Carried[" + _i +"].Display>> <<if $scenaInv.Carried[" + _i +"].Qt gt 1>><mini>x</mini><<print $scenaInv.Carried[" + _i +"].Qt>><</if>></button>">>\n\t<</for>></div>\n\n/% ---------- %/ <<case "removeTrinket" "removeTrinketConfirm">>/% Display all Donsair's items %/\n\n\t<<if $scenaDonsair.Action eq "removeTrinketConfirm">>\n\t\t<<set _incomingItem = $activeShard.Trinkets[$scenaInv.Active]; _addQt = 1>><<include Inv:AddItem>>\n\t\t<<set $activeShard.Trinkets.deleteAt($scenaInv.Active); $scenaInv.Action = ""; $scenaInv.Active = "">>\n\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].Trinkets = $activeShard.Trinkets>>\n\t\t<<set $scenaInv.Action = ''; $scenaInv.Active = -1;>>\n\t<</if>>\n\n\t<div class="row centerRow" style="width: 100%;"><<for _i to 0; _i < $activeShard.Trinkets.length; _i++>>\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Action = 9; $scenaInv.Active = " + _i + ";'>\n\t\t<<if $activeShard.Trinkets[" + _i +"].Color neq 0>><<print $activeShard.Trinkets[" + _i +"].Color>><</if>>\n\t\t<<print $activeShard.Trinkets[" + _i +"].Display>> <<if $activeShard.Trinkets[" + _i +"].Qt gt 1>><mini>x</mini><<print $activeShard.Trinkets[" + _i +"].Qt>><</if>></button>">>\n\t<</for>></div>\n\n/% ---------- %/ <<case "feed" "confirmFeed">>/% Display standard foods %/\n\t\t\n\t<<if $scenaDonsair.Action eq "confirmFeed">>\n\n\t<div class="row centerRow" style="width: 100%;"><p>\n\t\t<<if $activeShard.Comfort lt 10>>\n\t\tYou offer <<print $activeShard.Name>> the<<else>>You feed <<print $activeShard.Name>> the<</if>>\n\n\t\t<b><<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>>\t<<print $scenaInv.Carried[$scenaInv.Active].Display>>!</b><br>\n\n\t\t/% Todo; allow for refusals, especially for distrusting donsair/items the donsair dislikes one or more tags of %/\n\t\t<<set _activeItem = $scenaInv.Carried[$scenaInv.Active]; _feedMode = "food">><<include DB:DonsairItemFX>>\n\t\t<<set _donsairMode = "feeding">><<include Donsair:SC>></p>\n\t</div>\n\n\t<div class="row centerRow" style="width: 100%;">\n\t\t<p>''DEBUG:'' Donsair <<print $activeShard.Name>> stats: Queued Fat: <<print $scenaDonsair.Denizens[$scenaDonsair.Active].queuedFat.toFixed(2)>> \n\t\tBody Type: <<print $scenaDonsair.Denizens[$scenaDonsair.Active].bType>> \n\t\tBelly Inflation: <<print $scenaDonsair.Denizens[$scenaDonsair.Active].bellyBloat.toFixed(2)>> / <<print $scenaDonsair.Denizens[$scenaDonsair.Active].bellyCap.toFixed(2)>>\n\t\t( S <<print $scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly.toFixed(2)>> | \n\t\t G <<print $scenaDonsair.Denizens[$scenaDonsair.Active].airBelly.toFixed(2)>> | \n\t\t L <<print $scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly.toFixed(2)>> )</p>\n\t</div>\n\n\t\t<<if $scenaInv.activeRef.ConsumeOnUse eq 1>><<set $scenaInv.Carried[$scenaInv.Active].Qt--; $scenaInv.activeRef.Qt = $scenaInv.Carried[$scenaInv.Active].Qt>>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt lt 1>><<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "">>\n\t\t<</if>><</if>>\n\t<</if>>\n\t\t\t\t\n\n\t<div class="row centerRow" style="width: 100%;"><<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t<<if ($scenaInv.Carried[_i].Cat eq "Milk") or ($scenaInv.Carried[_i].Cat eq "Food") or ($scenaInv.Carried[_i].Cat eq "Drink")>>\n\t\t<<print "<button class='iBut' style='height: 80px; line-height: 1.5; width: 300px;' data-passage='passage()' data-setter='$scenaInv.Active = " + _i + "; $scenaInv.Action = 1; $scenaInv.activeRef = 0'>\n\t\t<b><<if $scenaInv.Carried[" + _i +"].Color neq 0>><<print $scenaInv.Carried[" + _i +"].Color>><</if>>\n\t\t<<print $scenaInv.Carried[" + _i +"].Display>> <<if $scenaInv.Carried[" + _i +"].Qt gt 1>><mini>x</mini><<print $scenaInv.Carried[" + _i +"].Qt>><</if>></b><br>\t\t\n\t\t<<print $scenaInv.Carried[" + _i +"].donsEffect>></button>">><</if>>\n\t<</for>></div>\n\n\n\n/% ---------- %/ <<case "useItem" "confirmUse">>/% Display ALL usable items %/\n\t\t\n\t<div class="row centerRow" style="width: 100%;">\n\t\t<<if $scenaDonsair.Action eq "confirmFeed">>\n\t\t\t<p>You feed <<print $activeShard.Name>> the \n\t\t<b><<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>><<print $scenaInv.Carried[$scenaInv.Active].Display>>!</b><br>\n\n\t\t\t<<set _callItem = $scenaInv.Carried[$scenaInv.Active].ID; _feedMode = "effect">><<include DB:DonsairItemFX>>\n\n\t\t\t<<print $activeShard.Name>> [item effect]!</p>\n\t\t\t<p><<set _donsairMode = "feeding">><<include Donsair:SC>></p>\n\n\t<<if $scenaInv.activeRef.ConsumeOnUse eq 1>><<set $scenaInv.Carried[$scenaInv.Active].Qt--; $scenaInv.activeRef.Qt = $scenaInv.Carried[$scenaInv.Active].Qt>>\n\t<<if $scenaInv.Carried[$scenaInv.Active].Qt lt 1>><<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "">>\n\t<</if>><</if>><</if>>\n\t</div>\n\n<</switch>>\n\n
<<if ndef $debugCommands>>\n\t<<set $debugCommands = { \n\t\tRecalcScale: 0,\n}>><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<button data-passage="passage()" data-setter="$debugCommands.RecalcScale = 1; $scena.Action = '';">Recalculate Scaling</button>\n\n\n<<if $debugCommands.RecalcScale eq 1>>\n\t<<unset $grandScaler>><<include ScaleInit>>\n<<set $debugCommands.RecalcScale = 0>>\n<</if>>\n\n\n
<<if $scenaPers.Active.includes("tf:slime")>>\n\t<<set _tfScale = { touched: 10, minor: 25, mutant: 50, hybrid: 75, final: 100, }>>\n\n/% ---- Stage Progression %/ <<if $tfSlime.paused eq false>>\n\t<<if $fxParasite.slimeLoad gte Math.round($scenaFat.Weight * 0.5)>><<set _rand = random(1,8)>><<if _rand eq 1>><<set $tfSlime.acc++>><</if>>\n\t<<elseif $fxParasite.slimeLoad gte Math.round($scenaFat.Weight * 0.33)>><<set _rand = random(1,12)>><<if _rand eq 1>><<set $tfSlime.acc++>><</if>>\n\t<<elseif $fxParasite.slimeLoad gte Math.round($scenaFat.Weight * 0.1)>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $tfSlime.acc++>><</if>>\n\t<<else>><<set _rand = random(1,32)>><<if _rand eq 1>><<set $tfSlime.acc++>><</if>>\n\t<</if>>\n\n\n/% ---- 100% %/\n\t<<if $tfSlime.acc gte _tfScale.final>>\n/% ---- Completion %/\n\t\t<<if $tfSlime.stage eq "penultimate">><<if $tfSlime.keyTraits.includesAll("slime body","liquid type","liquid absorption")>>\n\t\t<<set $tfSlime.stage = "complete">>\n\t\t\t<<switch $scenaTrait.Species>>\n\t\t\t\t<<case "Honeybutter Slime">><<set $scenaTrait.Subtype = "Honeybutter"$scenaTrait.Species = "Slime">>\n\t\t\t\t<<case "Slimallow">><<set $scenaTrait.Subtype = "Mallow"; $scenaTrait.Species = "Slime">>\n\t\t\t\t<<default>><<set $scenaTrait.Species = "Slime">>\n\t\t\t<</switch>>\n\t\t<<set $scenaPers.PrintQueue.push("You look upon your fat, gelatinous body with fascination-- you've transformed into a slime!")>>\n/% ---- Last Stage %/<<else>>\n\t\t\t<<set $tfSlime.stage = "penultimate">>\n\t\t\t<<set $scenaPers.PrintQueue.push("Your slime-distorted body wobbles and pulses gently... you feel as if you're on the verge of fully becoming a slime!")>>\n\t\t<</if>><</if>>\n\n/% ---- 75% %/<<elseif ($tfSlime.acc gte _tfScale.hybrid) and ($tfSlime.stage eq "mutant")>>\n\t\t<<if $tfSlime.keyTraits.includesAll("slime body","liquid type","liquid absorption")>>\n\t\t\t<<set $tfSlime.stage = "hybrid">>\n\t\t\t<<switch $scenaTrait.Subtype>>\n\t\t\t\t<<case "Honeypot">><<set $scenaTrait.Subtype = "Honeybutter Slime">>\n\t\t\t\t<<case "Mallow">><<set $scenaTrait.Subtype = "Slimallow">>\n\t\t\t\t<<default>><<set $scenaTrait.Subtype = "Slime">>\n\t\t\t<</switch>>\n\t\t\t<<set $scenaPers.PrintQueue.push("Your body ripples and pulses... You can feel the slime coursing throughout you, making you thick and soft and fat!")>>\n\t\t<</if>>\n\n/% ---- 50% %/<<elseif ($tfSlime.acc gte _tfScale.mutant) and ($tfSlime.stage eq "minor")>>\n\t\t<<if $tfSlime.keyTraits.includesAll("slime body","liquid type","liquid absorption")>><<set $tfSlime.stage = "mutant">>\n\t\t\t<<set $scenaPers.PrintQueue.push("Your form bulges, softening and swelling before your eyes. You're on the verge of becoming more slime than " + $scenaShard.Species + "!")>>\n\t\t<</if>>\n\n/% ---- 25% %/<<elseif ($tfSlime.acc gte _tfScale.minor) and ($tfSlime.stage eq "touched")>>\n\t\t<<if $tfSlime.keyTraits.includesAll("slime body","liquid type","liquid absorption")>><<set $tfSlime.stage = "minor">>\n\t\t\t<<set $scenaPers.PrintQueue.push("You feel fatter, softer, and flabbier... all of the slime is having a potent effect on your body!")>>\n\t\t<</if>>\n\n/% ---- 10% %/<<elseif ($tfSlime.acc gte _tfScale.touched) and ($tfSlime.stage eq "dormant")>>\n\t\t<<if $tfSlime.keyTraits.includesAll("slime body","liquid type","liquid absorption")>><<set $tfSlime.stage = "touched">>\n\t\t\t<<set $scenaPers.PrintQueue.push("You feel pudgy, heavy, and wobbly-- extra-fat and full of thick, viscous goo.")>>\n\t\t<</if>>\n\n/% ---- Dormancy %/<<elseif ($tfSlime.acc lte 0) and ($tfSlime.stage eq "touched")>><<set $tfSlime.stage = "dormant">>\n\t\t\t<<set $scenaPers.PrintQueue.push("The residual slime lingering in your system grows still.")>>\n\n/% ---- Removal %/<<elseif ($tfSlime.acc lte 0) and ($tfSlime.stage eq "inert")>>\n\t\t<<set $scenaPers.Active.delete("tf:slime"); $tfSlime.acc = 0>>\n\t<</if>><</if>>\n\n/% ---- Stage Mutations %/<<switch $tfSlime.stage>>\n\t/% Bloat, Weight Gain, Color Shift (once), Slowed Liquid Absorption, Type Shift to Mirazin/Liquid, Liquid Absorption trait, Slime (Family) Absorption trait, Body Texture Softening (to Gelatinous), ability to fit through any size door/hallway %/\n/% ---- Post-Finalization %/<<case "complete">>\n\n/% ------ %/<<case "penultimate">>\n\n/% ------ %/<<case "hybrid">>\n\n/% ------ %/<<case "mutant">>\n\n/% ------ %/<<case "minor">>\n\n/% ------ %/<<case "touched">><<set _rand = random(1,24)>><<if _rand eq 1>>\n\n\n\t<</if>>\n\n<</switch>><</if>>
<<if ndef $scenaFat>>\n<<set $scenaFat = {\nWeight: 0, Girth: 0, BType: "",\nCheek: 0, Neck: 0, Arm: 0, Chest: 0, Belly: 0, Side: 0, Back: 0, Thigh: 0, Tail: 0,\nMilk: 0, Venom: 0, Egg: 0,\nChestType: "Chest",\n}>>\n<</if>>\n\n\n<<if ndef $scenaFatMag>>\n<<set $scenaFatMag = {\n\tCheek: 0.02, Neck: 0.05, Arm: 0.1, Chest: 0.1, Belly: 0.1, Side: 0.05, Back: 0.05, Thigh: 0.1, Tail: 0.1,\n}>>\n<</if>>
<<set $scena.Species = ["Esque","Karakk","Mirai","Revec*ai","Tirix*ai","Zamirai"]>>
<<switch _statusCall>>\n/% For consumables and other procs that don't need a tick, and setting up ticks through consumable usages %/\n/% ---------- Special Food Encounters %/\n\t<<case "feed:tendrilgrass">>\n\n\t/% Chance of belly fattening, thigh fattening, gain rate increase, burn rate decrease, satiety threshold increase, voracity increase %/\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Rate -= 1>><</if>>\n\n\n/% ------- %/<<case "feed:digestAid">>\n\t<<include MetaProcessing>>\n\t<<set $scenaPers.PrintQueue.push("Your gut gurgles loudly as it processes its contents a bit faster!")>>\n\n/% ------- %/<<case "feed:calDrop">>\n\t<<set $scenaMetabolic.Load = Math.round($scenaMetabolic.Load * 0.75)>>\n\t<<set $scenaPers.PrintQueue.push("Your gut gurgles and bubbles ferociously!")>>\n\n/% ------- %/<<case "feed:ampReset">>\n\t<<set $scenaFatMag = {\n\tCheek: 0.02, Neck: 0.05, Arm: 0.1, Chest: 0.1, Belly: 0.1, Side: 0.05, Back: 0.05, Thigh: 0.1, Tail: 0.1,\n\t}>>\n\t<<set $scenaPers.PrintQueue.push("You cry out in shock as your vision fills with stars! ...what happened?")>>\n\n\n/% ------- %/<<case "feed:fattenBType">>\n\t<<set $sfxRange = { potency: [0.1,0.9], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\n/% ------- %/<<case "feed:HPboostFatten">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>>\n\t\t<<set $scenaStats.Constitution += either(1,2,2,3)>>\n\t\t<<set $scenaPers.PrintQueue.push("You feel fat, bloated, and off-balance as your body bulges... but somehow, also sturdier!")>>\n\t\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t\t<<set _statusCall = "stuff:all">><<include SetStatus>><</if>>\n\t<<set _rand = random(1,4)>><<if _rand eq 1>>\n\t\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>><</if>>\n\n/% ------- %/<<case "feed:strBoostFatten">>\n\t<<set _rand = random(1,4)>><<if _rand eq 1>>\n\t\t<<set $scenaStats.Strength++>>\n\t\t<<set $scenaPers.PrintQueue.push("You feel fat, bloated and off-balance as your body bulges... but somehow, also stronger!")>>\n\t\t<<set $sfxRange = { potency: [0.3,2.0], duration: [1,2], }>>\n\t\t<<set _statusCall = "stuff:all">><<include SetStatus>><</if>>\n\t<<set _rand = random(1,4)>><<if _rand eq 1>>\n\t\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>><</if>>\n\n\n/% ------- %/<<case "feed:bellyAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n/% ------- %/<<case "feed:chestAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n/% ------- %/<<case "feed:thighAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n/% ------- %/<<case "feed:tailAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>>\n/% ------- %/<<case "feed:cheekAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>>\n/% ------- %/<<case "feed:neckAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>>\n/% ------- %/<<case "feed:armAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><</if>>\n/% ------- %/<<case "feed:sideAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><</if>>\n/% ------- %/<<case "feed:backAmpli">>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Back += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>>\n\t\t<<set $scenaFatMag.Cheek += 0.01; $scenaFatMag.Neck += 0.01; $scenaFatMag.Arm += 0.02; $scenaFatMag.Side += 0.02; $scenaFatMag.Back += 0.01>>\n\t\t<<set $scenaFatMag.Belly += 0.02; $scenaFatMag.Chest += 0.01; $scenaFatMag.Thigh += 0.02; $scenaFatMag.Tail += 0.02>>\n\t<</if>>\n\n/% ------- %/<<case "feed:fattenBellyAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:belly">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenChestAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenChestMilkAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set $scenaProducts.Milkfat += 0.05>>\n\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenThighAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:thighs">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenTailAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:tail">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenCheekAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:cheeks">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenNeckAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:neck">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenArmAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:arms">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenSideAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:sides">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><</if>>\n\n/% ------- %/<<case "feed:fattenBackAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "fatten:back">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Back += 0.01>><</if>>\n\n\n/% ------- %/<<case "feed:unfattenBellyAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:belly">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Belly -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenChestAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:chest">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Chest -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenThighAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:thighs">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Thigh -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenTailAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:tail">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Tail -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenCheekAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:cheeks">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Cheek -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenNeckAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:neck">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Neck -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenArmAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:arms">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Arm -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenSideAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:sides">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Side -= 0.01>><</if>>\n\n/% ------- %/<<case "feed:unfattenBackAmpli">>\n\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t<<set _statusCall = "unfatten:back">><<include SetStatus>>\n\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaFatMag.Back -= 0.01>><</if>>\n\n\n\n/% ------- %/<<case "feed:blimpBloat">>\n\t<<set $scenaPers.PrintQueue.push("Your body creaks ominously as it begins to swell!")>>\n\t<<set $sfxRange = { potency: [3,5], duration: [1,2], }>>\n\t<<set _statusCall = "bloat:all">><<include SetStatus>>\n\n/% ------- %/<<case "feed:bellyAirPump">>\n\t<<set $scenaPers.PrintQueue.push("Your belly creaks as it begins to balloon with air!")>>\n\t\t<<set _statPot = random(0.3,0.5); _statDur = random(3,6)>>\n\t\t<<set $cfxAirPumpBelly.Duration += _statDur; $cfxAirPumpBelly.Potency += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("pump:belly:air")>>\n\n\n/% ------- %/<<case "feed:oilGlut">>\n\t/% Todo; makes non-lucpai/non-adiposa sick for a few turns %/\n\n/% ------- %/<<case "feed:widen">>\n\t<<switch $scenaFat.widePoint>>\n\t<<case "belly">>\n\t\t<<set $scenaFatMag.Belly += 0.01>>\n\t\t<<set $scenaFat.Belly += (($scenaFat.Belly * 0.03) * $scenaFatMag.Belly)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your belly gurgles-- and then suddenly piles with fat, wobbling heavily as it blimps considerably wider!")>>\n\t<<case "chest">>\n\t\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t\t<<set $scenaFatMag.Chest += 0.01>>\n\t\t<<set $scenaFat.Chest += (($scenaFat.Chest * 0.03) * $scenaFatMag.Chest)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord + " puffs oddly-- and then suddenly blimps with fat, wobbling heavily as it grows considerably wider!")>>\n\t<<case "thighs">>\n\t\t<<set $scenaFatMag.Thigh += 0.01>>\n\t\t<<set $scenaFat.Thigh += (($scenaFat.Thigh * 0.03) * $scenaFatMag.Thigh)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your thighs bulge oddly-- and then suddenly blimp with fat, jiggling heavily as they balloon considerably wider!")>>\n\t<<case "tail">>\n\t\t<<set $scenaFatMag.Tail += 0.01>>\n\t\t<<set $scenaFat.Tail += (($scenaFat.Thigh * 0.03) * $scenaFatMag.Tail)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your tail bulges oddly-- and then suddenly blimps with fat, wobbling heavily as it balloons considerably wider!")>>\n\t<</switch>>\n\n/% ------- %/<<case "feed:narrow">>\n\t<<switch $scenaFat.widePoint>>\n\t<<case "belly">>\n\t\t<<set $scenaFatMag.Belly -= 0.01>>\n\t\t<<set $scenaFat.Belly -= (($scenaFat.Belly * 0.03) * $scenaFatMag.Belly)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your belly gurgles-- and then suddenly rapidly deflates, narrowing considerably!")>>\n\t<<case "chest">>\n\t\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t\t<<set $scenaFatMag.Chest -= 0.01>>\n\t\t<<set $scenaFat.Chest -= (($scenaFat.Chest * 0.03) * $scenaFatMag.Chest)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord + " puffs oddly-- and then suddenly rapidly deflates, narrowing considerably!")>>\n\t<<case "thighs">>\n\t\t<<set $scenaFatMag.Thigh -= 0.01>>\n\t\t<<set $scenaFat.Thigh -= (($scenaFat.Thigh * 0.03) * $scenaFatMag.Thigh)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your thighs bulge oddly-- and then suddenly rapidly deflate, narrowing considerably!")>>\n\t<<case "tail">>\n\t\t<<set $scenaFatMag.Tail -= 0.01>>\n\t\t<<set $scenaFat.Tail -= (($scenaFat.Thigh * 0.03) * $scenaFatMag.Tail)>>\n\t\t<<set $scenaPers.PrintQueue.push("Your tail bulges oddly-- and then suddenly rapidly deflates, narrowing considerably!")>>\n\t<</switch>>\n\n\n/% ------- %/<<case "feed:berryBulking">>\n\t/% Hyper-Engorged %/<<if $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 10)>>\n\t<<set $scenaMetabolic.Load = Math.round($scenaMetabolic.Load * 0.85)>>\n\t<<set $scenaPers.PrintQueue.push("As you swallow the crunchy little berry, you suddenly feel... profoundly, INCREDIBLY fat!<br>You watch as your body rapidly thickens and bloats, feeling distinctly as though your incredible corpulence will simply swallow up anything that tries to harm you-- so long as you don't explode first!")>>\n\t\t<<set $scenaStats.Constitution += either(3,3,4,5)>>\n\t\t<<set $scenaStats.Strength++>>\n\t\t<<set $sfxRange = { potency: [1.0,2.5], duration: [1,3], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<<set $sfxRange = { potency: [0.1,0.3], duration: [1,1], }>>\n\t\t<<set _statusCall = "stuff:all">><<include SetStatus>>\n\n\t/% Super-Engorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 5)>>\n\t<<set $scenaMetabolic.Load = Math.round($scenaMetabolic.Load * 0.85)>>\n\t<<set $scenaPers.PrintQueue.push("As you swallow the crunchy little berry, you suddenly feel incredibly fat!<br>As your body begins to rapidly thicken, you feel intensely resilient...")>>\n\t\t<<set $scenaStats.Constitution += either(2,2,2,3,3,5)>>\n\t\t<<set $sfxRange = { potency: [0.1,0.3], duration: [1,1], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\n\t/% Overengorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 3)>>\n\t<<set $scenaMetabolic.Load = Math.round($scenaMetabolic.Load * 0.85)>>\n\t<<set $scenaPers.PrintQueue.push("As you swallow the crunchy little berry, you suddenly feel strong-- and extra-fat!<br>Your body soaks up your recent meal and expands, seemingly thickening it into muscle and dense, blubbery armor...")>>\n\t\t<<set $scenaStats.Constitution += either(1,1,2,2,3)>>\n\t\t<<set $scenaStats.Strength++>>\n\t\t<<set $sfxRange = { potency: [0.3,2.0], duration: [1,3], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<<set $sfxRange = { potency: [0.1,0.3], duration: [1,1], }>>\n\t\t<<set _statusCall = "stuff:all">><<include SetStatus>>\n\n\t/% Engorged/Sated %/<<elseif $scenaMetabolic.Load gte $scenaMetabolic.Sated>>\n\t<<set $scenaMetabolic.Load = Math.round($scenaMetabolic.Load * 0.85)>>\n\t<<set $scenaPers.PrintQueue.push("As you swallow the crunchy little berry, you suddenly feel strong and fat as your body thickens!")>>\n\t\t<<set $scenaStats.Strength++>>\n\t\t<<set $sfxRange = { potency: [0.2,1.5], duration: [1,2], }>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<<set $sfxRange = { potency: [0.1,0.3], duration: [1,1], }>>\n\t\t<<set _statusCall = "stuff:all">><<include SetStatus>>\n\n\t/% Peckish/Hungry %/<<elseif $scenaMetabolic.Load lte ($scenaMetabolic.Sated * 0.3)>>\n\t<<include MetaProcessing>>\n\t<<set $scenaPers.PrintQueue.push("As you swallow the crunchy little berry, your gut gurgles plaintively...")>>\n\t\n\t<</if>>\n\n<</switch>>
<<set _partTarget = ["belly","chest","thigh","tail","misc"]>>\n\n\t<<if $scenaFat.BType neq "">>\n\t\t<<switch $scenaFat.BType>>\n\t\t\t<<case "Pot-Bellied">><<set _partTarget = ["belly","misc"]>>\n\t\t\t\t<<case "Guguetelle">><<set _partTarget = ["belly","belly","misc"]>>\n\t\t\t<<case "Busty">><<set _partTarget = ["chest","misc"]>>\n\t\t\t\t<<case "Blimp-Chested">><<set _partTarget = ["chest","chest","misc"]>>\n\t\t\t<<case "Thick-Thighed">><<set _partTarget = ["thigh","misc"]>>\n\t\t\t\t<<case "Barrel-Thighed">><<set _partTarget = ["thigh","thigh","misc"]>>\n\t\t\t<<case "Fat-Tailed">><<set _partTarget = ["tail","misc"]>>\n\t\t\t\t<<case "Blimp-Tailed">><<set _partTarget = ["tail","tail","misc"]>>\n\t\t\t<<case "Hourglass">><<set _partTarget = ["chest","chest","belly","thigh","thigh","misc"]>>\n\t\t\t<<case "Round">><<set _partTarget = ["belly","belly","chest","misc"]>>\n\t\t\t\t<<case "Spherical">><<set _partTarget = ["belly","belly","chest","chest","misc"]>>\n\t\t\t<<case "Pear">><<set _partTarget = ["belly","belly","thigh","thigh","misc"]>>\n\t\t\t\t<<case "Blimpear">><<set _partTarget = ["belly","belly","thigh","thigh","misc"]>>\n\t\t\t<<case "Bottom-Heavy">><<set _partTarget = ["thigh","tail","misc"]>>\n\t\t\t\t<<case "Blimp-Bottomed">><<set _partTarget = ["thigh","thigh","tail","tail","misc"]>>\n\t\t\t<<case "Viviere">><<set _partTarget = ["chest","chest","belly","thigh","thigh","misc"]>>\n\t\t\t\t<<case "Boviete">><<set _partTarget = ["chest","chest","belly","thigh","thigh","thigh","misc"]>>\n\t\t\t<<case "Overstuffed">><<set _partTarget = ["chest","belly","belly","thigh","thigh","misc"]>>\n\t\t\t\t<<case "Billetroa">><<set _partTarget = ["chest","belly","belly","thigh","misc"]>>\n\t\t\t\t<<case "Pudding">><<set _partTarget = ["chest","belly","thigh","misc"]>>\n\t\t\t<</switch>>\n\t\t<<elseif ($scenaFat.Belly gt $scenaFat.Chest) and ($scenaFat.Belly gt $scenaFat.Thigh)>><<set _partTarget = ["belly","belly","belly","chest","thigh","tail","misc"]>>\n\t\t<<elseif ($scenaFat.Chest gt $scenaFat.Belly) and ($scenaFat.Chest gt $scenaFat.Thigh)>><<set _partTarget = ["belly","chest","chest","chest","thigh","tail","misc"]>>\n\t\t<<elseif ($scenaFat.Thigh gt $scenaFat.Belly) and ($scenaFat.Thigh gt $scenaFat.Chest)>><<set _partTarget = ["belly","chest","thigh","thigh","thigh","tail","misc"]>>\n\t\t<<elseif ($scenaFat.Tail gt $scenaFat.Belly) and ($scenaFat.Tail gt $scenaFat.Chest)>><<set _partTarget = ["belly","chest","thigh","thigh","tail","tail","misc"]>>\n\t<</if>>\n\n\t<<set _partPick = _partTarget.random()>>\n\t\t/% DEBUG: Rolling for texture flavor outputs from <<print _partPick>> table... %/\n\n<<switch _partPick>>\n\t<<case "belly">>\n\t\t<<if $scenaMetabolic.Load gte (($scenaMetabolic.Sated + $sMod.Satiety) * 1.2)>><<set _textureFlavor = "You feel sluggish and glutted...">>\n\t\t<<elseif $scenaFilling.Belly gte ($scenaFat.Belly * 0.75)>><<set _textureFlavor = "Your overfull " + either("belly","gut") + " protrudes proudly ahead, crammed tight and bulging...">>\n\t\t<<elseif $scenaLiquid.Belly gte ($scenaFat.Belly * 0.75)>><<set _textureFlavor = "Your overfull " + either("belly","gut") + " jiggles and sloshes as you move...">>\n\t\t<<elseif $scenaAir.Belly gte ($scenaFat.Belly)>><<set _textureFlavor = "Your bloated " + either("belly","gut") + " creaks, swollen up tight and round...">>\n\t\t<<elseif $scenaFilling.Belly gte ($scenaFat.Belly * 0.75)>><<set _textureFlavor = "Your " + either("belly","gut") + " bounces heavily, seeming to creak as it struggles to contain its stuffing...">>\n\t\t<<else>><<switch $scenaTex.Belly>>\n\t\t\t\t<<case "Turgid" "Tightly-Packed">><<set _textureFlavor = "Your overstuffed " + either("belly","gut") + " creaks in soft complaint, feeling taut and ready to burst...">>\n\t\t\t\t<<case "Aerated">><<set _textureFlavor = "Your " + either("belly","gut") + " pokes out before you, ballooned yet slightly soft.">>\n\t\t\t\t<<case "Cotton">><<set _textureFlavor = "Your puffy " + either("belly","gut") + " squishes gently as you move about...">>\n\t\t\t\t<<case "Spongy">><<set _textureFlavor = "Your round, puffed-up " + either("belly","gut") + " protrudes softly ahead of you, bouncing ever so slightly...">>\n\t\t\t\t<<case "Fatty">><<set _textureFlavor = "Your " + either("belly","gut") + " bounces and quakes fatly as you move.">>\n\t\t\t\t<<case "Flabby">><<set _textureFlavor = "Your buttery " + either("belly","gut") + " jiggles and jostles..">>\n\t\t\t\t<<case "Water-Balloon">><<set _textureFlavor = "Your soft," + either("flabby", "doughy") + " " + either("belly","gut") + " quakes and dances as you make your way.">>\n\t\t\t\t<<case "Pudding">><<set _textureFlavor = "Your super-flabby, blubbery " + either("belly","gut") + " bounces and ripples dramatically as you shift your weight.">>\n\t\t\t\t<<case "Jelly">><<set _textureFlavor = "Your gelatinous, near-liquid " + either("belly","gut") + " ripples and quakes as you shift your weight, blobbing out over your waist and sides as if ready to spill...">>\n\t\t\t\t<<default>><<set _textureFlavor = "Your " + either("belly","gut") + " " + either("bounces","jiggles","wobbles") + " fatly.">>\n\t\t\t<</switch>>\n\t\t<</if>>\n\t<<case "chest">>\n\t\t<<if $scenaFilling.Chest gte ($scenaFat.Chest * 0.75)>><<set _textureFlavor = "Your overfull " + $scenaFat.ChestType.toLowerCase() + " protrudes proudly ahead, crammed tight and bulging...">>\n\t\t<<elseif $scenaLiquid.Chest gte ($scenaFat.Chest * 0.75)>><<set _textureFlavor = "Your overfull " + $scenaFat.ChestType.toLowerCase() + " jiggles and sloshes as you move...">>\n\t\t<<elseif $scenaAir.Chest gte ($scenaFat.Chest)>><<set _textureFlavor = "Your bloated " + $scenaFat.ChestType.toLowerCase() + " creaks, swollen up tight and round...">>\n\t\t<<elseif $scenaFilling.Chest gte ($scenaFat.Chest * 0.75)>><<set _textureFlavor = "Your " + $scenaFat.ChestType.toLowerCase() + " bounces heavily, seeming to creak as it struggles to contain its stuffing...">>\n\t\t<<else>><<switch $scenaTex.Chest>>\n\t\t\t\t<<case "Turgid" "Tightly-Packed">><<set _textureFlavor = "Your overstuffed " + $scenaFat.ChestType.toLowerCase() + " creaks in soft complaint, feeling taut and ready to burst...">>\n\t\t\t\t<<case "Aerated">><<set _textureFlavor = "Your " + $scenaFat.ChestType.toLowerCase() + " pokes out before you, ballooned yet slightly soft.">>\n\t\t\t\t<<case "Cotton">><<set _textureFlavor = "Your puffy " + $scenaFat.ChestType.toLowerCase() + " squishes gently as you move about...">>\n\t\t\t\t<<case "Spongy">><<set _textureFlavor = "Your round, puffed-up " + $scenaFat.ChestType.toLowerCase() + " protrudes softly ahead of you, bouncing ever so slightly...">>\n\t\t\t\t<<case "Fatty">><<set _textureFlavor = "Your " + $scenaFat.ChestType.toLowerCase() + " bounces and quakes fatly as you move.">>\n\t\t\t\t<<case "Flabby">><<set _textureFlavor = "Your buttery " + $scenaFat.ChestType.toLowerCase() + " jiggles and jostles..">>\n\t\t\t\t<<case "Water-Balloon">><<set _textureFlavor = "Your soft," + either("flabby", "doughy") + " " + $scenaFat.ChestType.toLowerCase() + " quakes and dances as you make your way.">>\n\t\t\t\t<<case "Pudding">><<set _textureFlavor = "Your super-flabby, blubbery " + $scenaFat.ChestType.toLowerCase() + " bounces and ripples dramatically as you shift your weight.">>\n\t\t\t\t<<case "Jelly">><<set _textureFlavor = "Your gelatinous, near-liquid " + $scenaFat.ChestType.toLowerCase() + " ripples and quakes as you shift your weight, blobbing out over your waist and sides as if ready to spill...">>\n\t\t\t\t<<default>><<set _textureFlavor = "Your " + $scenaFat.ChestType.toLowerCase() + " " + either("bounces","jiggles","wobbles") + " fatly.">>\n\t\t\t<</switch>>\n\t\t<</if>>\n\t<<case "thigh">>\n\t\t<<if $scenaFilling.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _textureFlavor = "Your overfull thighs bulge wide and fat, threatening to burst at the seams!">>\n\t\t<<elseif $scenaLiquid.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _textureFlavor = "Your overfull thighs jiggle and slosh as you move...">>\n\t\t<<elseif $scenaAir.Thigh gte ($scenaFat.Thigh)>><<set _textureFlavor = "Your bloated " + $scenaFat.ChestType.toLowerCase() + " creaks, swollen up tight and round...">>\n\t\t<<elseif $scenaFilling.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _textureFlavor = "Your " + $scenaFat.ChestType.toLowerCase() + " bounces heavily, seeming to creak as it struggles to contain its stuffing...">>\n\t\t<<else>><<switch $scenaTex.Thigh>>\n\t\t\t\t<<case "Turgid" "Tightly-Packed">><<set _textureFlavor = "Your overstuffed thighs creak in soft complaint, feeling taut and ready to burst...">>\n\t\t\t\t<<case "Aerated">><<set _textureFlavor = "Your thighs bulge wide and fat, ballooned yet slightly soft.">>\n\t\t\t\t<<case "Cotton">><<set _textureFlavor = "Your puffy, overstuffed thighs squish gently against each other as you move about...">>\n\t\t\t\t<<case "Spongy">><<set _textureFlavor = "Your round, puffed-up thighs protrude at your sides, bouncing ever so slightly...">>\n\t\t\t\t<<case "Fatty">><<set _textureFlavor = "Your thighs bounce and quake fatly as you move.">>\n\t\t\t\t<<case "Flabby">><<set _textureFlavor = "Your buttery thighs jiggle and jostle..">>\n\t\t\t\t<<case "Water-Balloon">><<set _textureFlavor = "Your soft," + either("flabby", "doughy") + " thighs quake and dance as you make your way.">>\n\t\t\t\t<<case "Pudding">><<set _textureFlavor = "Your super-flabby, blubbery thighs bounce and ripple dramatically as you shift your weight.">>\n\t\t\t\t<<case "Jelly">><<set _textureFlavor = "Your gelatinous, near-liquid thighs ripple and quake as you shift your weight, bouncing at every slightest motion...">>\n\t\t\t\t<<default>><<set _textureFlavor = "Your thighs " + either("bounce","jiggle","wobble") + " and quake fatly.">>\n\t\t\t<</switch>>\n\t\t<</if>>\n\t<<case "tail">>\n\t\t<<if $scenaFilling.Tail gte ($scenaFat.Tail * 0.75)>><<set _textureFlavor = "Your overfull tail protrudes proudly ahead, crammed tight and bulging...">>\n\t\t<<elseif $scenaLiquid.Tail gte ($scenaFat.Tail * 0.75)>><<set _textureFlavor = "Your overfull tail jiggles and sloshes as you move...">>\n\t\t<<elseif $scenaAir.Tail gte ($scenaFat.Tail)>><<set _textureFlavor = "Your bloated tail creaks, swollen up tight and round...">>\n\t\t<<elseif $scenaFilling.Tail gte ($scenaFat.Tail * 0.75)>><<set _textureFlavor = "Your tail bounces heavily, seeming to creak as it struggles to contain its stuffing...">>\n\t\t<<else>><<switch $scenaTex.Tail>>\n\t\t\t\t<<case "Turgid" "Tightly-Packed">><<set _textureFlavor = "Your overstuffed tail creaks in soft complaint, feeling taut and ready to burst...">>\n\t\t\t\t<<case "Aerated">><<set _textureFlavor = "Your tail pokes out before you, ballooned yet slightly soft.">>\n\t\t\t\t<<case "Cotton">><<set _textureFlavor = "Your puffy tail squishes gently as you move about...">>\n\t\t\t\t<<case "Spongy">><<set _textureFlavor = "Your round, puffed-up tail protrudes softly ahead of you, bouncing ever so slightly...">>\n\t\t\t\t<<case "Fatty">><<set _textureFlavor = "Your tail bounces and quakes fatly as you move.">>\n\t\t\t\t<<case "Flabby">><<set _textureFlavor = "Your buttery tail jiggles and jostles..">>\n\t\t\t\t<<case "Water-Balloon">><<set _textureFlavor = "Your soft," + either("flabby", "doughy") + " tail quakes and dances as you make your way.">>\n\t\t\t\t<<case "Pudding">><<set _textureFlavor = "Your super-flabby, blubbery tail bounces and ripples dramatically as you shift your weight.">>\n\t\t\t\t<<case "Jelly">><<set _textureFlavor = "Your gelatinous, near-liquid tail ripples and quakes as you shift your weight, blobbing out over your waist and sides as if ready to spill...">>\n\t\t\t\t<<default>><<set _textureFlavor = "Your tail " + either("bounces","jiggles","wobbles") + " fatly.">>\n\t\t\t<</switch>>\n\t\t<</if>>\n\t<<default>>\n\t\t<<set _partTarget = []>>\n\t\t<<if $scenaMetabolic.Load gte (($scenaMetabolic.Sated + $sMod.Satiety) * 1.5)>><<set _partTarget.push("overglutted")>><</if>>\n\t\t<<if $scenaMetabolic.Load gte (($scenaMetabolic.Sated + $sMod.Satiety) * 1.2)>><<set _partTarget.push("glutted")>><</if>>\n\t\t<<if ($scenaFat.Side gte $LGranularScale.Int[3])>><<set _partTarget.push("sides")>><</if>>\n\t\t<<if ($scenaFat.Arm gte $LGranularScale.Int[4])>><<set _partTarget.push("arms")>><</if>>\n\t\t<<if ($scenaFat.Neck gte $granularScale.Int[5])>><<set _partTarget.push("cheeks")>><</if>>\n\t\t<<if ($scenaFat.Neck gte $granularScale.Int[5])>><<set _partTarget.push("neck")>><</if>>\n\t\t<<if $scenaMetabolic.Load lte (($scenaMetabolic.Sated + $sMod.Satiety) * 0.3)>><<set _partTarget.push("hunger")>><</if>>\n\n\t\t<<set _partPick = _partTarget.random()>>\n\t\t/% DEBUG: Rolling for texture flavor outputs from secondary <<print _partPick>> table... %/\n\n\t\t\t<<switch _partPick>>\n\t\t\t\t<<case "overglutted">><<set _textureFlavor = "Your " + either("belly","gut") + " gurgles and churns...">>\n\t\t\t\t<<case "glutted">><<set _textureFlavor = "You feel sluggish and glutted...">>\n\t\t\t\t<<case "sides">><<set _textureFlavor = "Your plush, fatty sides squish and wobble as you move about.">>\n\t\t\t\t<<case "arms">><<set _textureFlavor = "Your fatty arms wobble and jostle as you move about.">>\n\t\t\t\t<<case "cheeks">><<set _textureFlavor = "Your great, fat cheeks wobble and jiggle as you move about.">>\n\t\t\t\t<<case "neck">><<set _textureFlavor = "Your fatty neck jiggles and jostles elegantly as you move about.">>\n\t\t\t\t<<case "hunger">><<set _textureFlavor = "Your belly grumbles in soft complaint.">>\n\t\t\t<</switch>>\n\t\t\n<</switch>>\n\t<<if ndef _textureFlavor>><<set _textureFlavor = "">><</if>>\n
<div class="row">Archetype: ''<<print $scenaStats.Class>>'' ([[Edit|PCMenu][$scena.Menu = "archetype"]])</div>\n<div class="row" style="margin-left:2rem;">Tactics: ''<<print $scenaStats.Tactic>>''\n\n<<if $scenaStats.AvTactics.length gt 1>> \n<<if $scenaStats.AvTactics.includes("Melee")>>\n\t<<if $scenaStats.Tactic neq "Melee">>[[Switch to Melee Tactics|PCMenu][$scenaStats.Tactic = "Melee"]]\n<<if ($scenaStats.AvTactics.includes("Hybrid")) or ($scenaStats.AvTactics.includes("Ranged"))>> ♦ <</if>><</if>><</if>>\n<<if $scenaStats.AvTactics.includes("Hybrid")>>\n\t<<if $scenaStats.Tactic neq "Hybrid">>[[Switch to Hybrid Tactics|PCMenu][$scenaStats.Tactic = "Hybrid"]]\n<<if ($scenaStats.AvTactics.includes("Ranged")) and ($scenaStats.Tactic neq "Ranged")>> ♦ <</if>><</if>><</if>>\n<<if $scenaStats.AvTactics.includes("Ranged")>>\n\t<<if $scenaStats.Tactic neq "Ranged">>[[Switch to Ranged Tactics|PCMenu][$scenaStats.Tactic = "Ranged"]]<</if>><</if>>\n<</if>>\n</div>\n\n/% ------------------------ %/\n<div class="row" style="margin-left:2rem;">Attack: ''<<print $scenaStats.Attack>>''\n\n<<if $scenaStats.AvAtks.length gt 1>> \n<<if $scenaStats.AvAtks.includes("Physical")>>\n\t<<if $scenaStats.Attack neq "Physical">>[[Switch to Physical Attacks|PCMenu][$scenaStats.Attack = "Physical"]]\n<<if ($scenaStats.AvAtks.includes("Stealth")) or ($scenaStats.AvAtks.includes("Magic"))>> ♦ <</if>><</if>><</if>>\n<<if $scenaStats.AvAtks.includes("Stealth")>>\n\t<<if $scenaStats.Attack neq "Stealth">>[[Switch to Stealth Attacks|PCMenu][$scenaStats.Attack = "Stealth"]]\n<<if ($scenaStats.AvAtks.includes("Magic")) and ($scenaStats.Attack neq "Magic")>> ♦ <</if>><</if>><</if>>\n<<if ($scenaStats.AvAtks.includes("Magic")) and ($scenaStats.Attack neq "Magic")>>\n\t<<if $scenaStats.Attack neq "Magic">>[[Switch to Magic Attacks|PCMenu][$scenaStats.Attack = "Magic"]]<</if>><</if>>\n<</if>>\n</div>\n\n/% ------------------------ %/\n<div class="row" style="margin-left:2rem;">Defense: ''<<print $scenaStats.Defense>>''\n\n<<if $scenaStats.AvDefs.length gt 1>> \n<<if $scenaStats.AvDefs.includes("Armor")>>\n\t<<if $scenaStats.Defense neq "Armor">>[[Switch to Armor Defense|PCMenu][$scenaStats.Defense = "Armor"]]\n<<if ($scenaStats.AvDefs.includes("Evasion")) or ($scenaStats.AvDefs.includes("Ward"))>> ♦ <</if>><</if>><</if>>\n<<if $scenaStats.AvDefs.includes("Evasion")>>\n\t<<if $scenaStats.Defense neq "Evasion">>[[Switch to Evasion Defense|PCMenu][$scenaStats.Defense = "Evasion"]]\n<<if ($scenaStats.AvDefs.includes("Ward")) and ($scenaStats.Defense neq "Ward")>> ♦ <</if>><</if>><</if>>\n<<if ($scenaStats.AvDefs.includes("Ward")) and ($scenaStats.Defense neq "Ward")>>\n\t<<if $scenaStats.Defense neq "Ward">>[[Switch to Ward Defense|PCMenu][$scenaStats.Defense = "Ward"]]<</if>><</if>>\n<</if>>\n</div>\n
<<if $scena.PassID != 0>><<display ShardCard>><</if>>
\t<<set $scenaInv = {\n\t\tAction: "", Active: -1, activeRef: "",\n\t\tperPage: 64, Page: 0,\n\t\tCarried: [], moundStash: [],\n\t\tRecipes: [],\n\n\t\tnaisInit: 0, naisCall: "", naisPool: [], naisID: -1,\n\t\t\n\t}>>\n
<<set $scenaRoilee = {\n\tinsNef: [],\n\tinsBara: [],\n\tinsKae: [],\n\tinsKade: [],\n}>>\n\n<<set $roileShard = {}>>
<<switch _callItem>>/% ---------- Materials %/ \n\n\t<<case "mat:skin:scrap">>/% ---------------- %/<<set _newItem = { \n\t\tID:"mat:skin:scrap", Display: "Somnix Skin Scrap", Type: "Material", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A small piece of skin, torn from a somnix body.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: [], thingTags: ["scrap","skin","carbonic"], addRecipes: [],\n\t}>>\n\n\t<<case "mat:cloth:scrap">>/% ---------------- %/<<set _newItem = { \n\t\tID:"mat:cloth:scrap", Display: "Cloth Scrap", Type: "Material", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A small piece of torn fabric.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: [], thingTags: ["scrap","cloth","fabric"], addRecipes: [],\n\t}>>\n\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>><</if>>
/% Note to self - "widget" is a special tag you can't just use, lmfao %/\n\n<<set _rand = random(1,100)>><<print _rand>> <b>\n<<if _rand lte _successChance>><green>+1 HIT</green><<set _FlentseWounds++>>\n<<else>><red>+1 Wound</red><<set _PCWounds++>><</if>></b>
/% scenaTime - chronological trackers\nDayTime - daylight hours in this zone; after this hour, night hits until the hour resets to 0.\nMoonTime - modulo for full moons in the active zone, maybe? We won't test if this works for a long time, probably %/\n\n<<set $scenaTime = { Pause: 0, \nTick: 0, Minute: 0, Hour: 0, Day: 1, Month: 1,\nDayTime: 6, Meridian: "", Outdoors: 0,\nMoon: 0, MoonTime: 10, Fatmoon: false, \n}>>eq 0
<<if ndef $scenaStats>>\n<<set $scenaStats = { \n\tClass: "Jacque", Subtype: "",\n\tTactic: "Melee", Attack: "Physical", Defense: "Armor",\n\tPhysical: 2, Magic: 2, Stealth: 2,\n\tArmor: 1, Evasion: 1, Ward: 1, \n\n\tcHP: 0, maxCHP: 0,\n\tburstHP: 0, maxBurstHP: 0,\n\tStrength: 0, Speed: 0, Finesse: 0, Will: 0, Constitution: 0, Voracity: 10,\n\n\tEnergy: 0, enerAbsorb: 10,\n\tenerMinor: 35, enerMajor: 150, enerMax: 200,\n\n\tMovement: 1, Mobile: true,\n\tMutation: [], Ability: [],\n\tAvTactics: ["Melee","Hybrid","Ranged"], AvAtks: ["Physical","Stealth","Magic"], AvDefs: ["Armor","Evasion","Ward"],\n\n\tCompanion: 0,\n\n}>>\n<</if>>\n\t<<if ndef $scenaStats.Energy>>\n\t\t<<set $scenaStats.Energy = 0; $scenaStats.enerAbsorb = 0>>\n\t\t<<set $scenaStats.enerMinor = 35; $scenaStats.enerMajor = 150; $scenaStats.enerMax = 200>><</if>>\n\n/% Temporary Stat Modifiers %/\n<<if ndef $sMod>><<set $sMod = {\n\tcHP: 0, burstHP: 0,\n\tStrength: 0, Speed: 0, Finesse: 0, Constitution: 0,\n\tMagic: 0, Stealth: 0, Physical: 0, Evasion: 0, Ward: 0, Armor: 0,\n\tenerAbsorb: 0,\n\n\tMovement: 0, Girth: 0, Voracity: 0, Satiety: 0,\n\tmetaBurn: 0, metaGain: 0, metaRate: 0, \n\n\tchestFat: 0, bellyFat: 0, thighFat: 0, tailFat: 0,\n\tcheekFat: 0, neckFat: 0, armFat: 0, sideFat: 0, backFat: 0,\n\n\tstretchBelly: 0, stretchChest: 0, stretchThigh: 0, stretchTail: 0,\n\tDeflate: 0, Drain: 0, Digest: 0,\n\t\n\tbellyGMag: 0, chestGMag: 0, thighGMag: 0, tailGMag: 0,\n\tcheekGMag: 0, neckGMag: 0, armGMag: 0, sideGMag: 0, backGMag: 0,\n\n\tMilkQt: 0, MilkRate: 0, Milkfat: 0,\n\n}>><</if>>\n\t<<if ndef $sMod.MilkQt>>\n\t\t<<set $sMod.MilkQt = 0; $sMod.MilkRate = 0; $sMod.Milkfat = 0>><</if>>
<<switch _callItem>>/% ---------- Trinkets %/\n\n\t<<case "trinket:figurine:slime">>/% ---------------- %/<<set _newItem = { \n\t\tID:"figurine:slime", Display: "Slime Figurine", Type: "Trinket", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A tiny toy slime, for collection and display.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: [], thingTags: ["collectible","figurine","slime","rare"], addRecipes: [],\n\t}>>\n\n\t<<case "trinket:figurine:somnix">>/% ---------------- %/<<set _newItem = { \n\t\tID:"figurine:somnix", Display: "Somnix Figurine", Type: "Trinket", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A tiny toy somnix, for collection and display.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: [], thingTags: ["collectible","figurine","somnix","rare"], addRecipes: [],\n\t}>>\n\n\t<<case "trinket:figurine:revecai">>/% ---------------- %/<<set _newItem = { \n\t\tID:"figurine:revecai", Display: "Revec*ai Figurine", Type: "Trinket", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A tiny toy Revec*ai, for collection and display.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: [], thingTags: ["collectible","figurine","revix","revec*ai","rare","fat"], addRecipes: [],\n\t}>>\n\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>><</if>>
/% ----------- Fat Content %/\n<<if $activeShard.fatThigh gt 0>>\t\n<<if $activeShard.fatThigh gte $thighScale.Int[15]>><<set _shardPartSize = $thighScale.String[15]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[14]>><<set _shardPartSize = $thighScale.String[14]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[13]>><<set _shardPartSize = $thighScale.String[13]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[12]>><<set _shardPartSize = $thighScale.String[12]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[11]>><<set _shardPartSize = $thighScale.String[11]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[10]>><<set _shardPartSize = $thighScale.String[10]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[9]>><<set _shardPartSize = $thighScale.String[9]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[8]>><<set _shardPartSize = $thighScale.String[8]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[7]>><<set _shardPartSize = $thighScale.String[7]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[6]>><<set _shardPartSize = $thighScale.String[6]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[5]>><<set _shardPartSize = $thighScale.String[5]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[4]>><<set _shardPartSize = $thighScale.String[4]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[3]>><<set _shardPartSize = $thighScale.String[3]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[2]>><<set _shardPartSize = $thighScale.String[2]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[1]>><<set _shardPartSize = $thighScale.String[1]>>\n\t<<elseif $activeShard.fatThigh gte $thighScale.Int[0]>><<set _shardPartSize = $thighScale.String[0]>><</if>>\n<</if>>\n\n/% ----------- Air Inflation %/<<if $activeShard.airThigh gte ($activeShard.fatThigh * 0.4)>>\t\n<<if $activeShard.airThigh gte ($activeShard.fatThigh * 1.2)>><<set _shardPartBloat = "Blimp">>\n\t<<elseif $activeShard.airThigh gte ($activeShard.fatThigh * 1)>><<set _shardPartBloat = "Over-Inflated">>\n\t<<elseif $activeShard.airThigh gte ($activeShard.fatThigh * 0.75)>><<set _shardPartBloat = "Balloon">>\n\t<<elseif $activeShard.airThigh gte ($activeShard.fatThigh * 0.6)>><<set _shardPartBloat = "Bloated">>\n\t<<elseif $activeShard.airThigh gte ($activeShard.fatThigh * 0.5)>><<set _shardPartBloat = "Full">>\n\t<<elseif $activeShard.airThigh gte ($activeShard.fatThigh * 0.4)>><<set _shardPartBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $activeShard.liqThigh gt ($activeShard.fatThigh * 0.4)>>\t\n<<if $activeShard.liqThigh gte ($activeShard.fatThigh * 1.2)>><<set _shardPartLiquid = "Water-Blimped">>\n\t<<elseif $activeShard.liqThigh gte ($activeShard.fatThigh * 1)>><<set _shardPartLiquid = "Water-Ballooned">>\n\t<<elseif $activeShard.liqThigh gte ($activeShard.fatThigh * 0.75)>><<set _shardPartLiquid = "Swollen">>\n\t<<elseif $activeShard.liqThigh gte ($activeShard.fatThigh * 0.6)>><<set _shardPartLiquid = "Jiggling">>\n\t<<elseif $activeShard.liqThigh gte ($activeShard.fatThigh * 0.5)>><<set _shardPartLiquid = "Sloshing">>\n\t<<elseif $activeShard.liqThigh gte ($activeShard.fatThigh * 0.4)>><<set _shardPartLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $activeShard.stuffThigh gt ($activeShard.fatThigh * 0.4)>>\t\n<<if $activeShard.stuffThigh gte ($activeShard.fatThigh * 1.2)>><<set _shardPartStuffing = "Creaking">>\n\t<<elseif $activeShard.stuffThigh gte ($activeShard.fatThigh * 1)>><<set _shardPartStuffing = "Bloated">>\n\t<<elseif $activeShard.stuffThigh gte ($activeShard.fatThigh * 0.75)>><<set _shardPartStuffing = "Overstuffed">>\n\t<<elseif $activeShard.stuffThigh gte ($activeShard.fatThigh * 0.5)>><<set _shardPartStuffing = "Stuffed">>\n\t<<elseif $activeShard.stuffThigh gte ($activeShard.fatThigh * 0.4)>><<set _shardPartStuffing = "Full">><</if>>\n<</if>>\n/% ----------- Texture Appraisal %/\n\t<<if ($activeShard.airThigh gt $activeShard.liqThigh) and ($activeShard.airThigh gt $activeShard.stuffThigh)>>\n\t\t<<if def _shardPartBloat>><<set _shardPartTex = _shardPartBloat>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.liqThigh gt $activeShard.airThigh) and ($activeShard.liqThigh gt $activeShard.stuffThigh)>>\n\t\t<<if def _shardPartLiquid>><<set _shardPartTex = _shardPartLiquid>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.stuffThigh gt $activeShard.airThigh) and ($activeShard.stuffThigh gt $activeShard.liqThigh)>>\n\t\t<<if def _shardPartStuffing>><<set _shardPartTex = _shardPartStuffing>><<else>><<set _shardPartTex = "">><</if>>\n\t<<else>><<set _shardPartTex = "">><</if>>\n\n/% ----------- %/<<switch $activeShard.texThigh>>/% Todo %/\n<<case "Solid">> \n<<case "Turgid">> \n<<case "Aerated">>\n<<case "Cotton">>\n<<case "Spongy">>\n<<case "Fatty">>\n<<case "Flabby">>\n<<case "Gelatinous">>\n<<default>>/% Fleshy = Standard mode %/<</switch>>\t\n\n/% ----------- Output %/\t\n\t<<if _shardPartTex neq "">><<set _shardThighPrint = _shardPartSize + " " + _shardPartTex>>\n\t<<else>><<set _shardThighPrint = _shardPartSize>><</if>>\n<<set _shardThighPrint += " Thighs">>\n\n\t<<if _shardThighPrint eq undefined>><<set _shardThighPrint = "">><</if>>
/% If two types of slime share the same cavity, the larger slime absorbs the smaller %/\n\n<<for _i to 0; _i < $fxParasite.Chest.length; _i++>>\n\t<<switch $fxParasite.Chest[_i].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">><<set _specimen = $fxParasite.Chest[_i]>>\n\t\t<<for _j to _i+1; _j < $fxParasite.Chest.length; _j++>><<switch $fxParasite.Chest[_j].ID>><<case "slime" "pudding" "creme" "mousse" "dough" "mallow">>\n\t\t<<set _comparator = $fxParasite.Chest[_j]>>\n\t\t/% Consolidation %/\n\t\t<<if _specimen.Qt gt _comparator.Qt>><<set _mergeOp = "specAbsorbs"; $fxParasite.Chest[_i].Qt += $fxParasite.Chest[_j].Qt>>\n\t\t<<else>><<set _mergeOp = "compAbsorbs"; $fxParasite.Chest[_j].Qt += $fxParasite.Chest[_i].Qt>><</if>>\n\n\t\t/% if comparator matches, hybridize subtypes and merge; else compare/hybridize species and subtypes and merge %/\n\t\t\t<<switch _comparator.Subtype>>\n\t\t\t<<case "Ambrosia">><<switch _specimen.Subtype>>\n\t\t\t\t/% Ambrosia x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Ambrosia x Slurry %/<<case "Slurry">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% = Ambrosia %/<<default>><<set _typeBlend = "Ambrosia">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Distensium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Distensium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Distensium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Distensium %/<<default>><<set _typeBlend = "Distensium">>\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Fattenium">><<switch _specimen.Subtype>>\n\t\t\t\t/% Fattenium x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Fattenium x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Fattenium %/<<default>><<set _typeBlend = "Fattenium">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Honeybutter">><<switch _specimen.Subtype>>\n\t\t\t\t/% Honeybutter x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Honeybutter x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Honeybutter x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Honeybutter x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Honeybutter x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% Honeybutter x Royal Jelly %/<<case "Royal Jelly">><<set _typeBlend = "Royal Jelly">>\n\t\t\t\t/% Honeybutter x Slurry %/<<case "Slurry">><<set _typeBlend = "Slurry">>\n\t\t\t\t/% = Honeybutter %/<<default>><<set _typeBlend = "Honeybutter">>\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Irradiated">><<switch _specimen.Subtype>>/% Later we might make radioactive variants of fattenium, distensium, etc. %/\n\t\t\t\t/% Irradiated x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Irradiated x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattenium">>\n\t\t\t\t/% Irradiated x Distensium %/<<case "Distensium">><<set _typeBlend = "Distensium">>\n\t\t\t\t/% Irradiated x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Miratoxic">>\n\t\t\t\t/% Irradiated x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Irradiated %/<<default>><<set _typeBlend = "Irradiated">>\t\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<case "Miratoxic">><<switch _specimen.Subtype>>\n\t\t\t\t/% Miratoxic x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Ambrosia">>\n\t\t\t\t/% Miratoxic x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Miratoxic %/<<default>><<set _typeBlend = "Miratoxic">>\t\t\t\n\t\t\t\t<</switch>>\t\t\n\n\t\t\t<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\n\t\t\t<<case "Slurry">><<switch _specimen.Subtype>>\n\t\t\t\t/% Slurry x Ambrosia %/<<case "Ambrosia">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Fattenium %/<<case "Fattenium">><<set _typeBlend = "Fattening Slurry">>\n\t\t\t\t/% Slurry x Distensium %/<<case "Distensium">><<set _typeBlend = "Bursting Slurry">>\n\t\t\t\t/% Slurry x Miratoxic %/<<case "Miratoxic">><<set _typeBlend = "Omniphage Slurry">>\n\t\t\t\t/% Slurry x Miraplasmic %/<<case "Miraplasmic">><<set _typeBlend = "Miraplasmic">>\n\t\t\t\t/% = Slurry %/<<default>><<set _typeBlend = "Slurry">>\t\t\t\n\t\t\t\t<</switch>>\n\n\t\t\t/% Add more of these when something would blend in a specific way or make a fun hybrid\n\t\t\t\tRecessive slime types should be okay without their own listing; I believe they'll simply dilute out when paired with other types? Keep an eye on it %/\n\t\t\t<</switch>>\n\n\t\t<<switch _specimen.ID>> /% Slime Species Merges %/\n\t\t<<case "slime">><<switch _comparator.ID>>\n\t\t\t<<case "creme">><<set _specBlendID = "pudding">>\n\t\t\t<<case "mallow">><<set _specBlendID = "slime">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "pudding">><<switch _comparator.ID>>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "creme">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "pudding">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mousse">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<case "mallow">><<set _specBlendID = "mallow">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "dough">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "mousse" "mallow">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<<case "mallow">><<switch _comparator.ID>>\n\t\t\t<<case "slime">><<set _specBlendID = "slime">>\n\t\t\t<<case "pudding" "creme" "mousse">><<set _specBlendID = "mallow">>\n\t\t\t<<case "dough">><<set _specBlendID = "dough">>\n\t\t\t<<default>><<set _specBlendID = _comparator.ID>>\n\t\t\t<</switch>>\n\t\t<</switch>>\n\n\t/% Finalization %/\n\t\t<<if def _typeBlend>><<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Chest[_i].Subtype += $fxParasite.Chest[_j].Qt>>\n\t\t<<else>><<set $fxParasite.Chest[_j].Qt += $fxParasite.Chest[_j].Qt>><</if>><</if>>\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Chest[_i].ID = _specBlendID>>\n\t\t<<else>><<set $fxParasite.Chest[_j].ID = _specBlendID>><</if>>\n\n\t\t<<if _mergeOp eq "specAbsorbs">><<set $fxParasite.Chest.deleteAt(_j); $fxParasite.chestParasites.deleteAt(_j)>>\n\t\t<<else>><<set $fxParasite.Chest.deleteAt(_i); $fxParasite.chestParasites.deleteAt(_i)>><</if>>\n\n\t<</switch>>\n\t<</for>>\n<</switch>>\n<</for>>\n\n
/% ---------- Intro %/ <div class="row centerRow" style="width:100%;">\n''<<print $activeShard.Name>> <<if $activeShard.Mid neq "">><<print $activeShard.Mid>><</if>> <<print $activeShard.Roil>>''\n\n<<if ($activeShard.Title neq "") or ($activeShard.Subtitle neq "")>>, \n<sup style="top: 0.6rem; margin-left: 0.5rem; margin-right: 0.5rem;">the</sup> \n''<<if $activeShard.Title neq "">><<print $activeShard.Title>> <</if>><<if $activeShard.Subtitle neq "">> - <<print $activeShard.Subtitle>> <</if>> (<<print $activeShard.Form>>)''\n\n<<else>><sup>the</sup> ''<<print $activeShard.Form>>''<</if>>\n\n\n</div><div class="row" style="border-top: 1px solid #00ABFF57; margin-bottom: 2rem;"></div>\n\n/% ---------- Art %/<div class="row centerRow" style="width:100%; margin-top: -1.8rem; margin-bottom: -1.5rem;">\n\n<<print '<img src="../Mira.net/img/roiltate/' + $roileForm.rotImg + '.png" width=40% float=left style="margin: 0.5rem;">'>>\n\n</div><div class="row" style="margin-bottom: 2rem;"></div>\n\n\t<<include CritterCard>>
<<switch _biomeSetup>>\n/% ----- %/ <<case "mirazicStages">>\n\t<<set $scenaBiome.New.borderStages = ["stage:cherboret","stage:merrevet","stage:darkmirror","stage:thalan"]>>\n\n/% ----- %/ <<case "cascadiStages">>\n\t<<set $scenaBiome.New.borderStages = ["stage:thalan","stage:heitepresse"]>>\n\n/% ----- %/ <<case "spiralStages">>\n\t<<set $scenaBiome.New.borderStages = ["stage:rekkage"]>>\n\n/% ----- %/ <<case "mirazicLands">>\n\t<<set $scenaBiome.New.borderHiAlt = ["hiAlt:mountain:mirazine"]>>\n\t<<set $scenaBiome.New.borderTerrestrial = ["terrestrial:crystalforest","terrestrial:pasture:mirazine","terrestrial:groves:mirazine","terrestrial:riverside:mirazine"]>>\n\t<<set $scenaBiome.New.borderAquatic = ["aquatic:ocean:mirazine"]>><<set $scenaBiome.New.borderSubAquatic = ["stage:cascade:deep"]>>\n\t<<set $scenaBiome.New.borderSubterranean = ["subterranean:crystalCaverns","subterranean:underglade","subterranean:softUnderbelly"]>>\n\t<<set $scenaBiome.New.Core = ["subterranean:softUnderbelly","subterranean:writhingDark","stage:creatrix"]>>\n\n/% ----- %/ <<case "cascadiLands">>\n\t<<set $scenaBiome.New.borderHiAlt = []>>\n\t<<set $scenaBiome.New.borderTerrestrial = ["terrestrial:riverside","terrestrial:marsh","terrestrial:beach","stage:thalan"]>>\n\t<<set $scenaBiome.New.borderAquatic = ["aquatic:river","aquatic:lake","aquatic:ocean","aquatic:kelp","aquatic:ocean:warm"]>><<set $scenaBiome.New.borderSubAquatic = ["stage:cascade:deep"]>>\n\t<<set $scenaBiome.New.borderSubterranean = ["subterranean:flooded","subterranean:undermarsh","subterranean:lake"]>>\n\t<<set $scenaBiome.New.Core = []>>\n\n/% ----- %/ <<case "spiralLands">>\n\t<<set $scenaBiome.New.borderStellar = ["stage:rekkage"]>>\n\t<<set $scenaBiome.New.borderOrbital = ["orbital:station:spiral"]>>\n\t<<set $scenaBiome.New.borderAerial = ["stage:rekkage"]>>\n\t<<set $scenaBiome.New.borderHiAlt = ["hiAlt:mountain:primordial","hiAlt:volcano:primordial"]>>\n\t<<set $scenaBiome.New.borderTerrestrial = ["terrestrial:beach:primordial","terrestrial:beach:primordial","terrestrial:valley:primordial","terrestrial:valley:primordial","terrestrial:jungle:primordial","terrestrial:jungle:primordial","terrestrial:redwoods:primordial","terrestrial:plains:volcanic:primordial","terrestrial:riverside:primordial"]>>\n\t<<set $scenaBiome.New.borderAquatic = ["aquatic:river:primordial","aquatic:river:primordial","aquatic:ocean:primordial"]>>\n\t<<set $scenaBiome.New.borderSubterranean = ["subterranean:fossil:primordial","subterranean:flooded:primordial","subterranean:undermarsh:primordial","subterranean:lake:primordial","subterranean:crystalCaverns:primordial","subterranean:underglade:primordial"]>>\n\t<<set $scenaBiome.New.Core = ["subterranean:magma:primordial"]>>\n\n/% ----- %/ <<case "basicAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You take a moment to rest.","You pause to take in your surroundings.","It's peaceful and quiet.","You settle down on a stone to rest, and toss some seeds out for the local wildlife."]>>\n\n/% ----- %/ <<case "seasideAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You take a moment to rest.","You pause to take in the beauty of the ocean.","The sea rumbles as the waves crash in.","You listen to the seabirds call as they glide by overhead."]>>\n\n/% ----- %/ <<case "oceanAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You drift, relaxing for a moment.","You pause to take in the beauty of the ocean.","The sea rumbles as the waves crash around you."]>>\n\n/% ----- %/ <<case "caveAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You take a moment to rest.","You pause to take in your surroundings.","Water drips melodically somewhere nearby.","The tunnel is cool, dark, and quiet."]>>\n\n/% ----- %/ <<case "mirazicAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You take a moment to rest.","You pause to take in your surroundings.","It's peaceful and quiet.","You settle down on a stone to rest, and toss some seeds out for the local wildlife.","Something bursts wetly nearby...","You hear a brief, distant scream."]>>\n\n/% ----- %/ <<case "moltenAmbience">>\n\t<<set $scenaBiome.New.Ambient = ["You take a moment to rest.","You pause to take in the stark, blackened landscape.","Magma somewhere worryingly underfoot rumbles ominously."]>>\n\n/% ----- %/ <<case "basicSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","caveEntry","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","boundary","aetherhole"]>>\n\n/% ----- %/ <<case "aquaSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","aquaticBoundary","caveEntry","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","aquaticExit","aetherhole"]>> /% Todo; replace caveEntry with subaquaticEntry %/\n\n/% ----- %/ <<case "aquaTerraSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","aquaticEntry","caveEntry","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","boundary","aetherhole"]>>\n\n/% ----- %/ <<case "cavernSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","caveBoundary","caveBoundary","caveExit","aetherhole"]>>\n\n/% ----- %/ <<case "deepCavernSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","caveBoundary","caveBoundary","core","aetherhole"]>>\n\n/% ----- %/ <<case "aquaCavernSpawner">>\n\t<<set $scenaBiome.New.Table = "General">>\n\t<<set $scenaBiome.New.Spawner = ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","aquaticEntry","caveBoundary","caveExit","aetherhole"]>>\n\n/% ----- %/ <<case "basicLiquids">>\n\t<<set $scenaBiome.New.Bodies = ["Pond","Pond","Pond","River","Lake"]>>\n\t<<set $scenaBiome.New.Liquids = ["microbic water","microbic water","microbic water","microbic water","microbic water","water","vin mir","mirazine water","vin fattenium"]>>\n\t<<set $scenaBiome.New.Pools = ["microbic water","water","vin mir","mirazine water","vin fattenium"]>>\n\t<<set $scenaBiome.New.Microbes = ["softworm","dire worm"]>><<set $scenaBiome.New.rareMicrobes = ["s.trai:croixcomfe"]>>\n\n/% ----- %/ <<case "cascadiLiquids">>\n\t<<set $scenaBiome.New.Bodies = ["Pond","Pond","Pond"]>>\n\t<<set $scenaBiome.New.Liquids = ["microbic water","microbic water","microbic water","microbic water","microbic water","water"]>>\n\t<<set $scenaBiome.New.Pools = ["microbic water","water","vin mir","mirazine water","vin fattenium"]>>\n\t<<set $scenaBiome.New.Microbes = ["softworm","dire worm"]>><<set $scenaBiome.New.rareMicrobes = ["s.trai:croixcomfe"]>>\n\n/% ----- %/ <<case "saltLiquids">>\n\t<<set $scenaBiome.New.Bodies = ["Pond","Pond","Pond"]>>\n\t<<set $scenaBiome.New.Liquids = ["microbic saltwater","microbic saltwater","saltwater","saltwater"]>>\n\t<<set $scenaBiome.New.Pools = ["microbic saltwater","saltwater"]>>\n\t<<set $scenaBiome.New.Microbes = ["dire worm"]>><<set $scenaBiome.New.rareMicrobes = ["s.trai:croixcomfe"]>>\n\n/% ----- %/ <<case "mirazicLiquids">>\n\t<<set $scenaBiome.New.Bodies = ["Pond","Pond","Pond","River","Lake"]>>\n\t<<set $scenaBiome.New.Liquids = ["microbic water","microbic water","microbic water","microbic water","water","vin mir","vin fattenium","mirazine water"]>>\n\t<<set $scenaBiome.New.Pools = ["microbic water","water","vin mir","mirazine water","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm"]>>\n\n/% ----- %/ <<case "moltenLiquids">>\n\t<<set $scenaBiome.New.Bodies = ["Pond","Pond","Pond","River","Lake"]>>\n\t<<set $scenaBiome.New.Liquids = ["lava","lava","lava","lava","lava","lava","lava","boiling water"]>>\n\t<<set $scenaBiome.New.Pools = ["lava","lava","lava","lava","lava","lava","lava","boiling water"]>>\n\n/% ----- %/ <<case "mirazicMicrobes">>\n\t<<set $scenaBiome.New.Microbes = ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"]>>\n\t<<set $scenaBiome.New.rareMicrobes = ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"]>>\n\n/% ----- %/ <<case "mirazicCurios">>\n\t<<set $scenaBiome.New.Curios = ["Fatiere","Nais","CrysCluster"]>>\n\t<<set $scenaBiome.New.rareCurios = ["Statue","Fountain","Idol","CrystalMirror"]>>\n\n/% ----- %/ <<case "cascadiCurios">>\n\t<<set $scenaBiome.New.Curios = ["Fatiere","Nais"]>>\n\t<<set $scenaBiome.New.rareCurios = ["Statue","Fountain","CrystalMirror"]>>\n\n/% ----- %/ <<case "spiralCurios">>\n\t<<set $scenaBiome.New.Curios = ["CrysCluster"]>>\n\t<<set $scenaBiome.New.rareCurios = ["CrystalMirror"]>>\n\n/% ----- %/ <<case "mirazicLife">>\n\t<<set $scenaBiome.New.ambiLiving = ["Quaggy"]; $scenaBiome.New.ambiLivingPM = ["Nebat"]>>\n\t<<set $scenaBiome.New.Living = ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"]>>\n\n/% ----- %/ <<case "cascadiLife">>\n\t<<set $scenaBiome.New.ambiLiving = ["Quaggy"]; $scenaBiome.New.ambiLivingPM = ["Nebat"]>>\n\t<<set $scenaBiome.New.Living = ["slime:SlimeFam"]>>\n\n/% ----- %/ <<case "spiralLife">>\n\t<<set $scenaBiome.New.ambiLiving = ["Quaggy"]; $scenaBiome.New.ambiLivingPM = ["Nebat","Quaggy"]>>\n\t<<set $scenaBiome.New.Living = ["VecFam"]>>\n\n/% ----- %/ <<case "basicForage">>\n\t<<set $scenaBiome.New.Forage = ["BerryBushRand","BerryBushRand","MushCluster"]>>\n\t<<set $scenaBiome.New.Berries = ["miraberry","miraberry","milkberry","burstberry","plushberry","roundberry","ironberry","robusberry","bloatberry","pumpberry","orberry","cramberry","rainberry","puddingberry","bulkberry"]>>\n\t<<set $scenaBiome.New.Mushrooms = ["mushroom:bitter","mushroom:wide","mushroom:narrow","mushroom:chubby","mushroom:chubby:inky","mushroom:collar","mushroom:collar:inky","mushroom:grasper","mushroom:grasper:inky","mushroom:squidgy","mushroom:squidgy:inky","mushroom:rippled","mushroom:rippled:inky","mushroom:butterball","mushroom:butterball:inky","mushroom:creamy","mushroom:creamy:inky","mushroom:bulbous","mushroom:bulbous:inky","mushroom:tendril","mushroom:tendril:inky","mushroom:startling"]>>\n\n/% ----- %/ <<case "mirazicForage">>\n\t<<set $scenaBiome.New.Berries = ["miraberry","miraberry","milkberry","burstberry","plushberry","roundberry","ironberry","robusberry","bloatberry","pumpberry","orberry","cramberry","rainberry","puddingberry","bulkberry"]>>\n\t<<set $scenaBiome.New.Mushrooms = ["mushroom:fatling","mushroom:blimpling","mushroom:bitter","mushroom:wide","mushroom:narrow","mushroom:chubby","mushroom:chubby:inky","mushroom:collar","mushroom:collar:inky","mushroom:grasper","mushroom:grasper:inky","mushroom:squidgy","mushroom:squidgy:inky","mushroom:rippled","mushroom:rippled:inky","mushroom:butterball","mushroom:butterball:inky","mushroom:creamy","mushroom:creamy:inky","mushroom:bulbous","mushroom:bulbous:inky","mushroom:tendril","mushroom:tendril:inky","mushroom:startling"]>>\n\n/% ----- %/ <<case "mirazicForageSpawns">>\n\t<<set $scenaBiome.New.Forage = ["BerryBushRand","BerryBushRand","MushCluster","MushCluster","Tendrilvine"]>>\n\t<<set $scenaBiome.New.Berries = ["miraberry","miraberry","milkberry","burstberry","plushberry","roundberry","ironberry","robusberry","bloatberry","pumpberry","orberry","cramberry","rainberry","puddingberry","bulkberry"]>>\n\t<<set $scenaBiome.New.Mushrooms = ["mushroom:fatling","mushroom:blimpling","mushroom:bitter","mushroom:wide","mushroom:narrow","mushroom:chubby","mushroom:chubby:inky","mushroom:collar","mushroom:collar:inky","mushroom:grasper","mushroom:grasper:inky","mushroom:squidgy","mushroom:squidgy:inky","mushroom:rippled","mushroom:rippled:inky","mushroom:butterball","mushroom:butterball:inky","mushroom:creamy","mushroom:creamy:inky","mushroom:bulbous","mushroom:bulbous:inky","mushroom:tendril","mushroom:tendril:inky","mushroom:startling"]>>\n\n/% ----- %/ <<case "cascadiForage">>\n\t<<set $scenaBiome.New.Forage = ["BerryBushRand","MushCluster"]>>\n\t<<set $scenaBiome.New.Berries = ["miraberry","cramberry","cramberry","cramberry","cramberry","cramberry"]>>\n\t<<set $scenaBiome.New.Mushrooms = ["mushroom:meaty","mushroom:meaty","mushroom:massive","mushroom:bitter","mushroom:startling"]>>\n\n\n\n\n\n\n\n\n\n\n\n/% ----- %/ <<case "treasureBasic">>\n\t<<set $scenaBiome.New.Treasure = ""; $scenaBiome.New.treasureBox = "">>\n\t<<set $scenaBiome.New.treasurePools = ["treasure:test"]>>\n\n\n<</switch>>
/% Call this directly when needed; don't have the StatusSetter call it automatically! %/\n\n<<switch $scenaFat.BType>>\n/% --------- %/<<case "Busty">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Belly * 2.5)>><<set $scenaFat.BType = "Viviere">>\n <<elseif ($scenaFat.Belly) gte ($scenaFat.Chest * 0.8)>><<set $scenaFat.BType = "Round">>\n <<elseif ($scenaFat.Thigh) gte ($scenaFat.Chest * 0.5)>><<set $scenaFat.BType = "Hourglass">>\n <<else>><<set $scenaFat.BType = "Blimp-Chested">><</if>>\n\n/% --------- %/<<case "Blimp-Chested">>\n\n/% --------- %/<<case "Hourglass">>\n <<if ($scenaFat.Chest gte ($scenaFat.Belly * 1.5)) and ($scenaFat.Thigh gte ($scenaFat.Belly * 1.5))>>\n\t<<set $scenaFat.BType = "Viviere">>\n <<elseif $scenaFat.Thigh gte ($scenaFat.Belly * 2.0)>><<set $scenaFat.BType = "Boviete">><</if>>\n\n/% --------- %/<<case "Viviere">>\n <<if ($scenaFat.Thigh gte ($scenaFat.Chest * 2.0)) and ($scenaFat.Thigh gte ($scenaFat.Belly * 2.0))>>\n\t<<set $scenaFat.BType = "Boviete">><</if>>\n\n/% --------- %/<<case "Boviete">>\n <<if ($scenaFat.Chest gte ($scenaFat.Belly * 2.0)) and ($scenaFat.Chest gte ($scenaFat.Thigh * 2.0))>>\n\t<<set $scenaFat.BType = "Viviere">>\n <<elseif ($scenaFat.Thigh gte ($scenaFat.Chest * 3.0))>>\n\t<<set $scenaFat.BType = "Blimpcow">><</if>>\n\n/% --------- %/<<case "Pot-Bellied">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Belly * 1.2)>><<set $scenaFat.BType = "Round">>\n <<elseif ($scenaFat.Thigh) gte ($scenaFat.Belly * 0.8)>><<set $scenaFat.BType = "Pear">>\n <<else>><<set $scenaFat.BType = "Guguetelle">><</if>>\n\n/% --------- %/<<case "Round">>\n <<if (($scenaFat.Thigh) gte ($scenaFat.Belly * 1.2)) or (($scenaFat.Thigh) gte ($scenaFat.Chest * 1.5))>>\n\t<<set $scenaFat.BType = "Overstuffed">>\n <<else>><<set $scenaFat.BType = "Spherical">><</if>>\n\n/% --------- %/<<case "Spherical">>\n <<if $scenaFat.Weight gte 5000>><<set $scenaFat.BType = "Billetroa">><</if>>\n\n/% --------- %/<<case "Pudding">>\n\n/% --------- %/<<case "Billetroa">>\n\n/% --------- %/<<case "Blimpcow">>\n\n/% --------- %/<<case "Pear">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Thigh * 1.2)>><<set $scenaFat.BType = "Overstuffed">>\n <<else>><<set $scenaFat.BType = "Blimpear">><</if>>\n\n/% --------- %/<<case "Blimpear">>\n <<if (($scenaFat.Chest) gte ($scenaFat.Thigh * 1.2)) or (($scenaFat.Belly) gte ($scenaFat.Thigh * 1.2))>>\n\t<<set $scenaFat.BType = "Overstuffed">><</if>>\n\n/% --------- %/<<case "Guguetelle">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Belly * 1.2)>><<set $scenaFat.BType = "Spherical">>\n <<elseif ($scenaFat.Thigh) gte ($scenaFat.Belly * 0.8)>><<set $scenaFat.BType = "Blimpear">><</if>>\n\n/% --------- %/<<case "Thick-Thighed">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Thigh * 1.2)>><<set $scenaFat.BType = "Hourglass">>\n <<elseif ($scenaFat.Belly) gte ($scenaFat.Thigh * 1.5)>><<set $scenaFat.BType = "Pear">>\n <<else>><<set $scenaFat.BType = "Barrel-Thighed">><</if>>\n\n/% --------- %/<<case "Barrel-Thighed">>\n <<if ($scenaFat.Tail) gte ($scenaFat.Thigh * 1.2)>><<set $scenaFat.BType = "Blimp-Bottomed">>\n <<elseif (($scenaFat.Chest) gte ($scenaFat.Thigh * 1.5)) or (($scenaFat.Belly) gte ($scenaFat.Thigh * 1.5))>>\n\t<<set $scenaFat.BType = "Overstuffed">><</if>>\n\n/% --------- %/<<case "Fat-Tailed">>\n <<if ($scenaFat.Thigh) gte ($scenaFat.Tail * 1.2)>><<set $scenaFat.BType = "Bottom-Heavy">>\n <<else>><<set $scenaFat.BType = "Blimp-Tailed">><</if>>\n\n/% --------- %/<<case "Bottom-Heavy">>\n <<if ($scenaFat.Tail) gte ($scenaFat.Thigh * 1.2)>><<set $scenaFat.BType = "Blimp-Tailed">>\n <<if ($scenaFat.Chest) gte ($scenaFat.Thigh * 1.5)>><<set $scenaFat.BType = "Boviete">>\n <<else>><<set $scenaFat.BType = "Blimp-Bottomed">><</if>>\n\n/% --------- %/<<case "Blimp-Tailed">>\n <<if ($scenaFat.Thigh) gte ($scenaFat.Tail * 1.5)>><<set $scenaFat.BType = "Blimp-Bottomed">><</if>>\n\n/% --------- %/<<case "Blimp-Bottomed">>\n\n/% --------- %/<<case "Overstuffed">>\n <<if $scenaFat.Weight gte 5000>><<set $scenaFat.BType = "Billetroa">><</if>>\n\n/% --------- %/<<default>>\n\n<<if ndef $scenaFat.BType>>\n <<if ($scenaFat.Chest) gt ($scenaFat.Belly * 1.5)>><<set $scenaFat.BType = "Busty">>\n <<elseif ($scenaFat.Thigh) gt ($scenaFat.Belly * 1.3)>><<set $scenaFat.BType = "Thick-Thighed">>\n <<elseif (($scenaFat.Belly) gt ($scenaFat.Chest * 1.2)) and (($scenaFat.Thigh) gt ($scenaFat.Chest * 1.2))>><<set $scenaFat.BType = "Pear">>\n <<elseif (($scenaFat.Belly) gt ($scenaFat.Thigh * 1.3)) and (($scenaFat.Chest) gt ($scenaFat.Thigh * 1.0))>><<set $scenaFat.BType = "Round">>\n <<else>><<set $scenaFat.BType = either("Round","Pot-Bellied","Pear")>><</if>>\n<</if>>\n\n\n<</switch>>
<<include Status:Production>><<include Status:Stuffing>><<include Status:Bloating>><<include Status:LiquidBloating>>\n\n<<include Status:Unstuffing>><<include Status:Deflating>><<include Status:Draining>>
\t<<if $activeShard.fatCheek gte $granularScale.Int[10]>><<set _shardCheekPrint = $granularScale.String[10]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[9]>><<set _shardCheekPrint = $granularScale.String[9]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[8]>><<set _shardCheekPrint = $granularScale.String[8]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[7]>><<set _shardCheekPrint = $granularScale.String[7]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[6]>><<set _shardCheekPrint = $granularScale.String[6]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[5]>><<set _shardCheekPrint = $granularScale.String[5]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[4]>><<set _shardCheekPrint = $granularScale.String[4]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[3]>><<set _shardCheekPrint = $granularScale.String[3]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[2]>><<set _shardCheekPrint = $granularScale.String[2]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[1]>><<set _shardCheekPrint = $granularScale.String[1]>>\n\t<<elseif $activeShard.fatCheek gte $granularScale.Int[0]>><<set _shardCheekPrint = $granularScale.String[0]>><</if>>\t\n\t\t<<if _shardCheekPrint eq undefined>><<set _shardCheekPrint = "">><</if>>\n\t\t<<if $activeShard.fatCheek gte $granularScale.Int[0]>><<set _shardCheekPrint += " Cheeks (" + $activeShard.fatCheek.toFixed(1) + ")">><</if>>
<<set _donsairMath = $scenaDonsair.Denizens[$scenaDonsair.Active]>>\n<<set _gainTick = Math.round((_donsairMath.queuedFat * (_donsairMath.Gain * 0.1)) * _donsairMath.fatMag)>>\n\n<<switch _bType>>\n/% ---------- %/ <<case "potBellied">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "busty">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "thickThighed">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "fatTailed">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += _gainTick>>\n\n/% ---------- %/ <<case "hourglass">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "round">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "pear">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.7)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<case "bottomHeavy">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += _gainTick>>\n\n/% ---------- %/ <<case "blob">>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.4)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.8)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.8)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += _gainTick>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.4)>>\n\n/% ---------- %/ <<default>><<if _bType neq "default">><<set _bType = $scenaDonsair.Denizens[$scenaDonsair.Active].bType = "default">><</if>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatCheek += (_gainTick * 0.2)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatNeck += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatArm += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatSide += (_gainTick * 0.5)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBack += (_gainTick * 0.3)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatChest += (_gainTick * 0.6)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatBelly += (_gainTick * 0.8)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatThigh += (_gainTick * 0.8)>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].fatTail += (_gainTick * 0.6)>>\n\n<</switch>>\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].Weight = _donsairMath.fatCheek + _donsairMath.fatNeck + _donsairMath.fatArm + _donsairMath.fatChest + _donsairMath.fatBelly + _donsairMath.fatSide + _donsairMath.fatBack + _donsairMath.fatThigh + _donsairMath.fatTail>>\n\n\t<<set _donsGained = $scenaDonsair.Denizens[$scenaDonsair.Active].Weight - $scenaDonsair.Denizens[$scenaDonsair.Active].lastWeight>>\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].lastWeight = $scenaDonsair.Denizens[$scenaDonsair.Active].Weight>> \n\n''DEBUG:'' Donsair gained <<print _donsGained>> this pass.\n\n\t<<if _donsGained gte 250>><<set _donsairMode = "extremeWeightGain">><<set $scenaDonsair.Action = "statusChange">>\n\t<<elseif _donsGained gte 35>><<set _donsairMode = "massiveWeightGain">><<set $scenaDonsair.Action = "statusChange">>\n\t<<elseif _donsGained gte 5>><<set _donsairMode = "weightGain">><<set $scenaDonsair.Action = "statusChange">><</if>>\n\t
/% For active player shards. Build other assessors for NPCs. %/\n\n<<set $gNCheck = { \n\n\tFlight: false, Swim: false, Travel: false, Lycanthrope: false, Dragon: false,\n\n\tFat: false, Fatter: false, Butterblimp: false, Eldrifat: false, Immobile: false,\n\tMiribele: false, Clutched: false, Fatling: false, Realized: false, \n\tFyynmorph: false, Honeypot: false,\n\tBalloon: false, Blimp: false, \n\tballoonBelly: false, balloonChest: false, balloonThigh: false, balloonTail: false,\n\tBulk: false, Oursuite: false, \n\tOverfed: false, Wide: false,\n\n\tViviere: false, HGlass: false, Round: false, Guguetelle: false, Pear: false, Thigh: false, Tail: false, \n\tBilletroa: false, Pudding: false,\n\n\tCelestial: false, Infernal: false, Reventuli: false, BriarRose: false, Nuclear: false,\n\tCosmee: false, Cherbor: false, Mirazine: false, Mirlat: false, Crystal: false, Dreampunk: false,\n\tInfused: false, Inky: false, Thalani: false, Eclipse: false, Nebula: false, Sovereign: false,\n\tVital: false, Living: false, Overgrowth: false, Phoenix: false, SunEater: false,\n\tHYPOTHESIS: false, Miratech: false, Holo: false, HoloAlt: false, \n\tCascadi: false, Aquatech: false, Avbot: false,\n\tUnicorn: false, Concerto: false,\n\tDiamond: false, BlkDiamond: false, Rocker: false, \n\tPlush: false, Primal: false,\n\tChrysalid: false,\n\tCroisteam: false, Fatmech: false,\n\tHYPOdark: false, Starchild: false, Singularity: false,\n\tFlannel: false, Varmir: false, Belematoi: false,\n\tTaiga: false,\n\tNightmare: false,\n\tTempaural: false, Lovepunk: false, \n\tEarthdream: false, TheLines: false, \n\tHexed: false,\n\tAstral: false,\n\tSelkie: false, Sealpunk: false,\n\tWildling: false, Mirastar: false,\n\t\n\tSnowfall: false, Fatheart: false, Quaggyfeast: false, Fyynlfeast: false, Hatchday: false, Nuilfesse: false,\n\n\tDreamEater: false, Stellavistan: false,\n\n\tGlamour: false, Eldritch: false, Slime: false, Vial: false, InfToy: false,\n\tAnfaer: false, Mutant: false, Hybrid: false, Anigmate: false,\n\n\tConfectian: false, IceCream: false, Marshmallow: false,\n\n\tCandystripe: false,\n\n\tFatshion: false, Labcoat: false,\n\n\tMechbrace: false, Mounted: false, Gelmech: false,\n}>>\n\n/% Shiftshape checks; checked and set per active shard. %/\n<<if ($scenaShapes.Collected.includes("Wereform")) and ($scenaShapes.Shift eq "Wereform")>>\n\t/% Activates automatically during full moon %/\n\t<<set $gNCheck.Lycanthrope = true>><<else>><<set $gNCheck.Lycanthrope = false>><</if>>\n\n<<if ($scenaShapes.Collected.includes("Flight Form")) and ($scenaShapes.Shift eq "Flight Form")>>\n\t<<set $gNCheck.Flight = true>><<else>><<set $gNCheck.Flight = false>><</if>>\n<<if ($scenaShapes.Collected.includes("Swim Form")) and ($scenaShapes.Shift eq "Swim Form")>>\n\t<<set $gNCheck.Swim = true>><<else>><<set $gNCheck.Swim = false>><</if>>\n<<if ($scenaShapes.Collected.includes("Travel Form")) and ($scenaShapes.Shift eq "Travel Form")>>\n\t<<set $gNCheck.Travel = true>><<else>><<set $gNCheck.Travel = false>><</if>>\n<<if ($scenaShapes.Collected.includes("Voluntary Wereform")) and ($scenaShapes.Shift eq "Voluntary Wereform")>>\n\t<<set $gNCheck.Lycanthrope = true>><<else>><<set $gNCheck.Lycanthrope = false>><</if>>\n<<if ($scenaShapes.Collected.includes("Dragon Form")) and ($scenaShapes.Shift eq "Dragon Form")>>\n\t<<set $gNCheck.Dragon = true>><<else>><<set $gNCheck.Dragon = false>><</if>>\n<<if ($scenaShapes.Collected.includes("Eldritch Form")) and ($scenaShapes.Shift eq "Eldritch Form")>>\n\t<<set $gNCheck.Eldritch = true>><<else>><<set $gNCheck.Eldritch = false>><</if>>\n\n<<if ($scenaShapes.Collected.includes("Glamour")) and ($scenaShapes.Shift eq "Glamour")>>\n\t<<set $gNCheck.Glamour = true>><<else>><<set $gNCheck.Glamour = false>><</if>>\n\n/% Mutant variants (High Priority) %/\n<<if $scenaStats.Subtype eq "Miribeletoire">>\n\t<<set $gNCheck.Miribele = true>><<else>><<set $gNCheck.Miribele = false>><</if>>\n\n/% Status checks; checked and set per active shard. %/\n<<if $scenaStats.Mobile eq false>><<set $gNCheck.Immobile = true>>\n\t<<else>><<set $gNCheck.Immobile = false>><</if>>\n\n<<if $scenaFat.Weight gte 500000>><<set $gNCheck.Eldrifat = true>>\n\t<<else>><<set $gNCheck.Eldrifat = false>><</if>>\n\n<<if $scenaFat.Weight gte 1500>><<set $gNCheck.Butterblimp = true>>\n\t<<else>><<set $gNCheck.Butterblimp = false>><</if>>\n<<if $scenaFat.Girth gte 500>><<set $gNCheck.Wide = true>>\n\t<<else>><<set $gNCheck.Wide = false>><</if>>\n<<if $scenaFat.Weight gte 650>><<set $gNCheck.Fatter = true>>\n\t<<else>><<set $gNCheck.Fatter = false>><</if>>\n\n/% Mutant variants (Low Priority) %/\n/% Todo - check for realization %/\n<<if $scenaStats.Subtype eq "Fyynmorphic">>\n\t<<set $gNCheck.Fyynmorph = true>><<else>><<set $gNCheck.Fyynmorph = false>><</if>>\n<<if $scenaStats.Subtype eq "Honeypot">>\n\t<<set $gNCheck.Honeypot = true>><<else>><<set $gNCheck.Honeypot = false>><</if>>\n<<if $scenaStats.Subtype eq "Slime">>\n\t<<set $gNCheck.Slime = true>><<else>><<set $gNCheck.Slime = false>><</if>>\n<<if $scenaStats.Subtype eq "Mutant">>\n\t<<set $gNCheck.Mutant = true>><<else>><<set $gNCheck.Mutant = false>><</if>>\n\n<<if ($scenaFat.Strength gte 24) and ($scenaFat.Weight gte 800)>><<set $gNCheck.Oursuite = true>>\n\t<<else>><<set $gNCheck.Oursuite = false>><</if>>\n<<if ($scenaFat.Strength gte 16) and ($scenaFat.Weight gte 350)>><<set $gNCheck.Bulk = true>>\n\t<<else>><<set $gNCheck.Bulk = false>><</if>>\n<<if ($scenaFilling.Belly gte ($scenaFat.Belly * 0.5)) or ($scenaMetabolic.Load gte ($scenaMetabolic.Sated * 1.5))>><<set $gNCheck.Overfed = true>>\n\t<<else>><<set $gNCheck.Overfed = false>><</if>>\n<<if $scenaFat.Weight gte 300>><<set $gNCheck.Fat = true>>\n\t<<else>><<set $gNCheck.Fat = false>><</if>>\n\n/% Inflation %/\n\n<<if ($scenaContents.Belly + $scenaContents.Chest + $scenaContents.Thigh + $scenaContents.Tail) gte Math.round($scenaFat.Belly + $scenaFat.Chest + $scenaFat.Thigh + $scenaFat.Tail * 2.5)>>\n\t<<set $gNCheck.Blimp = true>><<else>><<set $gNCheck.Blimp = false>><</if>>\n\n<<if ($scenaContents.Belly + $scenaContents.Chest + $scenaContents.Thigh + $scenaContents.Tail) gte Math.round($scenaFat.Belly + $scenaFat.Chest + $scenaFat.Thigh + $scenaFat.Tail * 1.5)>>\n\t<<set $gNCheck.Balloon = true>><<else>><<set $gNCheck.Balloon = false>><</if>>\n\n<<if $scenaContents.Belly gte Math.round($scenaFat.Belly * 1.2)>>\n\t<<set $gNCheck.balloonBelly = true>><<else>><<set $gNCheck.balloonBelly = false>><</if>>\n<<if $scenaContents.Chest gte Math.round($scenaFat.Chest * 1.2)>>\n\t<<set $gNCheck.balloonChest = true>><<else>><<set $gNCheck.balloonChest = false>><</if>>\n<<if $scenaContents.Thigh gte Math.round($scenaFat.Thigh * 1.2)>>\n\t<<set $gNCheck.balloonThigh = true>><<else>><<set $gNCheck.balloonThigh = false>><</if>>\n<<if $scenaContents.Tail gte Math.round($scenaFat.Tail * 1.2)>>\n\t<<set $gNCheck.balloonTail = true>><<else>><<set $gNCheck.balloonTail = false>><</if>>\n\n\n<<if ($scenaFat.BType eq "Pot-Bellied") or ($scenaFat.BType eq "Guguetelle")>>\n\t<<set $gNCheck.Guguetelle = true>><<else>><<set $gNCheck.Guguetelle = false>><</if>>\n<<if ($scenaFat.BType eq "Busty") or ($scenaFat.BType eq "Blimp-Chested")>>\n\t<<set $gNCheck.Viviere = true>><<else>><<set $gNCheck.Viviere = false>><</if>>\n<<if ($scenaFat.BType eq "Thick-Thighed") or ($scenaFat.BType eq "Barrel-Thighed")>>\n\t<<set $gNCheck.Thigh = true>><<else>><<set $gNCheck.Thigh = false>><</if>>\n<<if ($scenaFat.BType eq "Fat-Tailed") or ($scenaFat.BType eq "Blimp-Tailed")>>\n\t<<set $gNCheck.Tail = true>><<else>><<set $gNCheck.Tail = false>><</if>>\n<<if ($scenaFat.BType eq "Round") or ($scenaFat.BType eq "Spherical")>>\n\t<<set $gNCheck.Round = true>><<else>><<set $gNCheck.Round = false>><</if>>\n<<if ($scenaFat.BType eq "Pear") or ($scenaFat.BType eq "Blimpear")>>\n\t<<set $gNCheck.Pear = true>><<else>><<set $gNCheck.Pear = false>><</if>>\n<<if ($scenaFat.BType eq "Hourglass") or ($scenaFat.BType eq "Boviete")>>\n\t<<set $gNCheck.HGlass = true>><<else>><<set $gNCheck.HGlass = false>><</if>>\n<<if ($scenaFat.BType eq "Overstuffed") or ($scenaFat.BType eq "Billetroa")>>\n\t<<set $gNCheck.Billetroa = true>><<else>><<set $gNCheck.Billetroa = false>><</if>>\n<<if $scenaFat.BType eq "Pudding">>\n\t<<set $gNCheck.Pudding = true>><<else>><<set $gNCheck.Pudding = false>><</if>>\n\n\n<<if $scenaCollections.Facades.includes("Celestial")>>\n\t<<set $gNCheck.Celestial = true>><<else>><<set $gNCheck.Celestial = false>><</if>>\n<<if $scenaCollections.Facades.includes("Infernal")>>\n\t<<set $gNCheck.Infernal = true>><<else>><<set $gNCheck.Infernal = false>><</if>>\n<<if $scenaCollections.Facades.includes("Reventuli")>>\n\t<<set $gNCheck.Reventuli = true>><<else>><<set $gNCheck.Reventuli = false>><</if>>\n<<if $scenaCollections.Facades.includes("Briarrose")>>\n\t<<set $gNCheck.BriarRose = true>><<else>><<set $gNCheck.BriarRose = false>><</if>>\n<<if $scenaCollections.Facades.includes("Nuclear")>>\n\t<<set $gNCheck.Nuclear = true>><<else>><<set $gNCheck.Nuclear = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Cosmetoire")>>\n\t<<set $gNCheck.Cosmee = true>><<else>><<set $gNCheck.Cosmee = false>><</if>>\n<<if $scenaCollections.Facades.includes("Cherbor")>>\n\t<<set $gNCheck.Cherbor = true>><<else>><<set $gNCheck.Cherbor = false>><</if>>\n<<if $scenaCollections.Facades.includes("Mirazine")>>\n\t<<set $gNCheck.Mirazine = true>><<else>><<set $gNCheck.Mirazine = false>><</if>>\n<<if $scenaCollections.Facades.includes("Mirlat")>>\n\t<<set $gNCheck.Mirlat = true>><<else>><<set $gNCheck.Mirlat = false>><</if>>\n<<if $scenaCollections.Facades.includes("Crystal")>>\n\t<<set $gNCheck.Crystal = true>><<else>><<set $gNCheck.Crystal = false>><</if>>\n<<if $scenaCollections.Facades.includes("Dreampunk")>>\n\t<<set $gNCheck.Dreampunk = true>><<else>><<set $gNCheck.Crystal = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Infused")>>\n\t<<set $gNCheck.Infused = true>><<else>><<set $gNCheck.Infused = false>><</if>>\n<<if $scenaCollections.Facades.includes("Inky")>>\n\t<<set $gNCheck.Inky = true>><<else>><<set $gNCheck.Inky = false>><</if>>\n<<if $scenaCollections.Facades.includes("Thalani")>>\n\t<<set $gNCheck.Thalani = true>><<else>><<set $gNCheck.Thalani = false>><</if>>\n<<if $scenaCollections.Facades.includes("Eclipse")>>\n\t<<set $gNCheck.Eclipse = true>><<else>><<set $gNCheck.Eclipse = false>><</if>>\n<<if $scenaCollections.Facades.includes("Nebula")>>\n\t<<set $gNCheck.Nebula = true>><<else>><<set $gNCheck.Nebula = false>><</if>>\n<<if $scenaCollections.Facades.includes("Sovereign")>>\n\t<<set $gNCheck.Sovereign = true>><<else>><<set $gNCheck.Sovereign = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Vital")>>\n\t<<set $gNCheck.Vital = true>><<else>><<set $gNCheck.Vital = false>><</if>>\n<<if $scenaCollections.Facades.includes("Living")>>\n\t<<set $gNCheck.Living = true>><<else>><<set $gNCheck.Living = false>><</if>>\n<<if $scenaCollections.Facades.includes("Overgrowth")>>\n\t<<set $gNCheck.Overgrowth = true>><<else>><<set $gNCheck.Overgrowth = false>><</if>>\n<<if $scenaCollections.Facades.includes("Phoenix")>>\n\t<<set $gNCheck.Phoenix = true>><<else>><<set $gNCheck.Phoenix = false>><</if>>\n<<if $scenaCollections.Facades.includes("Sun-Eater")>>\n\t<<set $gNCheck.SunEater = true>><<else>><<set $gNCheck.SunEater = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("HYPOTHESIS")>>\n\t<<set $gNCheck.HYPOTHESIS = true>><<else>><<set $gNCheck.HYPOTHESIS = false>><</if>>\n<<if $scenaCollections.Facades.includes("Miratech")>>\n\t<<set $gNCheck.Miratech = true>><<else>><<set $gNCheck.Miratech = false>><</if>>\n<<if $scenaCollections.Facades.includes("Holo")>>\n\t<<set $gNCheck.Holo = true>><<else>><<set $gNCheck.Holo = false>><</if>>\n<<if $scenaCollections.Facades.includes("Holo Alt")>>\n\t<<set $gNCheck.HoloAlt = true>><<else>><<set $gNCheck.HoloAlt = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Cascadi")>>\n\t<<set $gNCheck.Cascadi = true>><<else>><<set $gNCheck.Cascadi = false>><</if>>\n<<if $scenaCollections.Facades.includes("Aquatech")>>\n\t<<set $gNCheck.Aquatech = true>><<else>><<set $gNCheck.Aquatech = false>><</if>>\n<<if $scenaCollections.Facades.includes("Avbot")>>\n\t<<set $gNCheck.Avbot = true>><<else>><<set $gNCheck.Avbot = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Unicorn")>>\n\t<<set $gNCheck.Unicorn = true>><<else>><<set $gNCheck.Unicorn = false>><</if>>\n<<if $scenaCollections.Facades.includes("Concerto")>>\n\t<<set $gNCheck.Concerto = true>><<else>><<set $gNCheck.Concerto = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Diamond")>>\n\t<<set $gNCheck.Diamond = true>><<else>><<set $gNCheck.Diamond = false>><</if>>\n<<if $scenaCollections.Facades.includes("Black Diamond")>>\n\t<<set $gNCheck.BlkDiamond = true>><<else>><<set $gNCheck.BlkDiamond = false>><</if>>\n<<if $scenaCollections.Facades.includes("Rocker")>>\n\t<<set $gNCheck.Rocker = true>><<else>><<set $gNCheck.Rocker = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Plush")>>\n\t<<set $gNCheck.Plush = true>><<else>><<set $gNCheck.Plush = false>><</if>>\n<<if $scenaCollections.Facades.includes("Primal")>>\n\t<<set $gNCheck.Primal = true>><<else>><<set $gNCheck.Primal = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Chrysalid")>>\n\t<<set $gNCheck.Chrysalid = true>><<else>><<set $gNCheck.Chrysalid = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Croisteam")>>\n\t<<set $gNCheck.Croisteam = true>><<else>><<set $gNCheck.Croisteam = false>><</if>>\n<<if $scenaCollections.Facades.includes("Fatmech")>>\n\t<<set $gNCheck.Fatmech = true>><<else>><<set $gNCheck.Fatmech = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("HYPOTHESIS Dark")>>\n\t<<set $gNCheck.HYPOdark = true>><<else>><<set $gNCheck.HYPOdark = false>><</if>>\n<<if $scenaCollections.Facades.includes("Starchild")>>\n\t<<set $gNCheck.Starchild = true>><<else>><<set $gNCheck.Starchild = false>><</if>>\n<<if $scenaCollections.Facades.includes("Singularity")>>\n\t<<set $gNCheck.Singularity = true>><<else>><<set $gNCheck.Singularity = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Flannel")>>\n\t<<set $gNCheck.Flannel = true>><<else>><<set $gNCheck.Flannel = false>><</if>>\n<<if $scenaCollections.Facades.includes("Varmir")>>\n\t<<set $gNCheck.Varmir = true>><<else>><<set $gNCheck.Varmir = false>><</if>>\n<<if $scenaCollections.Facades.includes("Belematoi")>>\n\t<<set $gNCheck.Belematoi = true>><<else>><<set $gNCheck.Belematoi = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Taiga")>>\n\t<<set $gNCheck.Taiga = true>><<else>><<set $gNCheck.Taiga = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Nightmare")>>\n\t<<set $gNCheck.Nightmare = true>><<else>><<set $gNCheck.Nightmare = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Tempaural")>>\n\t<<set $gNCheck.Tempaural = true>><<else>><<set $gNCheck.Tempaural = false>><</if>>\n<<if $scenaCollections.Facades.includes("Lovepunk")>>\n\t<<set $gNCheck.Lovepunk = true>><<else>><<set $gNCheck.Lovepunk = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Earthdream")>>\n\t<<set $gNCheck.Earthdream = true>><<else>><<set $gNCheck.Earthdream = false>><</if>>\n<<if $scenaCollections.Facades.includes("The Lines")>>\n\t<<set $gNCheck.TheLines = true>><<else>><<set $gNCheck.TheLines = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Hexed")>>\n\t<<set $gNCheck.Hexed = true>><<else>><<set $gNCheck.Hexed = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Astral")>>\n\t<<set $gNCheck.Astral = true>><<else>><<set $gNCheck.Astral = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Selkie")>>\n\t<<set $gNCheck.Selkie = true>><<else>><<set $gNCheck.Selkie = false>><</if>>\n<<if $scenaCollections.Facades.includes("Sealpunk")>>\n\t<<set $gNCheck.Sealpunk = true>><<else>><<set $gNCheck.Sealpunk = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Wildling")>>\n\t<<set $gNCheck.Wildling = true>><<else>><<set $gNCheck.Wildling = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Mirastar Anfaer")>>\n\t<<set $gNCheck.Mirastar = true>><<else>><<set $gNCheck.Mirastar = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Snowfall")>>\n\t<<set $gNCheck.Snowfall = true>><<else>><<set $gNCheck.Snowfall = false>><</if>>\n<<if $scenaCollections.Facades.includes("Fatheart")>>\n\t<<set $gNCheck.Fatheart = true>><<else>><<set $gNCheck.Fatheart = false>><</if>>\n<<if $scenaCollections.Facades.includes("Quaggyfeast")>>\n\t<<set $gNCheck.Quaggyfeast = true>><<else>><<set $gNCheck.Quaggyfeast = false>><</if>>\n<<if $scenaCollections.Facades.includes("Fyynlfeast")>>\n\t<<set $gNCheck.Fyynlfeast = true>><<else>><<set $gNCheck.Fyynlfeast = false>><</if>>\n<<if $scenaCollections.Facades.includes("Hatchday")>>\n\t<<set $gNCheck.Hatchday = true>><<else>><<set $gNCheck.Hatchday = false>><</if>>\n<<if $scenaCollections.Facades.includes("Nuilfesse")>>\n\t<<set $gNCheck.Nuilfesse = true>><<else>><<set $gNCheck.Nuilfesse = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Stellavistan")>>\n\t<<set $gNCheck.Stellavistan = true>><<else>><<set $gNCheck.Stellavistan = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Vial")>>\n\t<<set $gNCheck.Vial = true>><<else>><<set $gNCheck.Vial = false>><</if>>\n<<if $scenaCollections.Facades.includes("Inflatable Toy")>>\n\t<<set $gNCheck.InfToy = true>><<else>><<set $gNCheck.InfToy = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Confectian")>>\n\t<<set $gNCheck.Confectian = true>><<else>><<set $gNCheck.Confectian = false>><</if>>\n<<if $scenaCollections.Facades.includes("Ice Cream")>>\n\t<<set $gNCheck.IceCream = true>><<else>><<set $gNCheck.IceCream = false>><</if>>\n<<if $scenaCollections.Facades.includes("Marshmallow")>>\n\t<<set $gNCheck.Marshmallow = true>><<else>><<set $gNCheck.Marshmallow = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Anfaer")>>\n\t<<set $gNCheck.Anfaer = true>><<else>><<set $gNCheck.Anfaer = false>><</if>>\n<<if $scenaCollections.Facades.includes("Hybrid")>>\n\t<<set $gNCheck.Hybrid = true>><<else>><<set $gNCheck.Hybrid = false>><</if>>\n<<if $scenaCollections.Facades.includes("Anigmate")>>\n\t<<set $gNCheck.Anigmate = true>><<else>><<set $gNCheck.Anigmate = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Candystripe")>>\n\t<<set $gNCheck.Candystripe = true>><<else>><<set $gNCheck.Candystripe = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Fatshion")>>\n\t<<set $gNCheck.Fatshion = true>><<else>><<set $gNCheck.Fatshion = false>><</if>>\n<<if $scenaCollections.Facades.includes("Labcoat")>>\n\t<<set $gNCheck.Labcoat = true>><<else>><<set $gNCheck.Labcoat = false>><</if>>\n<<if $scenaCollections.Facades.includes("Cultist")>>\n\t<<set $gNCheck.Cultist = true>><<else>><<set $gNCheck.Cultist = false>><</if>>\n\n<<if $scenaCollections.Facades.includes("Mechabraces")>>\n\t<<set $gNCheck.Mechbrace = true>><<else>><<set $gNCheck.Mechbrace = false>><</if>>\n<<if $scenaCollections.Facades.includes("Mounted")>>\n\t<<set $gNCheck.Mounted = true>><<else>><<set $gNCheck.Mounted = false>><</if>>\n<<if $scenaCollections.Facades.includes("Gelmech")>>\n\t<<set $gNCheck.Gelmech = true>><<else>><<set $gNCheck.Gelmech = false>><</if>>\n\n\n\n
/% =============== Roll palette colors based on encounter species %/\n<<set $genColor = {r: 0, g: 0, b: 0, Ink: "292929"}; $cRange = { Red: [0,0], Green: [0,0], Blue: [0,0], }>>\n\n/% Storage variable? %/\n<<set $storedPalette = { current: [] }>>\n\n/% DON'T FORGET - this RESETS the colors before every new palette generation.\n\tIf you don't at least set cRange first, you'll get a black starting node! %/\n\n/% ===================\n\tAll palettes\n"reds","oranges","yellows","greens","teals","blues","violets","pinks","earth","contrast","gilded","pastel","pearlescent","creamy","fyynl","null","darkAccent","lightAccent","hypo","flame","trine","compliment","mirazine","vital","pure","mythosi","dualcolor","tricolor","trimono","random" %/\n\n<<set $colorPalettes = ["reds","oranges","yellows","greens","teals","blues","violets","pinks","earth","contrast","gilded","pastel","pearlescent","creamy","fyynl","null","darkAccent","lightAccent","hypo","flame","trine","compliment","mirazine","vital","pure","mythosi","random"]>>\n\n<<if _palette eq "random">><<set _palette = $colorPalettes.random()>><</if>>\n\n/% =================== %/<<switch _palette>>\n\t<<case "reds">>\n\t\t<<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,200], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "oranges">>\n\t\t<<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,85], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "yellows">>\n\t\t<<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "yellow">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,85], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "greens">>\n\t\t<<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,200], Green: [0,255], Blue: [0,200], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "teals">>\n\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,85], Green: [0,255], Blue: [0,255], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "blues">>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>><<set _colorLock = "blue">><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "violets">>\n\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [0,255], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "pinks">>\n\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [70,255], Green: [0,85], Blue: [70,255], }>><<set _colorLock = "pink">><<display lockedRGB>>\n\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [0,255], }>><<display lockedRGB>>\n\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 3; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "earth">> /% randomized earthtones %/\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t/% Last Swatches %/\n\t\t\t<<for _i to 0; _i < 5; _i++>><<set _accPick = either("r","b","b","g","g","g"); _palette += ":" + _accPick>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "r">><<set $cRange = { Red: [10,200], Green: [0,200], Blue: [0,100], }>><<set _colorLock = "red">>\n\t\t\t\t<<case "b">><<set $cRange = { Red: [10,180], Green: [10,180], Blue: [0,100], }>><<set _colorLock = "yellow">>\n\t\t\t\t<<case "g">><<set $cRange = { Red: [0,140], Green: [10,140], Blue: [0,100], }>><<set _colorLock = "green">>\n\t\t\t<</switch>><<display lockedRGB>>\n\t\t<</for>>\t\n\n/% --------------- %/\n\t<<case "darkAccent">>\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _hueShift = either("red","blue","blue","violet","green","gold","","","","","","")>>\n\t\t\t<<switch _hueShift>>\n\t\t\t\t<<case "red">>\n\t\t\t\t\t<<set _colorRand = random(50,215); $cRange.Red[0] = _colorRand; $cRange.Red[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Green = [5,35]; $cRange.Blue = [0,35]>>\n\t\t\t\t<<case "blue">>\n\t\t\t\t\t<<set _colorRand = random(50,215); $cRange.Blue[0] = _colorRand; $cRange.Blue[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Red = [10,65]; $cRange.Green = [10,65]>>\n\t\t\t\t<<case "violet">>\n\t\t\t\t\t<<set _colorRand = random(50,150)>>\n\t\t\t\t\t<<set $cRange.Red[0] = _colorRand; $cRange.Red[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Blue = $cRange.Red; $cRange.Green = [15,65]>>\n\t\t\t\t<<case "green">>\n\t\t\t\t\t<<set _colorRand = random(50,175); $cRange.Green[0] = _colorRand; $cRange.Green[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Red = [10,85]; $cRange.Blue = [0,65]>>\n\t\t\t\t<<case "gold">>\n\t\t\t\t\t<<set _colorRand = random(50,160); $cRange.Red[0] = _colorRand; $cRange.Red[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Green = $cRange.Red; $cRange.Blue = [10,35]>>\n\t\t\t\t<<default>><<set $cRange = { Red: [70,215], Green: [70,215], Blue: [70,215], }>>\n\t\t\t<</switch>><<display randomRGB>>\n\n\t\t\t<<set _throwGold = random(1,6)>>\n\t\t\t<<switch _throwGold>>\n\t\t\t\t<<case "gold">>\n\t\t\t\t\t<<set _colorRand = random(60,160); $cRange.Red[0] = _colorRand; $cRange.Red[1] = _colorRand>>\n\t\t\t\t\t<<set $cRange.Green = $cRange.Red; $cRange.Blue = [20,75]>>\n\t\t\t\t<<default>><<set $cRange = { Red: [80,160], Green: [80,160], Blue: [80,160], }>>\n\t\t\t<</switch>><<display randomRGB>>\n\n\t\t\t<<set $cRange = { Red: [30,70], Green: [30,70], Blue: [30,70], }>><<display randomRGB>>\n\t\t<<set $genColor.Ink = "FFF">><<set _colorLock = "darkMono">>\n\t\t\t<<for _i to 0; _i < 2; _i++>><<set _monoRange = random(15,45)>><<display lockedRGB>><</for>>\n\n/% --------------- %/\n\t<<case "lightAccent">>\n\t\t<<set $genColor.Ink = "644900">>\n\t\t\t<<set $cRange = { Red: [180,255], Green: [180,255], Blue: [180,255], }>><<display randomRGB>>\n\t\t\t<<set $cRange = { Red: [80,255], Green: [80,255], Blue: [80,255], }>><<display randomRGB>>\n\t\t\t<<set $genColor = {r: 0, g: 0, b: 0, Ink: "292929"}>>\n\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _jitter = either("r","g","b","rg","rb","gb","","","",""); _palette = _palette + ":" + _jitter>>\n\t\t\t<<set _mono1 = random(180,210); _mono2 = random(210,250); _throwGold = random(1,4)>>\n\t\t\t<<switch _jitter>>\n\t\t\t\t<<case "r">>\t\t\t\t\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.r = _mono1; $genColor.g = random(160,180); $genColor.b = $genColor.g>><</if>><<include PrintPalette>>\t\n\t\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.r = _mono2; $genColor.g = random(180,210); $genColor.b = $genColor.g>><<include PrintPalette>>\n\t\t\t\t<<case "g">>\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.g = _mono1; $genColor.r = random(160,180); $genColor.b = $genColor.r>><</if>><<include PrintPalette>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.g = _mono2; $genColor.r = random(180,210); $genColor.b = $genColor.r>><<include PrintPalette>>\n\t\t\t\t<<case "b">>\t\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.b = _mono1; $genColor.r = random(160,180); $genColor.g = $genColor.r>><</if>><<include PrintPalette>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.b = _mono2; $genColor.r = random(180,210); $genColor.g = $genColor.r>><<include PrintPalette>>\n\t\t\t\t<<case "rg">>\t\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.r = _mono1; $genColor.g = random(180,210); $genColor.b = random(160,180)>><</if>><<include PrintPalette>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.r = _mono2; $genColor.g = random(210,250); $genColor.b = random(180,210)>><<include PrintPalette>>\n\t\t\t\t<<case "rb">>\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.r = _mono1; $genColor.b = random(180,210); $genColor.g = random(160,180)>><</if>><<include PrintPalette>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.r = _mono2; $genColor.b = random(210,250); $genColor.g = random(180,210)>><<include PrintPalette>>\n\t\t\t\t<<case "gb">>\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>>\n\t\t\t\t\t<<else>><<set $genColor.g = _mono1; $genColor.b = random(180,210); $genColor.r = random(160,180)>><</if>><<include PrintPalette>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set $genColor.g = _mono2; $genColor.b = random(210,250); $genColor.r = random(180,210)>><<include PrintPalette>>\t\n\t\t\t\t<<default>>\t\t\t\t\t\t\n\t\t\t\t\t<<if _throwGold eq 1>><<set _callScript = "paletteThrowGold">><<include CommonScript>><<include PrintPalette>>\n\t\t\t\t\t<<else>><<set _colorLock = "lightMono">><<set _monoRange = _mono1>><<display lockedRGB>><</if>>\n\t\t\t\t\t<<set $genColor.Ink = "000">><<set _colorLock = "lightMono">><<set _monoRange = _mono2>><<display lockedRGB>>\t\t\t\t\t\n\t\t\t<</switch>>\t\t\t\n\t\t\t<<set $cRange = { Red: [215,255], Green: [215,255], Blue: [215,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "hypo">>\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _hueShift = either("red","blue","green","violet")>>\n\t\t\t<<switch _hueShift>>\n\t\t\t\t<<case "red">><<set $genColor.r = random(180,255); $genColor.g = random(0,$genColor.r); $genColor.b = random(0,$genColor.r)>>\n\t\t\t\t<<case "blue">><<set $genColor.b = random(180,255); $genColor.r = random(0,$genColor.b); $genColor.g = random(0,$genColor.b)>>\n\t\t\t\t<<case "green">><<set $genColor.g = random(180,255); $genColor.r = random(0,$genColor.g); $genColor.b = random(0,$genColor.g)>>\n\t\t\t\t<<case "violet">><<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,70)>>\n\t\t\t<</switch>><<include PrintPalette>>\n\n\t\t\t<<set $genColor.Ink = "FFF">><<set _colorLock = "darkMono">><<set _monoRange = random(15,45)>><<display lockedRGB>>\n\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _mono1 = random(180,210); _mono2 = random(210,250)>><<set _colorLock = "lightMono">><<set _monoRange = _mono1>><<display lockedRGB>>\n\t\t\t<<set _monoRange = _mono2>><<display lockedRGB>>\n\t\t\t<<set $cRange = { Red: [230,255], Green: [230,255], Blue: [230,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "flame">>\n\t\t\n\t\t/% Red %/ <<set $genColor.Ink = "FFF">><<set $cRange = { Red: [120,255], Green: [0,255], Blue: [5,60], }>>\n\t\t\t\t<<set $cRange.Red[0] = random(120,255); $cRange.Red[1] = $cRange.Red[0]; $cRange.Green[1] = $cRange.Red[0]; $cRange.Blue[1] = $cRange.Red[0]>><<display randomRGB>>\n\n\t\t/% orange/gold/white/sky %/ <<set $genColor.Ink = "000">><<set _accPick = either("y","b","w")>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "y">><<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = either("yellow","orange")>><<display lockedRGB>>\n\t\t\t\t<<case "b">><<set $cRange = { Red: [20,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = either("teal","blue")>><<display lockedRGB>>\n\t\t\t\t<<default>><<set $cRange = { Red: [225,255], Green: [225,255], Blue: [225,255], }>><<display randomRGB>>\n\t\t\t<</switch>>\n\n\t\t/% blue/violet/black %/ <<set $genColor.Ink = "FFF">>\n\t\t<<for _i to 0; _i < 3; _i++>><<set _accPick = either("b","v","k")>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "b">><<set $cRange = { Red: [0,65], Green: [0,65], Blue: [15,65], }>><<set _colorLock = "blue">><<display lockedRGB>>\n\t\t\t\t<<case "v">><<set $cRange = { Red: [0,65], Green: [0,65], Blue: [15,65], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t\t\t<<case "k">><<set _colorLock = "darkMono">><<set _monoRange = random(15,45)>><<display lockedRGB>>\n\t\t\t<</switch>>\n\t\t<</for>>\n\n/% --------------- %/\n\t<<case "mythosi">> /% Random base, bright secondary, random accents %/\n\t\t/% Base %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [10,255], Green: [10,255], Blue: [10,255], }>><<display randomRGB>>\n\t\t/% Bright Secondary %/<<set $genColor.Ink = "000">>\n\t\t\t<<set $cRange = { Red: [35,255], Green: [35,255], Blue: [35,255], }>><<display randomRGB>>\n\t\t/% Dark Accent %/<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [15,65], Green: [15,65], Blue: [15,65], }>><<display randomRGB>>\n\t\t/% Last Swatches %/\n\t\t\t<<for _i to 0; _i < 2; _i++>>\n\t\t\t\t<<set $cRange = { Red: [15,220], Green: [15,220], Blue: [15,220], }>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "compliment">> /% Dyadic complimentary %/\n\t\t\t<<set _hueShift = either("red","orange","yellow","green","teal","blue","violet","pink"); _palette += ":" + _hueShift>>\n\t\t\t<<switch _hueShift>>\n\t\t\t/% Red-Green %/ <<case "red">><<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\n\t\t\t/% Orange-Violet %/ <<case "orange">><<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\n\t\t\t/% Yellow-Violet %/ <<case "yellow">><<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "yellow">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\n\t\t\t/% Green-Red %/ <<case "green">><<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\n\t\t\t/% Teal-Orange %/ <<case "teal">><<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "000">><<set $cRange = { Red: [90,225], Green: [80,225], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\n\t\t\t/% Blue-Orange %/ <<case "blue">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>><<set _colorLock = "blue">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "000">><<set $cRange = { Red: [90,225], Green: [80,225], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\n\t\t\t/% Violet-Orange %/ <<case "violet">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>>\n\t\t\t<<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,70)>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "000">><<set $cRange = { Red: [90,225], Green: [80,225], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\n\t\t\t/% Pink-Teal %/ <<case "pink">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>>\n\t\t\t<<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,70)>><<set _colorLock = "pink">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t<</switch>>\n\t\t\t\t\t\t\t\t\n\t\t<<for _i to 0; _i < 3; _i++>><<set _accPick = either("w","b")>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "w">><<set $genColor.Ink = "000">><<set $cRange = { Red: [180,255], Green: [180,255], Blue: [180,255], }>><<display randomRGB>>\n\t\t\t\t<<case "b">><<set $genColor.Ink = "FFF">><<set $cRange = { Red: [10,65], Green: [10,65], Blue: [10,65], }>><<display randomRGB>>\n\t\t\t<</switch>>\n\t\t<</for>>\t\t\t\t\n\t\t\t\n\n/% --------------- %/\n\t<<case "trine">> /% Trinary complimentary %/\n\t\t\t<<set _hueShift = either("red","orange","yellow","green","teal","blue","violet","pink"); _palette += ":" + _hueShift>>\n\t\t\t<<switch _hueShift>>\n\t\t\t/% Red-Green-Blue %/ <<case "red">><<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>><<set _colorLock = "blue">><<display lockedRGB>>\t\t\t\n\n\t\t\t/% Orange-Teal-Violet %/ <<case "orange">><<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\n\t\t\t/% Yellow-Teal-Violet %/ <<case "yellow">><<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "yellow">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\n\t\t\t/% Green-Blue-Red %/ <<case "green">><<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>><<set _colorLock = "blue">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\n\t\t\t/% Teal-Violet-Orange %/ <<case "teal">><<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "FFF">><<set $cRange = { Red: [0,255], Green: [0,85], Blue: [60,255], }>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "000">><<set $cRange = { Red: [90,225], Green: [80,225], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\n\t\t\t/% Blue-Red-Green %/ <<case "blue">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>><<set _colorLock = "blue">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>><<set _colorLock = "red">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,255], Green: [60,255], Blue: [0,255], }>><<set _colorLock = "green">><<display lockedRGB>>\n\n\t\t\t/% Violet-Orange-Teal %/ <<case "violet">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>>\n\t\t\t<<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,70)>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t\t\t<<set $genColor.Ink = "000">><<set $cRange = { Red: [90,225], Green: [80,225], Blue: [0,85], }>><<set _colorLock = "orange">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\n\t\t\t/% Pink-Yellow-Teal %/ <<case "pink">><<set $cRange = { Red: [0,255], Green: [0,255], Blue: [60,255], }>>\n\t\t\t<<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,70)>><<set _colorLock = "pink">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [90,255], Green: [80,255], Blue: [0,85], }>><<set _colorLock = "yellow">><<display lockedRGB>>\n\t\t\t\t<<set $cRange = { Red: [0,85], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t\t<</switch>>\n\t\t\t\t\t\t\t\t\n\t\t<<for _i to 0; _i < 2; _i++>><<set _accPick = either("w","b")>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "w">><<set $genColor.Ink = "000">><<set $cRange = { Red: [180,255], Green: [180,255], Blue: [180,255], }>><<display randomRGB>>\n\t\t\t\t<<case "b">><<set $genColor.Ink = "FFF">><<set $cRange = { Red: [10,65], Green: [10,65], Blue: [10,65], }>><<display randomRGB>>\n\t\t\t<</switch>>\n\t\t<</for>>\t\t\t\t\n\n\n/% --------------- %/\n\t<<case "dualcolor">> /% Two-color palette, for slimes and other simple-color creatures %/\n\t\t/% Base %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [10,255], Green: [10,255], Blue: [10,255], }>><<display randomRGB>>\n\t\t/% Random Secondary %/<<set $genColor.Ink = "000">>\n\t\t\t<<set $cRange = { Red: [10,255], Green: [10,255], Blue: [10,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "tricolor">> /% Three-color palette, for slimes and other simple-color creatures %/\n\t\t/% Base %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [10,255], Green: [10,255], Blue: [10,255], }>><<display randomRGB>>\n\t\t/% Bright Secondary %/<<set $genColor.Ink = "000">>\n\t\t\t<<set $cRange = { Red: [35,255], Green: [35,255], Blue: [35,255], }>><<display randomRGB>>\n\t\t/% Random Tertiary %/<<set $genColor.Ink = "000">>\n\t\t\t<<set $cRange = { Red: [10,255], Green: [10,255], Blue: [10,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "gilded">>\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n\t\t<<set _accPick = either("g","g","g","s","b")>> /% Select from; Gold (G), Silver (S), or Black (B) %/\n\t\t<<switch _accPick>>\n\t\t\t<<case "g">><<set $genColor.Ink = "FFF">> /% Gold w/ White Ink %/\n\t\t\t\t<<set $cRange = { Red: [135,225], Green: [105,175], Blue: [50,135], }>>\n\n\t\t\t<<case "b">><<set $genColor.Ink = "FFF">> /% Black w/ White Ink %/\n\t\t\t\t<<set $cRange = { Red: [0,0], Green: [0,0], Blue: [0,0], }>>\n\t\t\t\t<<set $cRange.Red[0] = random(0,60); $cRange.Green[0] = random(0,$cRange.Red[0]); $cRange.Blue[0] = random(0,$cRange.Red[0])>>\n\t\t\t\t<<set $cRange.Red[1] = $cRange.Red[0]; $cRange.Green[1] = $cRange.Green[0]; $cRange.Blue[1] = $cRange.Blue[0]>>\n\n\t\t\t<<case "s">><<set $genColor.Ink = "000">> /% Silver w/ Black Ink %/\n\t\t\t\t<<set $cRange = { Red: [0,220], Green: [0,255], Blue: [0,255], }>>\n\t\t\t\t<<set $cRange.Red[0] = random(180,255); $cRange.Green[0] = random($cRange.Red[0],255); $cRange.Blue[0] = random($cRange.Red[0],255)>>\n\t\t<</switch>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<if $genColor.r lte 150>><<set $cRange.Red[0] = 200>><<else>><<set $cRange.Red[1] = 200>><</if>>\n\t\t\t<<if $genColor.g lte 150>><<set $cRange.Green[0] = 200>><<else>><<set $cRange.Green[1] = 200>><</if>>\n\t\t\t<<if $genColor.b lte 150>><<set $cRange.Blue[0] = 200>><<else>><<set $cRange.Blue[1] = 200>><</if>><<display randomRGB>>\n\t\t\t\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "contrast">>\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<if $genColor.r lte 150>><<set $cRange.Red[0] = 200>><<else>><<set $cRange.Red[1] = 200>><</if>>\n\t\t\t<<if $genColor.g lte 150>><<set $cRange.Green[0] = 200>><<else>><<set $cRange.Green[1] = 200>><</if>>\n\t\t\t<<if $genColor.b lte 150>><<set $cRange.Blue[0] = 200>><<else>><<set $cRange.Blue[1] = 200>><</if>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<if $genColor.r lte 150>><<set $cRange.Red[0] = 200>><<else>><<set $cRange.Red[1] = 200>><</if>>\n\t\t\t<<if $genColor.g lte 150>><<set $cRange.Green[0] = 200>><<else>><<set $cRange.Green[1] = 200>><</if>>\n\t\t\t<<if $genColor.b lte 150>><<set $cRange.Blue[0] = 200>><<else>><<set $cRange.Blue[1] = 200>><</if>><<display randomRGB>>\n\n\t\t<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,255], Green: [0,255], Blue: [0,255], }>><<display randomRGB>>\n\n/% --------------- %/\n\t<<case "pastel">>\n\t\t<<set $genColor.Ink = "80507D">>\n\t\t\t<<set $cRange = { Red: [160,255], Green: [160,255], Blue: [160,255], }>>\n\t\t\t<<for _i to 0; _i < 5; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "pearlescent">>\n\t\t<<set $genColor.Ink = "644900">>\n\t\t\t<<set $cRange = { Red: [180,255], Green: [180,255], Blue: [180,255], }>>\n\t\t\t<<for _i to 0; _i < 5; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "creamy">>\n\t\t<<set $genColor.Ink = "885A4A">>\n\t\t\t<<set $cRange = { Red: [255,255], Green: [160,255], Blue: [160,255], }>>\n\t\t\t<<for _i to 0; _i < 5; _i++>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "fyynl">>\n\t/% Color Base %/ <<set $genColor.Ink = "000">>\n\t\t\t<<set _colorway = either("violet","violet","mono","blue","pink","gold")>>\n\t\t\t<<switch _colorway>>\n\t\t\t\t<<case "violet">><<set $cRange = { Red: [130,180], Green: [100,130], Blue: [200,230], }>>\n\t\t\t\t<<case "blue">><<set $cRange = { Red: [150,180], Green: [150,220], Blue: [160,255], }>>\n\t\t\t\t<<case "pink">><<set $cRange = { Red: [180,230], Green: [110,145], Blue: [160,235], }>>\n\t\t\t\t<<case "gold">><<set $cRange = { Red: [190,220], Green: [155,200], Blue: [80,120], }>>\n\t\t\t\t<<case "mono">><<set $cRange = { Red: [115,120], Green: [115,145], Blue: [145,160], }>>\n\t\t\t<</switch>><<display randomRGB>>\t\t\t\n\t<<set _colorHold = $cRange>>\t\t\n\t\n\t/% White Range %/ <<set $cRange = { Red: [225,255], Green: [225,255], Blue: [225,255], }>><<display randomRGB>>\n\n\t/% Color Bands %/ <<set $cRange = _colorHold>>\t\n\t\t\t<<for _i to 0; _i < 3; _i++>><<set $cRange.Red[0] += 25; $cRange.Green[0] += 25; $cRange.Blue[0] += 25; $cRange.Red[1] += 25; $cRange.Green[1] += 25; $cRange.Blue[1] += 25>><<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "null">>\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _colorway = either("lowRed","lowGreen","lowBlue","greenRange","pinkRange","orangeRange","full")>>\n\t\t\t<<switch _colorway>>\n\t\t\t\t<<case "lowRed">><<set $cRange = { Red: [0,255], Green: [180,255], Blue: [180,255], }>>\n\t\t\t\t<<case "lowGreen">><<set $cRange = { Red: [180,255], Green: [0,255], Blue: [180,255], }>>\n\t\t\t\t<<case "lowBlue">><<set $cRange = { Red: [180,255], Green: [180,255], Blue: [0,255], }>>\n\t\t\t\t<<case "greenRange">><<set $cRange = { Red: [0,180], Green: [180,255], Blue: [0,255], }>>\n\t\t\t\t\t<<set _hueAdjust = random(180,255)>><<set $cRange.Green[0] = _hueAdjust; $cRange.Green[1] = _hueAdjust; $cRange.Red[1] = $cRange.Green[0] = _hueAdjust>>\n\t\t\t\t<<case "orangeRange">><<set $cRange = { Red: [180,255], Green: [180,255], Blue: [0,180], }>>\n\t\t\t\t\t<<set _hueAdjust = random(180,255)>><<set $cRange.Green[0] = _hueAdjust; $cRange.Green[1] = _hueAdjust; $cRange.Red[1] = $cRange.Green[0] = _hueAdjust>>\n\t\t\t\t<<case "pinkRange">><<set $cRange = { Red: [180,255], Green: [0,180], Blue: [180,255], }>>\n\t\t\t\t\t<<set _hueAdjust = random(180,255)>><<set $cRange.Red[0] = _hueAdjust; $cRange.Red[1] = _hueAdjust; $cRange.Blue[1] = $cRange.Red[0] = _hueAdjust>>\n\t\t\t\t<<case "full">><<set $cRange = { Red: [180,255], Green: [180,255], Blue: [180,255], }>>\n\t\t\t<</switch>><<display randomRGB>>\t\t\t\n\n\t\t/% Primary Gradient %/ <<set _lowGrad = random(15,35)>> <<switch _colorway>>\n\t\t\t\t<<case "lowRed" "greenRange">>\n\t\t\t\t\t<<set $cRange.Red[0] -= Math.round($cRange.Red[0] * 0.5); $cRange.Green[0] -= _lowGrad; $cRange.Blue[0] -= _lowGrad;>>\n\t\t\t\t\t<<set $cRange.Red[1] -= Math.round($cRange.Red[1] * 0.5); $cRange.Green[1] -= _lowGrad; $cRange.Blue[1] -= _lowGrad;>>\n\t\t\t\t<<case "lowGreen" "pinkRange">>\n\t\t\t\t\t<<set $cRange.Red[0] -= _lowGrad; $cRange.Green[0] = Math.round($cRange.Green[0] * 0.5); $cRange.Blue[0] -= _lowGrad>>\n\t\t\t\t\t<<set $cRange.Red[1] -= _lowGrad; $cRange.Green[1] = Math.round($cRange.Green[1] * 0.5); $cRange.Blue[1] -= _lowGrad>>\n\t\t\t\t<<case "lowBlue" "orangeRange">>\n\t\t\t\t\t<<set $cRange.Red[0] -= _lowGrad; $cRange.Green[0] -= _lowGrad; $cRange.Blue[0] -= Math.round($cRange.Blue[0] * 0.5)>>\n\t\t\t\t\t<<set $cRange.Red[1] -= _lowGrad; $cRange.Green[1] -= _lowGrad; $cRange.Blue[1] -= Math.round($cRange.Blue[1] * 0.5)>>\n\t\t\t\t<<case "full">>\n\t\t\t\t\t<<set $cRange.Red[0] -= _lowGrad; $cRange.Green[0] -= _lowGrad; $cRange.Blue[0] -= _lowGrad>>\n\t\t\t\t\t<<set $cRange.Red[1] -= _lowGrad; $cRange.Green[1] -= _lowGrad; $cRange.Blue[1] -= _lowGrad>>\n\t\t\t<</switch>><<display randomRGB>>\t\t\t\n\t\t\n\t/% Dark Range %/ <<for _i to 0; _i < 3; _i++>> <<set $genColor.Ink = "FFF">>\n\t\t<<if _i eq 0>><<set _darkShift = random(25,45)>>\n\t\t\t<<set $cRange.Red[0] = _darkShift; $cRange.Green[0] = _darkShift; $cRange.Blue[0] = _darkShift; $cRange.Red[1] = _darkShift; $cRange.Green[1] = _darkShift; $cRange.Blue[1] = _darkShift>>\n\t\t<<else>>\n\t\t\t<<set $cRange.Red[0] -= random(10,15); $cRange.Green[0] = $cRange.Red[0]; $cRange.Blue[0] = $cRange.Red[0]; $cRange.Red[1] = $cRange.Red[0]; $cRange.Green[1] = $cRange.Red[0]; $cRange.Blue[1] = $cRange.Red[0]>><</if>>\n\t\t<<display randomRGB>><</for>>\n\n/% --------------- %/\n\t<<case "mirazine">> /% Mirazin + Dreampunk Colors %/\n\t\t/% Magenta %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [180,255], Green: [0,180], Blue: [160,255], }>>\n\t\t\t<<set $genColor.b = random(200,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(0,40)>><<set _colorLock = "magenta">><<display lockedRGB>>\n\t\t/% White %/<<set $genColor.Ink = "000">>\n\t\t\t<<set $cRange = { Red: [230,255], Green: [230,255], Blue: [230,255], }>><<display randomRGB>>\n\t\t/% Last Swatches %/\n\t\t\t<<for _i to 0; _i < 3; _i++>><<set _accPick = either("b","t","p","v"); _palette += ":" + _accPick>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "b">><<set $cRange = { Red: [0,255], Green: [140,255], Blue: [140,255], }>><<set _colorLock = "dreamblue">>\n\t\t\t\t<<case "v">><<set $cRange = { Red: [140,255], Green: [30,140], Blue: [140,255], }>>\n\t\t\t\t\t<<set $genColor.b = random(140,255); $genColor.r = random(140,$genColor.b); $genColor.g = random(30,140)>><<set _colorLock = "violet">>\n\t\t\t\t<<case "t">><<set $cRange = { Red: [0,120], Green: [180,255], Blue: [180,255], }>><<set _colorLock = "teal">>\n\t\t\t\t<<case "p">><<set $cRange = { Red: [130,255], Green: [30,140], Blue: [180,255], }>>\n\t\t\t\t\t<<set $genColor.b = random(180,255); $genColor.r = random(130,$genColor.b); $genColor.g = random(30,140)>><<set _colorLock = "pink">>\n\t\t\t<</switch>><<display lockedRGB>>\n\t\t<</for>>\n\t\n\n/% --------------- %/\n\t<<case "vital">> /% Vitae + earthtones %/\n\t\t/% Teal %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [0,120], Green: [80,255], Blue: [90,255], }>><<set _colorLock = "teal">><<display lockedRGB>>\n\t\t/% Red-Gold Range %/\n\t\t\t<<set $cRange = { Red: [10,140], Green: [10,140], Blue: [0,85], }>><<set _colorLock = either("yellow","orange","red")>><<display lockedRGB>>\n\t\t/% Last Swatches %/\n\t\t\t<<for _i to 0; _i < 3; _i++>><<set _accPick = either("r","b","b","g","g","g"); _palette += ":" + _accPick>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "r">><<set $cRange = { Red: [10,200], Green: [0,200], Blue: [0,100], }>><<set _colorLock = "red">>\n\t\t\t\t<<case "b">><<set $cRange = { Red: [10,180], Green: [10,180], Blue: [0,100], }>><<set _colorLock = "yellow">>\n\t\t\t\t<<case "g">><<set $cRange = { Red: [0,140], Green: [10,140], Blue: [0,100], }>><<set _colorLock = "green">>\n\t\t\t<</switch>><<display lockedRGB>>\n\t\t<</for>>\n\t\n\n/% --------------- %/\n\t<<case "pure">> /% Pura + neon + golds or grays %/\n\t\t/% Violet %/<<set $genColor.Ink = "FFF">>\n\t\t\t<<set $cRange = { Red: [180,255], Green: [30,90], Blue: [140,255], }>>\n\t\t\t<<set $genColor.b = random(140,255); $genColor.r = random(180,$genColor.b); $genColor.g = random(30,90)>><<set _colorLock = "violet">><<display lockedRGB>>\n\t\t/% Neon Green/Red/Orange %/<<set $genColor.Ink = "000">>\n\t\t\t<<set _accPick = either("green","red","orange"); _palette += ":" + _accPick>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "green">><<set $cRange = { Red: [0,220], Green: [220,255], Blue: [0,30], }>><<set _colorLock = "green">>\n\t\t\t\t<<case "red">><<set $cRange = { Red: [220,255], Green: [60,255], Blue: [0,30], }>><<set _colorLock = "red">>\n\t\t\t\t<<case "orange">><<set $cRange = { Red: [220,255], Green: [160,255], Blue: [0,30], }>><<set _colorLock = "orange">>\n\t\t\t<</switch>><<display lockedRGB>>\n\t\t/% Last Swatches %/ <<set _accPick = either("golden","dark"); _palette += ":" + _accPick>>\n\t\t\t<<for _i to 0; _i < 3; _i++>>\n\t\t\t<<switch _accPick>>\n\t\t\t\t<<case "golden">><<set $cRange = { Red: [10,255], Green: [10,255], Blue: [0,120], }>><<set _colorLock = either("orange","yellow","green")>>\n\t\t\t\t<<case "dark">><<set $genColor.Ink = "FFF">><<set _colorLock = "darkMono">><<set _monoRange = random(25,80)>>\n\t\t\t<</switch>><<display lockedRGB>>\n\t\t<</for>>\n\n/% --------------- %/\n\t<<case "trimono">> /% If this is broken it's because I don't remember how these work and I'm a floppy mess rn %/\n\t\t\t<<set $genColor.Ink = "FFF">><<set _colorLock = "darkMono">><<set _monoRange = random(15,95)>><<display lockedRGB>>\n\t\t<<set $genColor.Ink = "000">>\n\t\t\t<<set _mono1 = random(180,210); _mono2 = random(210,250)>><<set _colorLock = "lightMono">><<set _monoRange = _mono1>><<display lockedRGB>>\n\t\t\t<<set _monoRange = _mono2>><<display lockedRGB>>\n\n/% --------------- %/\n\t<<default>> /% Fully Randomized %/\n\t\t<<set $cRange = { Red: [60,255], Green: [0,255], Blue: [0,255], }>>\n\t\t\t<<for _i to 0; _i < 5; _i++>><<display randomRGB>><</for>>\n\n<</switch>>/% =================== %/<br>
/% chest + belly + sides %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:round")>>\n\t<<set _refWord = either("belly","belly","gut"); _refWord2 = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxFatten.RoundDuration-->>\n\n\t<<set $scenaFat.Belly += $fxFatten.RoundGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Chest += $fxFatten.RoundGain * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.RoundGain * 0.3) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t\t<<if $fxFatten.RoundGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord2 + " and " + _refWord + " creak and wobble, weighing you down as they rapidly blimp with fat!")>>\n\t\t<<elseif $fxFatten.RoundGain gte 3>><<set $scenaPers.PrintQueue.push("You watch in astonishment as your " + _refWord2 + " and " + _refWord + " balloon, steadily blowing up fatter and fatter!")>>\n\t\t<<elseif $fxFatten.RoundGain gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord2 + " and " + _refWord + " wobble and quake as they steadily swell fatter!")>>\n\t\t<<elseif $fxFatten.RoundGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord2 + " wobble and soften as your " + _refWord + " puffs up rounder!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord2 + " and " + _refWord + " feel odd and puffy...")>><</if>>\n\t<<if $fxFatten.RoundDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:round")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n<</if>>
<<switch $scenaDonsair.Action>>\n\t<<case "confirmRelease" "Release">>\n\t\t<div class="row">\n\t\t<<if $scenaDonsair.Action eq "Release">><div class="row">\n\n\t\t\t<p><<print $activeShard.Name>> was released back into the Dreaming.<br>\n\t\t\tGoodbye, <<print $activeShard.Name>>!</p>\n\t\t\t\n\n\t\t\t<<set $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active); $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active)>>\n\t\t\t<<set $scenaDonsair.Active = -1; $activeShard = ""; $scenaDonsair.Action = "">>\n\n\t\t</div>\n\t\t<<else>><div class="row" style="margin-bottom: 0.5rem;">\n\t\t\tAre you sure you want to ''<span style="color: #FF0000;">permanently release <<print $activeShard.Name>>?</span>''</div>\n\n\t\t\t<div class="row" style="width:100%; margin-left: 5rem;">\n\t\t\t<button class='iBut' data-passage='passage()' data-setter='$scenaDonsair.Action=""'>Cancel</button>\n\t\t\t<button class='iBut' data-passage='Donsair' data-setter='$scenaDonsair.Action= "Release"'>''RELEASE'' <<print $activeShard.Name>></button>\n\n\n\t\t</div><</if>></div>\n\n\t<<case "confirmProcess" "Process">>\n\n\t\t<div class="row">\n\t\t<<if $scenaDonsair.Action eq "Release">><div class="row">\n\t\t\t<p>NYI: Calculate processing yield and generate results</p>\t\t\t\n\n\t\t\t<<set $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active); $scenaDonsair.Denizens.deleteAt($scenaDonsair.Active)>>\n\t\t\t<<set $scenaDonsair.Active = -1; $activeShard = ""; $scenaDonsair.Action = "">>\n\n\t\t</div>\n\t\t<<else>><div class="row" style="margin-bottom: 0.5rem;">\n\t\t\t<p>Are you sure you want to ''<span style="color: #FF0000;">process <<print $activeShard.Name>>?</span>''\n\t\t\t<br>This action is ''<span style="color: #FF0000;">IRREVERSIBLE!</span>''</p></div>\n\n\t\t\t<div class="row" style="width:100%; margin-left: 5rem;">\n\t\t\t<button class='iBut' data-passage='passage()' data-setter='$scenaDonsair.Action=""'>Cancel</button>\n\t\t\t<button class='iBut' data-passage='Donsair' data-setter='$scenaDonsair.Action= "Process"'>''PROCESS'' <<print $activeShard.Name>></button>\n\n\n\t\t</div><</if>></div>\n\n<</switch>>
<<switch _garmentType>>\n/% -------- %/ <<case "coat" "top" "skin">> /% Generalized Outputs %/\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornMiddle[_top].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornMiddle[_top]>><<include BurstHandler>><<set $scenaWardobe.WornMiddle[_top].Burst = 1; $scenaWardobe.WornMiddle[_top].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurst">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreak">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrain">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTight">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnug">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n/% -------- %/ <<case "kite">>\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornMiddle[_top].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornMiddle[_top]>><<include BurstHandler>><<set $scenaWardobe.WornMiddle[_top].Burst = 1; $scenaWardobe.WornMiddle[_top].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurstChest">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreakChest">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrainChest">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTightChest">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnug">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n/% -------- %/ <<case "coat" "top">>\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornMiddle[_top].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornMiddle[_top]>><<include BurstHandler>><<set $scenaWardobe.WornMiddle[_top].Burst = 1; $scenaWardobe.WornMiddle[_top].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurst">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreak">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrain">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTight">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnug">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornMiddle[_top].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornMiddle[_top].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornMiddle[_top].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornMiddle[_top].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n/% -------- %/ <<case "belt">>\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornBottom[_bottom].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornBottom[_bottom]>><<include BurstHandler>><<set $scenaWardobe.WornBottom[_bottom].Burst = 1; $scenaWardobe.WornBottom[_bottom].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurstBelt">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreakBelt">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrainBelt">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTightBelt">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnugBelt">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n/% -------- %/ <<case "bottoms">>\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornBottom[_bottom].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornBottom[_bottom]>><<include BurstHandler>><<set $scenaWardobe.WornBottom[_bottom].Burst = 1; $scenaWardobe.WornBottom[_bottom].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurstThigh">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreakThigh">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrainThigh">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTightThigh">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnug">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n/% -------- %/ <<case "tailcuff">>\n\t\t\t<<if _tapeMeasure gte $scenaWardobe.WornBottom[_bottom].absStretch>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burst neq 1>>\n\t\t\t\t\t<<set _refGarment = $scenaWardobe.WornBottom[_bottom]>><<include BurstHandler>><<set $scenaWardobe.WornBottom[_bottom].Burst = 1; $scenaWardobe.WornBottom[_bottom].stretchStatus = "Burst ">>\n\t\t\t\t\t<<set _langInput = "garmBurstTail">><<include CommonLanguage>><<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.8))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Creaking ">><<set _rand = random(1,5)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmCreakTail">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.65))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Strained ">><<set _rand = random(1,8)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmStrainTail">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.5))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Tight ">><<set _rand = random(1,16)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmTightTail">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput)>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure gte Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "Snug ">><<set _rand = random(1,24)>>\n\t\t\t\t\t<<if _rand eq 1>><<set _langInput = "garmSnug">><<include CommonLanguage>>\n\t\t\t\t\t\t<<set $scenaPers.LateQueue.pushUnique("Your " + _displayColor + $scenaWardobe.WornBottom[_bottom].Display + _langOutput>><</if>>\n\n\t\t\t\t<<elseif ($scenaWardobe.WornBottom[_bottom].Burst neq 1) and (_tapeMeasure lt Math.round($scenaWardobe.WornBottom[_bottom].absStretch * 0.3))>>\n\t\t\t\t\t<<set $scenaWardobe.WornBottom[_bottom].stretchStatus = "">>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\n<</switch>>
<<include SaveUpdates>> /% =============== \nThe Explore passage rolls from the active location's spawn pool to present an event to initiate.\nEvents are their own individually-contained passages with their own code.\n\nIf the player is actively exploring (scena.Action = "explore"), new events are rolled.\nOtherwise, the menu is left default, but persistent effects still occur. %/\n/% -------- Regional Data Initialization %/ \n/% make sure _callBiome or _callSubzone is set! \n\tNote; these are only called from Explore, not event passages. %/\n\n\t<<if $scenaBiome.Init eq 0>>\n\t\t<<if $callStage eq 1>><<include StageConverter>><<set _callBiome = $callBiome>>\n\t\t<<else>><<set _callBiome = $callBiome>><</if>>\t\n\t\t\t<<if ndef _newRegion>><<set _newRegion = "newZone">><</if>>\t\t\n\t\t\t<<include RegionSetup>><<set $scenaBiome.Init = 1>><<unset $callBiome>><</if>>\n\n\t<<if $scenaBiome.InitSub eq 0>> /% For subzones, set InitSub to 0 only when you want to load a new one. %/\n\t\t\t<<set _callSubzone = $callSubzone; _newRegion = $newRegion>>\n\t\t\t<<if ndef _newRegion>><<set _newRegion = "newSubzone">><</if>>\t\t\n\t\t\t<<include RegionSetup>><<set $scenaBiome.InitSub = 1>><<unset $callSubzone>><</if>>\n\n<<if $scenaLoc.LoadFloor eq 1>><<include FloorLoader>><</if>>\n\n/% -------- Run time + status effects for this passage %/ \n\n\t<<include Handler:Mobility>>/% This goes first %/\n\n\t<<if $scena.Action eq "explore">>\n\t/% Movement rate = the number of ticks that pass per explore action; function of weight/strength %/\n\t\t<<set _timeDilate = $scenaStats.Movement>><<include RestTime>>\n\t<<elseif $scena.Action eq "restFor">>\n\t\t<<set _timeDilate = $restFor>><<include RestTime>>\n\t<<else>><<include Chrono>><</if>>\n\n/% -------- Location + event printouts %/ <<display GPS>><div id="mainColumn" class="col mainColumn">\n/% -------- Active exploration (event spawning) %/ <<include Spawns>>\n/% -------- Begin Printed Section (Visible Page) %/<<include Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n/% This section should contain a location-specific flavor rest printout, OR the intro printout for the event that was spawned. %/\n\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ \n</div><<include EncounterDisplay>>\n\n/% ---------- text %/\n<div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n <<if $scena.Action == "explore">><<print $scena.EIntro>><<else>><<print $scena.LocRest>><</if>></div>\n\n/% ---------- %/ \n<<include StatusPrints>>\n\n</div></div>\n\n/% ------------- Popup Menu %/<<if $scena.Menu neq 0>>\n<popScreen><popMenu><div class="col-1"></div><div class="col"><div class="row centerRow">\n<<switch $scena.Menu>>/% ------------- %/\n\t<<case "restFor">><<include RestFor>>\n<</switch>></div><div class="row centerRow ruleRow"></div><div class="row centerRow">\n<div class="btn eBut">[[Continue|passage()][$scena.Menu = 0]]</div></div></div><div class="col-1"></div></popMenu></popScreen><</if>>\n\n/% Passage Menu Output %/ <<include Menu>>\n/% ---------- %/<<include Footer>></div>
/% Feeds the PC the target whole.\n\tDifferent creatures may have various special effects upon being swallowed, or the actual 'digestion' process beginning (a few ticks later), if the PC survives the bloat. %/
<<if ndef $debugEventTray>><<set $debugEventTray = { \n\tInfo: 0, Specimen: 0, Curio: 0,\n}>><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugEventTray.Info eq 1>>\n<button data-passage="passage()" data-setter="$debugEventTray.Info = 0; $scena.Action = '';">Info</button>\n<<else>><button data-passage="passage()" data-setter="$debugEventTray.Info = 1; $scena.Action = '';">Info</button><</if>>\n\n<<if $debugEventTray.Specimen eq 1>>\n<button data-passage="passage()" data-setter="$debugEventTray.Specimen = 0; $scena.Action = '';">Specimen</button>\n<<else>><button data-passage="passage()" data-setter="$debugEventTray.Specimen = 1; $scena.Action = '';">Specimen</button><</if>>\n\n<<if $debugEventTray.Curio eq 1>>\n<button data-passage="passage()" data-setter="$debugEventTray.Curio = 0; $scena.Action = '';">Curio</button>\n<<else>><button data-passage="passage()" data-setter="$debugEventTray.Curio = 1; $scena.Action = '';">Curio</button><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugEventTray.Info eq 1>><p>\n♦ ''Desc:'' <<print $scena.EvDesc>> ♦ ''Event:'' <<print $scena.Event>><br> \n<<if def _eventCall>>♦ ''EventCall:'' <<print _eventCall>><</if>> <<if def _palette>>♦ ''Spawned Palette:'' <<print _palette>><</if>><br>\n♦ ''Output:''<br> \n<mini><<print _output>></mini>\n\n</p><div class="row debugRule"></div><</if>>\n\n<<if $debugEventTray.Specimen eq 1>><p>\n\n♦ ''Specimen:'' <<print $activeShard.ID>><br>\n♦ ''Species:'' <<print $activeShard.Species>> ♦ ''Subspecies:'' <<print $activeShard.Subspecies>><br>\n♦ ''Variant:'' <<print $activeShard.Variant>> ♦ ''Category:'' <<print $activeShard.Cat>> \n\n</p><div class="row debugRule"></div><</if>>\n\n\n\n<<if $debugEventTray.Curio eq 1>><p>\n\n\n\n</p><div class="row debugRule"></div><</if>>
<<switch $menuStyle>>\n<<case "noHotkeys">><gold>//(Non-Numeric Hotkeys Temporarily Disabled.)//</gold>\n\n\t<div id="menuBar" class="row" style="order: 90; border-top: 1px solid #20C0FFC7; margin-top: 2rem; width: 80%;">\n\t/% ---------- Individual Zones %/ \n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:cheeks'; $menuStyle = '';">Massage Cheeks.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:neck'; $menuStyle = '';">Massage Neck.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:arms'; $menuStyle = '';">Massage Arms.</a> </span>\n\t<<if ($scenaProducts.Blood gte 10)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'extract:blood'; $menuStyle = '';">Draw Blood.</a> </span><</if>>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:vivriere'; $menuStyle = '';">Massage <<print _partName>>.</a> </span>\n\t<<if ($scenaProducts.Milk gte 10)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:vivriere'; $menuStyle = '';">Milk <<print _partName>>.</a> </span><</if>>\n\t<<if ($scenaProducts.Milk gte 100)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:vivriere:bulk';">Milk <<print _partName>> <mini>x</mini>10.</a> </span><</if>>\n\t<<if ($scenaProducts.Milk gte 1)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'drink:vivriere'; $menuStyle = '';">Drink Milk.</a> </span><</if>>\n\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:belly';">Massage Belly.</a> </span>\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:belly'; $bellyBreaths++; $menuStyle = '';">Inhale.</a> </span>\n\t<<if $bellyBreaths gt 0>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'deflate:belly'; $menuStyle = '';">Exhale.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:vivriere'; $bellyBreaths--; $menuStyle = '';">...Squeeze Air into <<print _partName>>.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:thighs'; $bellyBreaths--; $menuStyle = '';">...Squeeze Air into Thighs.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:tail'; $bellyBreaths--; $menuStyle = '';">...Squeeze Air into Tail.</a> </span><</if>>\n\n\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:sides';">Massage Sides.</a> </span>\n\t<<if ($scenaProducts.Eggs gte 5)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'lay:clutch'; $menuStyle = '';">Lay Clutch.</a> </span><</if>>\n\t<<if ($scenaProducts.Venom gte 10)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:belly'; $menuStyle = '';">Milk Venom.</a> </span><</if>>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:thighs'; $menuStyle = '';">Massage Thighs.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:tail'; $menuStyle = '';">Massage Tail.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'think'; $thought = '';">...Consider your Thoughts.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'confirm:die';"><red>Release Egrelet from Active Shard. (NYI)</red></a> </span>\n\t</div>\n\n\t/% ---------- Shapeshifting %/<<if $scenaShapes.Shiftable eq true>><div id="menuBar" class="row" style="order: 98; width: 80%;">\n\n\t\t<<if $scenaShapes.Collected.includes("Glamour")>>\n\t\t\t<<if $scenaShapes.Shift neq "Glamour">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:glamour'; $scenaShapes.Shift = 'Glamour';">Assume Glamour.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Flight Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Flight Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:flightform'; $scenaShapes.Shift = 'Flight Form';">Shift Into Flight Form.</a> </span><</if>><</if>>\n\t\t<<if $scenaShapes.Collected.includes("Swim Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Swim Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:swimform'; $scenaShapes.Shift = 'Swim Form';">Shift Into Swim Form.</a> </span><</if>><</if>>\n\t\t<<if $scenaShapes.Collected.includes("Travel Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Travel Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:travelform'; $scenaShapes.Shift = 'Travel Form';">Shift Into Travel Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Voluntary Wereform")>>\n\t\t\t<<if $scenaShapes.Shift neq "Voluntary Wereform">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:wereform'; $scenaShapes.Shift = 'Voluntary Wereform';">Shift Voluntarily Into Wereform.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Dragon Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Dragon Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:dragonform'; $scenaShapes.Shift = 'Dragon Form';">Shift Into Dragon Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Eldritch Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Eldritch Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:eldritchform'; $scenaShapes.Shift = 'Dragon Form';">Shift Into Eldritch Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.CustomShift.length gt 0>>\n\t\t\t<<for _i to 0; _i < $scenaShapes.CustomShift.length; _i++>><span>♦<<print "[['Shift Into " + $scenaShapes.CustomShift[_i].Name + "'|passage()][$scena.Action = shift:" + _i +"]]">></span><</for>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Custom")>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:new';">Shift Into A New Form. (NYI)</a> </span><</if>>\n\n\t\t<<if $scenaShapes.Shift neq "">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:trueform'; $scenaShapes.Shift = '';">Assume Trueform.</a> </span><</if>>\n\t\t</div><</if>>\n\n<<default>>\n\t<div id="menuBar" class="row" style="order: 90; border-top: 1px solid #20C0FFC7; margin-top: 2rem; width: 80%;">\n\t/% ---------- Individual Zones %/ \n\n\t<span>♦<a id="navC" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:cheeks';">C) Massage Cheeks.</a> </span>\n\t<span>♦<a id="navN" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:neck';">N) Massage Neck.</a> </span>\n\t<span>♦<a id="navA" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:arms';">A) Massage Arms.</a> </span>\n\t<<if ($scenaProducts.Blood gte 10)>><span>♦<a id="navD" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'extract:blood';">D)raw Blood.</a> </span><</if>>\n\t<span>♦<a id="navV" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:vivriere';">V) Massage <<print _partName>>.</a> </span>\n\t<<if ($scenaProducts.Milk gte 10)>><span>♦<a id="navM" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:vivriere';">M)ilk <<print _partName>>.</a> </span><</if>>\n\t<<if ($scenaProducts.Milk gte 100)>><span>♦<a id="navK" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:vivriere:bulk';">K) Milk <<print _partName>> <mini>x</mini>10.</a> </span><</if>>\n\t<<if ($scenaProducts.Milk gte 1)>><span>♦<a id="navR" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'drink:vivriere'; $menuStyle = '';">R) Drink Milk.</a> </span><</if>>\n\n\n\t<span>♦<a id="navB" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:belly';">B) Massage Belly.</a> </span>\n\n\t<span>♦<a id="navI" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:belly'; $bellyBreaths++;">I)nhale.</a> </span>\n\t<<if $bellyBreaths gt 0>><span>♦<a id="navX" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'deflate:belly';">X) Exhale.</a> </span>\n\t<span>♦<a id="navZ" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:vivriere'; $bellyBreaths--;">Z) ...Squeeze Air into <<print _partName>>.</a> </span>\n\t<span>♦<a id="navG" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:thighs'; $bellyBreaths--;">G) ...Squeeze Air into Thighs.</a> </span>\n\t<span>♦<a id="navH" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'inflate:tail'; $bellyBreaths--;">H) ...Squeeze Air into Tail.</a> </span><</if>>\n\n\n\n\t<span>♦<a id="navS" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:sides';">S) Massage Sides.</a> </span>\n\t<<if ($scenaProducts.Eggs gte 5)>><span>♦<a id="navL" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'lay:clutch';">L)ay Clutch.</a> </span><</if>>\n\t<<if ($scenaProducts.Venom gte 10)>><span>♦<a id="navK" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'milk:belly';">K) Milk Venom.</a> </span><</if>>\n\t<span>♦<a id="navT" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:thighs';">T) Massage Thighs.</a> </span>\n\t<span>♦<a id="navL" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'massage:tail';">L) Massage Tail.</a> </span>\n\t<span>♦<a id="navO" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'think'; $thought = ''; $menuStyle = 'noHotkeys';">O) ...Consider your Thoughts.</a> </span>\n\t<span>♦<a id="navR" class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'confirm:die';">R) <red>Release Egrelet from Active Shard. (NYI)</red></a> </span>\n\t</div>\n\n\t/% ---------- Shapeshifting %/<<if $scenaShapes.Shiftable eq true>><div id="menuBar" class="row" style="order: 98; width: 80%;">\n\n\t\t<<if $scenaShapes.Collected.includes("Glamour")>>\n\t\t\t<<if $scenaShapes.Shift neq "Glamour">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:glamour'; $scenaShapes.Shift = 'Glamour';">Assume Glamour.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Flight Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Flight Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:flightform'; $scenaShapes.Shift = 'Flight Form';">Shift Into Flight Form.</a> </span><</if>><</if>>\n\t\t<<if $scenaShapes.Collected.includes("Swim Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Swim Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:swimform'; $scenaShapes.Shift = 'Swim Form';">Shift Into Swim Form.</a> </span><</if>><</if>>\n\t\t<<if $scenaShapes.Collected.includes("Travel Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Travel Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:travelform'; $scenaShapes.Shift = 'Travel Form';">Shift Into Travel Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Voluntary Wereform")>>\n\t\t\t<<if $scenaShapes.Shift neq "Voluntary Wereform">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:wereform'; $scenaShapes.Shift = 'Voluntary Wereform';">Shift Voluntarily Into Wereform.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Dragon Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Dragon Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:dragonform'; $scenaShapes.Shift = 'Dragon Form';">Shift Into Dragon Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Eldritch Form")>>\n\t\t\t<<if $scenaShapes.Shift neq "Eldritch Form">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:eldritchform'; $scenaShapes.Shift = 'Dragon Form';">Shift Into Eldritch Form.</a> </span><</if>><</if>>\n\n\t\t<<if $scenaShapes.CustomShift.length gt 0>>\n\t\t\t<<for _i to 0; _i < $scenaShapes.CustomShift.length; _i++>><span>♦<<print "[['Shift Into " + $scenaShapes.CustomShift[_i].Name + "'|passage()][$scena.Action = shift:" + _i +"]]">></span><</for>><</if>>\n\n\t\t<<if $scenaShapes.Collected.includes("Custom")>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:new';">Shift Into A New Form. (NYI)</a> </span><</if>>\n\n\t\t<<if $scenaShapes.Shift neq "">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shift:trueform'; $scenaShapes.Shift = '';">Assume Trueform.</a> </span><</if>>\n\t\t</div><</if>>\n\n<</switch>>\n<div id="menuBar" class="row" style="order: 99;">\n<<if $scenaShapes.Compressible eq true>><span>♦<a id="nav1" class='btnClick' data-passage="BodyCompress" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $bellyBreaths = 0;">1) Compress + Decompress Shardbody.</a> </span><</if>>\n<span>♦<a id="nav2" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Active = -1;">2) Inventory.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Active = -1; $takeItem = -1;">3) Crafting.</a> </span>\n<span>♦<a id="nav4" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $bellyBreaths = 0;">4) Donsair.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0; $bellyBreaths = 0;">0) Return to Scenario.</a></span>\n</div>
<<set $scena.DebugLock = 1>>/% =============== Feature - Wardrobe %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Wardrobe''</div>\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Art Placeholder %/<div id="art" class="row centerRow" align="center" style="width: 100%; margin-top: 2rem; display: none;">/% image goes here %/</div>\n/% ---------- Contents %/<div class="row" style="width: 100%; margin-top: 2rem; margin-left: 5%;">\n/% ------------ Global Wardrobe Functions %/\n\t<<switch $scenaInv.Action>>\n/% ------------ %/ <<case "SaveCurrent">>\n\t<<set _newOutfit = { Name: "", Head: [], Middle: [], Bottom: [] }>>\n\t\t<<set _newOutfit.Name = $newOutfitName>>\n\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornHead.length; _saveOutfit++>><<set _newOutfit.Head.push($scenaWardobe.WornHead[_saveOutfit])>><</for>>\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornMiddle.length; _saveOutfit++>><<set _newOutfit.Middle.push($scenaWardobe.WornMiddle[_saveOutfit])>><</for>>\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornBottom.length; _saveOutfit++>><<set _newOutfit.Bottom.push($scenaWardobe.WornBottom[_saveOutfit])>><</for>>\n\n\t\t<<set $scenaWardobe.Outfits.push(_newOutfit)>>\n\t\t<<set $scenaInv.Action = "">>\n\n/% ------------ %/ <<case "UpdateCurrent">>\n\t<<set _newOutfit = { Name: "", Head: [], Middle: [], Bottom: [] }>>\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornHead.length; _saveOutfit++>><<set _newOutfit.Head.push($scenaWardobe.WornHead[_saveOutfit])>><</for>>\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornMiddle.length; _saveOutfit++>><<set _newOutfit.Middle.push($scenaWardobe.WornMiddle[_saveOutfit])>><</for>>\n\t<<for _saveOutfit to 0; _saveOutfit < $scenaWardobe.WornBottom.length; _saveOutfit++>><<set _newOutfit.Bottom.push($scenaWardobe.WornBottom[_saveOutfit])>><</for>>\n\n\t\t<<set $scenaWardobe.Outfits[$scenaInv.Active].Head = _newOutfit.Head; $scenaWardobe.Outfits[$scenaInv.Active].Middle = _newOutfit.Middle; $scenaWardobe.Outfits[$scenaInv.Active].Bottom = _newOutfit.Bottom>>\n\t\t<<set $scenaInv.Action = "">>\n\n/% ------------ %/ <<case "Wear">>\n\t\t/% Clear worn clothes first %/\n\t\t<<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>>\n\t\t<<if $scenaInv.Carried[_cFind].Type eq "Clothing">><<if $scenaInv.Carried[_cFind].Worn eq 1>>\n\t\t\t<<set $scenaInv.Carried[_cFind].Worn = 0>><</if>><</if>><</for>>\n\t\t<<set $scenaWardobe.WornHead = []; $scenaWardobe.WornMiddle = []; $scenaWardobe.WornBottom = []>>\n\n\t\t/% Apply new outfit %/\n\t\t<<for _wear to 0; _wear < $scenaInv.outfitRef.Head.length; _wear++>>\n\t\t\t<<set _refGarment = $scenaInv.outfitRef.Head[_wear]>><<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>><<if $scenaInv.Carried[_cFind].Type eq "Clothing">>\n\t\t\t/% Try to find matching garment; flag as worn and update stats if successful %/\n\t\t\t<<if ($scenaInv.Carried[_cFind].Slot eq _refGarment.Slot) and ($scenaInv.Carried[_cFind].Display eq _refGarment.Display) and ($scenaInv.Carried[_cFind].Color eq _refGarment.Color)>>\n\t\t\t\t<<set $scenaWardobe.WornHead.push($scenaInv.Carried[_cFind]); $scenaInv.Carried[_cFind].Worn = 1>><<break>>\n\t\t\t/% If not found, generate a phantom garment from stored data %/ <<elseif _cFind eq $scenaInv.Carried.length -1>><<set $scenaWardobe.WornHead.push($scenaInv.outfitRef.Head[_wear])>><</if>><</if>>\n\t\t\t<</for>><</for>>\n\t\t<<for _wear to 0; _wear < $scenaInv.outfitRef.Middle.length; _wear++>>\n\t\t\t<<set _refGarment = $scenaInv.outfitRef.Middle[_wear]>><<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>><<if $scenaInv.Carried[_cFind].Type eq "Clothing">>\n\t\t\t<<if ($scenaInv.Carried[_cFind].Slot eq _refGarment.Slot) and ($scenaInv.Carried[_cFind].Display eq _refGarment.Display) and ($scenaInv.Carried[_cFind].Color eq _refGarment.Color)>>\n\t\t\t\t<<set $scenaWardobe.WornMiddle.push($scenaInv.Carried[_cFind]); $scenaInv.Carried[_cFind].Worn = 1>><<break>>\n\t\t\t\t<<elseif _cFind eq $scenaInv.Carried.length -1>><<set $scenaWardobe.WornMiddle.push($scenaInv.outfitRef.Middle[_wear])>><</if>><</if>>\n\t\t\t<</for>><</for>>\n\t\t<<for _wear to 0; _wear < $scenaInv.outfitRef.Bottom.length; _wear++>>\n\t\t\t<<set _refGarment = $scenaInv.outfitRef.Bottom[_wear]>><<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>><<if $scenaInv.Carried[_cFind].Type eq "Clothing">>\n\t\t\t<<if ($scenaInv.Carried[_cFind].Slot eq _refGarment.Slot) and ($scenaInv.Carried[_cFind].Display eq _refGarment.Display) and ($scenaInv.Carried[_cFind].Color eq _refGarment.Color)>>\n\t\t\t\t<<set $scenaWardobe.WornBottom.push($scenaInv.Carried[_cFind]); $scenaInv.Carried[_cFind].Worn = 1>><<break>>\n\t\t\t\t<<elseif _cFind eq $scenaInv.Carried.length -1>><<set $scenaWardobe.WornBottom.push($scenaInv.outfitRef.Bottom[_wear])>><</if>><</if>>\n\t\t\t<</for>><</for>>\n\t\t\n\t\t/% Update stored outfit data %/\n\t\t<<set $scenaWardobe.Outfits[$scenaInv.Active].Head = $scenaWardobe.WornHead; $scenaWardobe.Outfits[$scenaInv.Active].Middle = $scenaWardobe.WornMiddle; $scenaWardobe.Outfits[$scenaInv.Active].Bottom = $scenaWardobe.WornBottom>>\n\n\t\t<<set $scenaInv.Action = "">>\n\n/% ------------ %/ <<case "RenameActive">>\n\t\t<<set $scenaWardobe.Outfits[$scenaInv.Active].Name = $newOutfitName>>\n\t\t<<set $scenaInv.Action = "">>\n\n/% ------------ %/ <<case "RemoveAll">>\n\t\t<<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>>\n\t\t<<if $scenaInv.Carried[_cFind].Type eq "Clothing">><<if $scenaInv.Carried[_cFind].Worn eq 1>>\n\t\t\t<<set $scenaInv.Carried[_cFind].Worn = 0>><</if>><</if>><</for>>\n\t\t<<set $scenaWardobe.WornHead = []; $scenaWardobe.WornMiddle = []; $scenaWardobe.WornBottom = []>>\n\t\t<<set $scenaInv.Action = "">>\n\n/% ------------ %/ <<case "DeleteActive">>\n\t\t\t<<for _oFind to 0; _oFind < $scenaWardobe.Outfits.length; _oFind++>>\n\t\t\t<<if $scenaWardobe.Outfits[_oFind].Name eq $scenaInv.outfitRef.Name>><<set $scenaWardobe.Outfits.deleteAt(_oFind)>><<break>><</if>><</for>>\n\t\t<<set $scenaInv.Action = ""; $scenaInv.Active = -1 >>\n\n/% ------------ %/ <<case "Rename">><<set $scenaInv.Action = ""; $scena.Menu = "Rename">>\n/% ------------ %/ <<case "DeleteOutfit">><<set $scenaInv.Action = ""; $scena.Menu = "DeleteOutfit" >>\n\t<</switch>>\n\n/% ------------ UI %/\n\n<div id="header0" class="row centerRow" style="margin-top: -1.2rem; margin-bottom: 0.3rem; width: 100%;">\n\t<div class="col layoutColumn" style="display: flex; justify-content: center; margin-left: -2%;">''Your Outfits''</div></div>\n\n<div id="outfitTray" class="row centerRow" style="margin-top: -1.2rem; margin-bottom: 0.3rem; width: 100%; margin-top: 1rem; margin-bottom: 1.5rem;">\n\t<div class="col menuColumn" style="display: flex; justify-content: center; margin-right: 8%; padding-left: 3%; padding-right: 3%; margin-top: -1.5rem;">\n\t\t<div class="row centerRow" style="margin-top: 0.1rem; margin-bottom: 0.3rem;">\n/% ---------- Outfit Selectors %/<<for _outfits to 0; _outfits < $scenaWardobe.Outfits.length; _outfits++>>\n\t\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Active = " + _outfits + "'><<print $scenaWardobe.Outfits[_outfits].Name>></button>">><</for>>\n</div></div></div>\n\n/% ---------- Active Outfit %/<<if $scenaInv.Active gt -1>>\t\n\t<<set $scenaInv.outfitRef = $scenaWardobe.Outfits[$scenaInv.Active]>>\n\t<div id="activeOutfit" class="col invTray" style="margin: 1.5rem; margin-left: 5%; margin-right: 20%; padding: 1rem; padding-left: 2rem; min-height: 150px;">\t\n\t\t<div class="row " style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem;">\t\t\n\t\t\t''<<print $scenaInv.outfitRef.Name>>''</div>\n\n\t\t<div class="row" style="margin-right: 0.25rem; margin-bottom: 0.3rem; margin-left: 2%;">\n\t\t\t<<if $scenaInv.outfitRef.Head.length gt 0>><<for _garments to 0; _garments < $scenaInv.outfitRef.Head.length; _garments++>>\n\t\t\t\t<<print $scenaInv.outfitRef.Head[_garments].stretchStatus + $scenaInv.outfitRef.Head[_garments].Color + " " + $scenaInv.outfitRef.Head[_garments].Display>>\n\t\t\t\t<<if _garments lt $scenaInv.outfitRef.Middle.length - 1>> | <</if>>\n\t\t\t<</for>><</if>>\n\n\t\t\t<<if $scenaInv.outfitRef.Middle.length gt 0>><<for _garments to 0; _garments < $scenaInv.outfitRef.Middle.length; _garments++>>\n\t\t\t\t<<print $scenaInv.outfitRef.Middle[_garments].stretchStatus + $scenaInv.outfitRef.Middle[_garments].Color + " " + $scenaInv.outfitRef.Middle[_garments].Display>>\n\t\t\t\t<<if _garments lt $scenaInv.outfitRef.Middle.length - 1>> | <</if>>\n\t\t\t<</for>><</if>>\n\n\t\t\t<<if $scenaInv.outfitRef.Bottom.length gt 0>><<for _garments to 0; _garments < $scenaInv.outfitRef.Bottom.length; _garments++>>\n\t\t\t\t<<print $scenaInv.outfitRef.Bottom[_garments].stretchStatus + $scenaInv.outfitRef.Bottom[_garments].Color + " " + $scenaInv.outfitRef.Bottom[_garments].Display>>\n\t\t\t\t<<if _garments lt $scenaInv.outfitRef.Bottom.length - 1>> | <</if>>\n\t\t\t<</for>><</if>>\n\t\t</div>\n\n\t\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;">\t\n\t\t\t<span style="margin-top: 1rem;"><button data-passage="passage()" data-setter="$scenaInv.Action = 'Wear'">Wear Outfit</button>\n\t\t\t<button data-passage="passage()" data-setter="$scenaInv.Action = 'Rename'">Rename Outfit</button>\n\t\t\t<button data-passage="passage()" data-setter="$scenaInv.Action = 'UpdateCurrent'">Update with Currently Worn</button>\n\t\t\t<button data-passage="passage()" data-setter="$scenaInv.Action = 'DeleteOutfit'">Delete Outfit</button></span>\n\t\t</div>\n\n\t/% ------------ Active Outfit Functions %/\n\t<<if $scenaInv.Action neq "">><div id="outfitFunctions" class="row" style="display: flex; justify-content: center; flex-wrap: wrap; width: 100%;">\n\t<<set _callItem = $scenaInv.activeRef.Call>>\n\t\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\t\t<<switch $scenaInv.Action>>\n\t\t\t<<case "PH">>\n\t\t<</switch>></div><</if>>\n\t</div>\n<</if>>\t\n</div>\n\n/% ------------- Popup Menu %/<<if $scena.Menu neq 0>>\n<popScreen><popMenu><div class="col-1"></div><div class="col"><div class="row centerRow">\n\t<div class="col-1"></div><div class="col-10">\n<<switch $scena.Menu>>/% ------------- %/\n\t<<case "SaveCurrent">><<set $newOutfitName = "New Outfit">>\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">''Save New Outfit''</div>\n\n\t<div id="activeOutfit" class="col invTray" style="margin: 1.5rem; margin-left: 5%; margin-right: 20%; padding: 1rem; padding-left: 2rem; min-height: 150px;">\t\n\t\t<div class="row " style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem;">''Outfit Includes:''</div>\n\n\t\t<div class="row" style="margin-right: 0.25rem; margin-bottom: 0.3rem; margin-left: 2%;">\n\t\t\t<<if $scenaWardobe.WornHead.length gt 0>><<for _preview to 0; _preview < $scenaWardobe.WornHead.length; _preview++>>\n\t\t\t\t<<print $scenaWardobe.WornHead[_preview].Color>> <<print $scenaWardobe.WornHead[_preview].Display>> | <</for>><</if>>\n\t\t\t<<if $scenaWardobe.WornMiddle.length gt 0>><<for _preview to 0; _preview < $scenaWardobe.WornMiddle.length; _preview++>>\n\t\t\t\t<<print $scenaWardobe.WornMiddle[_preview].Color>> <<print $scenaWardobe.WornMiddle[_preview].Display>> | <</for>><</if>>\n\t\t\t<<if $scenaWardobe.WornBottom.length gt 0>><<for _preview to 0; _preview < $scenaWardobe.WornBottom.length; _preview++>>\n\t\t\t\t<<print $scenaWardobe.WornBottom[_preview].Color>> <<print $scenaWardobe.WornBottom[_preview].Display>><<if _preview lt $scenaWardobe.WornBottom.length - 1>> | <</if>>\n\t\t\t<</for>><</if>>\n\t\t</div>\n\n\t<div class="row" style="margin-bottom: 0.4rem; margin-left: 15%;">Outfit Name</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 30%;"><<textbox "$newOutfitName" $newOutfitName autofocus>></div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 35%;">\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0; $scenaInv.Action = "SaveCurrent"'>''CONFIRM''</button>\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0'>''Cancel''</button>\n\t</div>\n\t\t\n\t<<case "Rename">><<set $newOutfitName = $scenaWardobe.Outfits[$scenaInv.Active].Name>>\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">''Name your Outfit''</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$newOutfitName" $newOutfitName autofocus>></div>\n\t<div class="row centerRow"><div class="btn eBut">[[Continue|passage()][$scena.Menu = 0; $scenaInv.Action = "RenameActive"]]</div></div>\n\t\t\n\t<<case "RemoveAll">><div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">''Remove ALL Clothes''</div>\n\t<div class="row" style="margin-bottom: 0.4rem; margin-left: 2%;">Are you sure you want to ''remove all currently-worn clothes?''</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;">\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0'>''Cancel''</button>\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0; $scenaInv.Action = "RemoveAll"'>''CONFIRM''</button>\n\t</div>\n\t\t\n\t<<case "DeleteOutfit">><div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">''Delete Outfit''</div>\n\t<div class="row" style="margin-bottom: 0.4rem; margin-left: 2%;">Are you sure you want to delete ''<<print $scenaWardobe.Outfits[$scenaInv.Active].Name>>?''</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;">\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0'>''Cancel''</button>\n\t\t<button class='iBut' data-passage='passage()' data-setter='$scena.Menu = 0; $scenaInv.Action = "DeleteActive"'>''DELETE''</button>\n\t</div>\n\n<</switch>></div><div class="col-1"></div></div><div class="row centerRow ruleRow"></div>\n</div><div class="col-1"></div></popMenu></popScreen><</if>>\n\n/% ---------- Static Menu %/\n<<if $scena.Menu neq 0>>/% Read-Only Mode %/ <div id="menuBar" class="row" style="order: 98; border-top: 1px solid #00ABFF57; margin-top: 1.5rem;">\n<<if ($scenaWardobe.WornHead.length gt 0) or ($scenaWardobe.WornMiddle.length gt 0) or ($scenaWardobe.WornBottom.length)>>\n<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'SaveCurrent';">Save Current as New Outfit.</a> </span>\n<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'RemoveAll';">Remove All Clothes.</a> </span><</if>></div>\n\n<div id="menuBar" class="row" style="order: 99;">\n<span>♦<a class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scenaInv.Active = -1;">1) Inventory.</a> </span>\n<span>♦<a class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scenaInv.Active = -1;">2) Crafting.</a> </span>\n<span>♦<a class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $scenaInv.Page = 0;">3) Shardbody.</a> </span>\n<span>♦<a class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Page = 0;">4) Donsair.</a> </span>\n<span>♦<a class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0; $usePassage = ''; $itemMode = ''; $scenaInv.Page = 0;">0) Return to Scenario.</a></span></div>\n\n<<else>>/% Functional Menu %/ <div id="menuBar" class="row" style="order: 98; border-top: 1px solid #00ABFF57; margin-top: 1.5rem;">\n<<if ($scenaWardobe.WornHead.length gt 0) or ($scenaWardobe.WornMiddle.length gt 0) or ($scenaWardobe.WornBottom.length)>>\n<span>♦<a id="navS" class='btnClick' data-passage="passage()" data-setter="$scena.Menu = 'SaveCurrent';">S)ave Current as New Outfit.</a> </span>\n<span>♦<a id="navR" class='btnClick' data-passage="passage()" data-setter="$scena.Menu = 'RemoveAll';">R)emove All Clothes.</a> </span><</if>></div>\n\n<div id="menuBar" class="row" style="order: 99;">\n<span>♦<a id="nav1" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scenaInv.Active = -1;">1) Inventory.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scenaInv.Active = -1;">2) Crafting.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $scenaInv.Page = 0;">3) Shardbody.</a> </span>\n<span>♦<a id="nav4" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Page = 0;">4) Donsair.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0; $usePassage = ''; $itemMode = ''; $scenaInv.Page = 0;">0) Return to Scenario.</a></span>\n</div><</if>></div></div>\n</div>
/% =============================== %/\n/% This will probably explode eventually; we'll figure out a nice way to organize it before it does. %/\n\n<<set $activeShard = {}>>\n\n<<if _newCritter.includes("slime:")>><<include DB:Living:Slimes>>\n\n<<else>><<switch _newCritter>>\n/% =============================== Roilei %/\n\t<<case "Nefirian">><<set $scena.Event = "Roilei:Nefirian"; $scena.EvCat = "living"; $scena.EvDesc = "A Chance Meeting!">>\n\t\t<<set _output = "<span>You bump into something soft in the halls-- the belly of <b><mira>Nefirian Sverevere</mira></b>, who giggles softly and sweeps you into jeir warm embrace!</span>">>\n\n/% =============================== Lucpai %/\n\t<<case "Quaggy">><<set _callCrir = "revecai:quaggy"; _callSubspecies = "">>\n\t\t<<include DB:Creatures>><<set $activeShard = _newShard>>\n\t\t<<set $scena.Event = "Critter:Quaggy"; $scena.EvCat = "noInteract"; $scena.EvDesc = "A Revec'ai Quaggy!">>\n\n/% ----- %/ <<case "VecFam">>\n\t\t\t<<set _callCrir = "revecai:test"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\t\t\t<<set $scena.Event = "Critter:Revec*ai"; $scena.EvCat = "living">>\n\n/% ----- %/ <<case "Mirai">><<set $scena.Event = "Critter:Mirai"; $scena.EvCat = "living"; $scena.EvDesc = "A Mirai!">>\n\t\t<<set _output = "<br>A mirai waddles fatly into view, smiling brightly and waving when they notice you!"; $scena.Palette = 1; _palette = "gilded">>\n\n/% =============================== Eldritch %/\n/% ----- %/<<case "Fyynling">><<set $scena.Event = "Critter:Fyynling"; $scena.EvCat = "living"; $scena.EvDesc = "A Fyynling!">>\n\t\t\t\t<<set _callCrir = "fyynling"; $scena.Palette = 1;>><<include DB:Creatures>><<set $activeShard = _newShard>>\n\n/% ----- %/<<case "Tendril:Feeder">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 0>>\n\t\t\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "feeder">><<include DB:Creatures>><<set $activeShard = _newShard>>\n\n/% ----- %/<<case "Tendril:Inflator">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 0>>\n\t\t\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "inflator">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\n/% ----- %/<<case "Tendril:Fattener">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 0>>\n\t\t\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "fattener">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\n/% ----- %/<<case "Tendril:Milky">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 0>>\n\t\t\t\t\t<<set _callCrir = "milky"; _callSubspecies = "milky">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\t\t\n/% ----- %/<<case "Tendril:Slurry">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 0>>\n\t\t\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "slurry">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\t\t\t\n/% ----- %/<<case "Tendril:Jelly">><<set $scena.Event = "Critter:Tendril"; $scena.EvCat = "living"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.Palette = 1>>\n\t\t\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "jelly">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/ <<case "TendrilFam">><<set $scena.Event = "Critter:Tendril"; $scena.EvDesc = "A Writhing Tendril...!"; $scena.EvCat = "living"; $scena.Palette = 0>>\n\t\t<<set _randTendril = either("feeder","inflator","fattener","milky","slurry","jelly")>>\n\t\t\t<<set _callCrir = "tendril"; _callSubspecies = _randTendril>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% =============================== Mythosi %/\n\n/% ----- %/ <<case "MythosiFam">><<set $scena.Event = "Critter:Mythosi"; $scena.EvCat = "living"; $scena.EvDesc = "A Mythosi!"; $scena.Palette = 1; _palette = "mythosi">>\n\t\t<<set _patOutput = _patternPool.random()>>\n\n\t\t<<set _langInput = "dPat">><<display CommonLanguage>>\n\t\t<<set _randPick = either("adiposa","ovian","zepellian","velvetian","confectian","jellian","epicurian","viviean")>><<switch _randPick>>\n\t\t/% ----- %/ <<case "adiposa">><<set $scena.Event = "Critter:Mythosi"; _palette = either("fyynl","pastel","flame","mythosi")>>\n\t\t<<set _announcer = "An " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>Its colossally-corpulent body ripples and quakes with every wingbeat, its pudding-soft belly bouncing beneath it!">>\n\t\t/% ----- %/ <<case "ovian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("fyynl","gilded","pastel","flame","mythosi")>>\n\t\t<<set _announcer = "An " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>Its great, bloated belly is crammed so full of eggs that you can see them pressing against its scutes!">>\n\t\t/% ----- %/ <<case "zepellian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("contrast","trine","compliment","flame","mythosi")>>\n\t\t<<set _announcer = "A " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>It hovers above you like a great blimp, its tiny wings occasionally, lazily striking the air-- even though its immense, ballooned belly is more than capable of holding it effortlessly aloft!<br> You can hear its rubbery skin creaking from the enormous pressure within...">>\n\t\t/% ----- %/ <<case "velvetian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("darkAccent","lightAccent","earth","contrast","trine","compliment","mirazine","flame","mythosi","random")>>\n\t\t<<set _announcer = "A " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>It is magnificently fat and soft, so overstuffed its seams seem a moment shy of bursting open!">>\n\t\t/% ----- %/ <<case "confectian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("contrast","trine","compliment","mirazine","flame","mythosi","random")>>\n\t\t<<set _announcer = "A " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>The scent of sugar and sweets wafts around it in a billowing wind, and you find yourself dreaming of course after endless course of breathtaking desserts...">>\n\t\t/% ----- %/ <<case "jellian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("contrast","trine","compliment","flame","mythosi","random")>>\n\t\t<<set _announcer = "A " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>Its translucent body wobbles and quakes as it hovers before you, lashing the ground beneath in rivulets of thick, sparkling goo...">>\n\t\t/% ----- %/ <<case "epicurian">><<set $scena.Event = "Critter:Mythosi"; _palette = either("reds","oranges","contrast","trine","compliment","flame","mythosi")>>\n\t\t<<set _announcer = "An " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>Its bellyscutes are stretched and gapped, bands of soft, fatty flesh pressing out from beneath them. You catch a sudden vision-flash of endless, massive, sumptuous feasts, and your stomach growls in anticipation...">>\n\t\t/% ----- %/ <<case "viviean">><<set $scena.Event = "Critter:Mythosi"; _palette = either("pastel","pastel","lightAccent","flame","mythosi")>>\n\t\t<<set _announcer = "A " + _patOutput.toLowerCase() + " " + _randPick; _typeIntro = "<br>Its enormously-bloated belly jiggles and bounces like a massive water-balloon, sloshing audibly!">><</switch>>\n\n\t\t<<set _output = "<br>" + _announcer + " mythosi thunders into view overhead and peers down upon you, its maw sparking with magical fire!<br>" + _typeIntro>>\n\n\n/% =============================== Ambient (Non-Interactive) Critters %/\n\t<<case "Gecko">><<set $scena.Event = "Critter:Gecko"; $scena.EvCat = "noInteract"; $scena.EvDesc = "A Passing Friend!">>\n\t\t<<set _langInput = "dPat">><<display CommonLanguage>>\n\t\t<<set _output = "<br>A little " + _patOutput.toLowerCase() + " gecko skitters past you!"; $scena.Palette = 1; _palette = either("pearlescent","pearlescent","pastel","contrast")>>\n\n/% ----------- %/\n\t<<case "Cow">><<set $scena.Event = "Critter:Cow"; $scena.EvCat = "noInteract"; $scena.EvDesc = "A Herd of ENORMOUS Cattle!">>\n\t\t<<set _output = "You approach a herd of what you realize are monstrously overinflated cows!">>\n\t\t<<set _output += "<br>So fat they've grown well beyond spherical, they calmy graze the tendrilgrass-- each roughly the size of a small hill, their quaking bellies cresting far beyond their fat-packed, gently-splayed legs.">>\n\t\t<<set _output += "<br>You find yourself wondering if they've grown so massive on the grass alone...">>\n\n/% ----------- %/\n\t<<case "Maur">><<set $scena.Event = "Critter:Maur"; $scena.EvCat = "living"; $scena.EvDesc = "A Maur!">>\t\t\n\t\t<<set _output = "<br>A great, fat " + _patOutput.toLowerCase() + " maur prowls the area-- pausing to consider your presence with a soft and rumbling 'mrrp?'"; $scena.Palette = 1; _palette = "random">>\n\n/% ----------- %/\n\t<<case "Nebat">><<set _crirVariant = either("inkbat","nebat")>>\n\t\t<<set _langInput = "dPat">><<display CommonLanguage>>\n\t\t<<set $scena.Event = "Critter:Nebat"; $scena.EvCat = "living"; $scena.EvDesc = "A Passing Friend!">>\n\t\t<<set _output = "<br>A starry " + _crirVariant +" flutters nearby!"; $scena.Palette = 1; _palette = "random">>\n\n\n/% =============================== Flentse %/\n\t<<case "Human">><<set _langInput = "somnixEnc">><<display CommonLanguage>>\n\t\t<<set $scena.Event = "Flentse:Human"; $scena.EvCat = "living"; $scena.EvDesc = "A Human!"; _output = "A human " + _langOutput>>\n\n/% ----------- %/\n\t<<case "Gnome">><<set _langInput = "somnixEnc">><<display CommonLanguage>>\n\t\t<<set $scena.Event = "Flentse:Gnome"; $scena.EvCat = "living"; $scena.EvDesc = "A Gnome!"; _output = "A gnome " + _langOutput>>\n\n\n\n/% =============================== %/<</switch>><</if>>
\n/% Index destination arrays %/\n\t<<set _chestParIndex = []>><<for _i to 0; _i < $fxParasite.Chest.length; _i++>><<set _chestParIndex.pushUnique($fxParasite.Chest[_i].ID)>><</for>>\n\t<<set _bellyParIndex = []>><<for _i to 0; _i < $fxParasite.Belly.length; _i++>><<set _bellyParIndex.pushUnique($fxParasite.Belly[_i].ID)>><</for>>\n\t<<set _thighParIndex = []>><<for _i to 0; _i < $fxParasite.Thigh.length; _i++>><<set _thighParIndex.pushUnique($fxParasite.Thigh[_i].ID)>><</for>>\n\t<<set _tailParIndex = []>><<for _i to 0; _i < $fxParasite.Tail.length; _i++>><<set _tailParIndex.pushUnique($fxParasite.Tail[_i].ID)>><</for>>\n\n<<switch $activeShard.Species>>\n\t<<case "Slime" "Pudding" "Dough" "Mallow">>\n\t\t<<set _slimeIndex = _bellyParIndex.indexOf(_slimeLoad.ID)>>\n\t\t<<if (_slimeIndex neq -1) and ($fxParasite.Belly[_slimeIndex].Subtype eq _slimeLoad.Subtype)>> \n\t\t/% If matching entry exists, increase slime load %/ <<set $fxParasite.Belly[_slimeIndex].Qt += $slimeMagnitude>>\n\t\t<<else>>/% If matching entry doesn't yet exist, add it %/ <<set $fxParasite.Belly.push(_slimeLoad)>><</if>>\n\n\t<<case "Creme" "Mousse">>\n\t\t<<set _slimeIndex = _chestParIndex.indexOf(_slimeLoad.ID)>>\n\t\t<<if (_slimeIndex neq -1) and ($fxParasite.Chest[_slimeIndex].Subtype eq _slimeLoad.Subtype)>>\n\t\t\t<<set $fxParasite.Chest[_slimeIndex].Qt += $slimeMagnitude>>\n\t\t<<else>><<set $fxParasite.Chest.push(_slimeLoad)>><</if>>\n<</switch>>
/% -------- Backgrounds and Nuggets %/<<switch $scena.Stage>>\n\t<<case "The Asotir">><<set $scena.Nugget = "☢"; $scenaStages.BG = "wastes">>\n\t<<default>><<set $scena.Nugget = "♦"; $scenaStages.BG = "crystalforest">>\n/% -------- %/<</switch>><<include BG>>
<<if ndef $fxFatten>><<set $fxFatten = {}>><</if>>\n\n<<if ndef $sfxRange>><<set $sfxRange = { potency: [0.1,0.9], duration: [1,2], }>><</if>>\n\n<<if ndef $fxFatten.BellyDuration>>\n\t<<set $fxFatten.BellyDuration = 0; $fxFatten.BellyGain = 0>><</if>>\n<<if ndef $fxFatten.ChestDuration>>\n\t<<set $fxFatten.ChestDuration = 0; $fxFatten.ChestGain = 0>><</if>>\n<<if ndef $fxFatten.ThighDuration>>\n\t<<set $fxFatten.ThighDuration = 0; $fxFatten.ThighGain = 0>><</if>>\n<<if ndef $fxFatten.TailDuration>>\n\t<<set $fxFatten.TailDuration = 0; $fxFatten.TailGain = 0>><</if>>\n\n<<if ndef $fxFatten.CheekDuration>>\n\t<<set $fxFatten.CheekDuration = 0; $fxFatten.CheekGain = 0>><</if>>\n<<if ndef $fxFatten.ArmDuration>>\n\t<<set $fxFatten.ArmDuration = 0; $fxFatten.ArmGain = 0>><</if>>\n<<if ndef $fxFatten.NeckDuration>>\n\t<<set $fxFatten.NeckDuration = 0; $fxFatten.NeckGain = 0>><</if>>\n<<if ndef $fxFatten.SideDuration>>\n\t<<set $fxFatten.SideDuration = 0; $fxFatten.SideGain = 0>><</if>>\n<<if ndef $fxFatten.BackDuration>>\n\t<<set $fxFatten.BackDuration = 0; $fxFatten.BackGain = 0>><</if>>\n\n<<if ndef $fxFatten.fullBodyDuration>>\n\t<<set $fxFatten.fullBodyDuration = 0; $fxFatten.fullBodyGain = 0>><</if>>\n<<if ndef $fxFatten.bTypeDuration>>\n\t<<set $fxFatten.bTypeDuration = 0; $fxFatten.bTypeGain = 0>><</if>>\n\n<<if ndef $fxFatten.PearDuration>>\n\t<<set $fxFatten.PearDuration = 0; $fxFatten.PearGain = 0>><</if>>\n<<if ndef $fxFatten.RoundDuration>>\n\t<<set $fxFatten.RoundDuration = 0; $fxFatten.RoundGain = 0>><</if>>\n<<if ndef $fxFatten.HglassDuration>>\n\t<<set $fxFatten.HglassDuration = 0; $fxFatten.HglassGain = 0>><</if>>\n<<if ndef $fxFatten.GugueDuration>>\n\t<<set $fxFatten.GugueDuration = 0; $fxFatten.GugueGain = 0>><</if>>\n<<if ndef $fxFatten.BottomDuration>>\n\t<<set $fxFatten.BottomDuration = 0; $fxFatten.BottomGain = 0>><</if>>\n\n<<if ndef $fxFatten.ViviereDuration>>\n\t<<set $fxFatten.ViviereDuration = 0; $fxFatten.ViviereGain = 0>><</if>>\n<<if ndef $fxFatten.BovieteDuration>>\n\t<<set $fxFatten.BovieteDuration = 0; $fxFatten.BovieteGain = 0>><</if>>\n\n<<if ndef $fxFatten.BulgingDuration>>\n\t<<set $fxFatten.BulgingDuration = 0; $fxFatten.BulgingGain = 0>><</if>>\n<<if ndef $fxFatten.PuddingDuration>>\n\t<<set $fxFatten.PuddingDuration = 0; $fxFatten.PuddingGain = 0>><</if>>\n\n<<if ndef $fxUnfatten>><<set $fxUnfatten = {\n\tBellyDuration: 0, BellyGain: 0,\n\tChestDuration: 0, ChestGain: 0,\n\tThighDuration: 0, ThighGain: 0,\n\tTailDuration: 0, TailGain: 0,\n\tArmDuration: 0, ArmGain: 0,\n\tCheekDuration: 0, CheekGain: 0,\n\tNeckDuration: 0, NeckGain: 0,\n\tSideDuration: 0, SideGain: 0,\n\tBackDuration: 0, BackGain: 0,\n\n}>><</if>>\n\n<<if ndef $fxStuff>><<set $fxStuff = {\n\tBellyDuration: 0, BellyStuff: 0,\n\tChestDuration: 0, ChestStuff: 0,\n\tThighDuration: 0, ThighStuff: 0,\n\tTailDuration: 0, TailStuff: 0,\n}>><</if>>\n\n<<if ndef $fxUnstuff>><<set $fxUnstuff = { \n\tBellyDuration: 0, BellyStuff: 0,\n\tChestDuration: 0, ChestStuff: 0,\n\tThighDuration: 0, ThighStuff: 0,\n\tTailDuration: 0, TailStuff: 0, \n}>><</if>>\n\n<<if ndef $fxDigest>><<set $fxDigest = { Duration: 0, Potency: 0, }>><</if>>\n\n<<if ndef $fxBloat>><<set $fxBloat = {\n\tBellyDuration: 0, BellyBloat: 0,\n\tChestDuration: 0, ChestBloat: 0,\n\tThighDuration: 0, ThighBloat: 0,\n\tTailDuration: 0, TailBloat: 0,\n}>><</if>>\n\n<<if ndef $fxDeflate>><<set $fxDeflate = {\n\tBellyDuration: 0, BellyDeflate: 0,\n\tChestDuration: 0, ChestDeflate: 0,\n\tThighDuration: 0, ThighDeflate: 0,\n\tTailDuration: 0, TailDeflate: 0,\n}>><</if>>\n\n<<if ndef $fxBloatLiquid>><<set $fxBloatLiquid = {\n\tBellyDuration: 0, BellyBloat: 0,\n\tChestDuration: 0, ChestBloat: 0,\n\tThighDuration: 0, ThighBloat: 0,\n\tTailDuration: 0, TailBloat: 0,\n}>><</if>>\n\n<<if ndef $fxDrain>><<set $fxDrain = {\n\tBellyDuration: 0, BellyBloat: 0,\n\tChestDuration: 0, ChestBloat: 0,\n\tThighDuration: 0, ThighBloat: 0,\n\tTailDuration: 0, TailBloat: 0,\n}>><</if>>\n\n\n/% Mutation theory - each mutation set has an 'inert' and a 'complete' stage, with stages in between.\n\tMutation ticks upwards over time while active; once a certain stage is reached, the shard will accumulate mutations from that stage's mutation table until the mutation process either becomes inert or finalizes.\n\tOnce the final stage is reached, additional mutations of the same type will only pull from the finalized mutation table, unless the mutation is partially or fully reverted.\n\nItems, curios, effects, services and other approaches should exist to modify the progress of any mutation, or freeze it at a given stage indefinitely (allowing that mutation table to persist until unpaused). %/\n\n<<if ndef $tfSlime>><<set $tfSlime = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n<<if ndef $tfPudding>><<set $tfPudding = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n<<if ndef $tfCreme>><<set $tfCreme = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n<<if ndef $tfMousse>><<set $tfMousse = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n<<if ndef $tfDough>><<set $tfDough = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n<<if ndef $tfMallow>><<set $tfMallow = { \n\tacc: 0, stage: "inert", paused: false, subtype: "",\n\t\tkeyTraits: [], }>><</if>>\n\n<<if ndef $fxParasite>><<set $fxParasite = { \n\t\n\tChest: [], Belly: [], Thigh: [], Tail: [],\n\n\tchestCreme: 0, chestMousse: 0,\n\tslimeLoad: 0,\n\tbellySlime: 0, chestSlime: 0, thighSlime: 0, tailSlime: 0,\n\tpuddingLoad: 0,\n\tbellyPudding: 0, chestPudding: 0, thighPudding: 0, tailPudding: 0,\t\n\tmallowLoad: 0,\n\tbellyMallow: 0, chestMallow: 0, thighMallow: 0, tailMallow: 0,\t\n\tdoughLoad: 0,\n\tbellyDough: 0, chestDough: 0, thighDough: 0, tailDough: 0,\t\n\n\tsoftworm: 0, direworm: 0, amplibaene: 0,\n\n\tmlBelesse: 0, mlBelite: 0,\n\tmlMiriete: 0, mlBelebaret: 0, mlAlonget: 0, \n\tmlMoreauii: 0, mlVenemoire: 0, mlVenaerator: 0, \n\tmlViviere: 0, mlViviaerator: 0, mlFloutevi: 0,\n\n\tsTraiCroixcomfe: 0, sTraiRex: 0, sTraiVengeois: 0,\n\t\n}>><</if>>\n\n<<if ndef $fxRads>><<set $fxRads = { \n\tMirads: 0, MiradTolerance: 1000, \n\tRads: 0, RadTolerance: -1,\n}>><</if>>\n\n\n/% Chemical trackers for interactions + overdoses %/\n/% <<if ndef $chemPH>><<set $chemPH = { \n\t}>>\n<</if>> %/\n\n\n\n\n/% Cosmetic Status Effects - basically "skins" for standard effects %/\n\n<<if ndef $cfxAirPumpBelly>><<set $cfxAirPumpBelly = { \n\tDuration: 0, Potency: 0, }>><</if>>\n\n\n\n\n/% Cleaning up old vars %/\n\n<<if def $mutHPBoost>><<unset $mutHPBoost>><</if>>\n<<if def $mutStrBoost>><<unset $mutStrBoost>><</if>>\n<<if def $mutBellyGainUp>><<unset $mutBellyGainUp>><</if>>\n\n\n\n
<div class="row" style="margin-bottom: 0.8rem;">\n ''Species: <<print $scenaShard.Species>>'' (Change Species)</div>\n/% ========================================= %/<div class="row centerRow" style="margin-left: 2rem;">\n/% Pick each individual trait from a dropdown; selections are sent to a variable object, processed through some other code and turned into proper individual genes, which are then finally slotted in. %/\n/% Species-Sensitive Labels %/<<include SpeciesLabels>>\n\n/% ========================================= %/\n<div class="col-4">/% ---------- Head Options %/\n\n/% ---------- Manes %/ <<include Setup:Manes>>\n/% ---------- Head Decorations %/ <<include Setup:HeadDecor>>\n/% ---------- Ears %/<<include Setup:Ears>>\n/% ---------- Head/Face %/<<include Setup:Head>>\n/% ---------- Eyes %/<<include Setup:Eyes>>\n/% ---------- Facial Details %/<<include Setup:FacialDetails>>\n\n\n</div>/% ================================================== %/\n<div class="col-4">/% ---------- Torso Options %/\n\n/% ---------- Body Coating %/<<include Setup:Coating>>\n/% ---------- Forelimbs %/<<include Setup:Forelimbs>>\n\n\t''Body Type'' <<listbox "$geneSelector.BType">><<optionsfrom $scenaGPool.BodyType>><</listbox>> \n\t''Chest Style'' <<listbox "$geneSelector.ChestStyle">><<optionsfrom $scenaGPool.ChestStyle>><</listbox>> \n\t''Placement'' <<listbox "$geneSelector.ChestLoc">><<optionsfrom $scenaGPool.ChestLoc>><</listbox>> \n\t <<listbox "$geneSelector.ChestFatness">><<optionsfrom $scenaGPool.WeightSelectorChest>><</listbox>><br>\n\n/% ---------- Belly + Interior %/<<include Setup:BellyInterior>>\n\n</div>/% ================================================== %/\n<div class="col-4">/% ---------- Leg + Tail Options %/\n\n/% ---------- Torso Details + Hindlimbs %/<<include Setup:TorsoHindlimbs>>\n/% ---------- Tail %/<<include Setup:Tail>>\n\n</div>/% ========================================= %/</div>
<div class="col-1"></div><div class="col-10">\n\n\t<div class="row centerRow" style="margin-bottom: 0.3rem; margin-left: 2%;">Rest for how many turns?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 25%;"><<textbox "$restFor" 2 autofocus>></div>\n\n</div><div class="col-1"></div>
/% Incremental numbers for grand scales %/\t\n<<if ndef $grandScaler>><<set $grandScaler = { scaleInt: [200,300,400,500,650,800,950,1250,1500,2000,5000,10000,15000,25000,35000,50000,75000,100000,150000,250000,500000,1000000,1750000,3500000,7000000,15000000,50000000,100000000,500000000,1500000000,5500000000,15000000000,50000000000,200000000000,500000000000,1000000000000,2500000000000,5000000000000,10000000000000,15000000000000,20000000000000,25000000000000,35000000000000,50000000000000,75000000000000,100000000000000,150000000000000,500000000000000], }>>\t\n\n/% Old\n\t<<set $grandScaler = { scaleInt: [250,350], }>>\t\n\t<<set _increment = 0>><<for _grandScaler to 0; _grandScaler < 50; _grandScaler++>>\n\t\t<<if _grandScaler gte 44>><<set _increment += 1000000>>\n\t\t<<elseif _grandScaler gte 42>><<set _increment += 500000>>\n\t\t<<elseif _grandScaler gte 38>><<set _increment += 100000>>\n\t\t<<elseif _grandScaler gte 34>><<set _increment += 20000>>\n\t\t<<elseif _grandScaler gte 32>><<set _increment += 5000>>\n\t\t<<elseif _grandScaler gte 29>><<set _increment += 1000>>\n\t\t<<elseif _grandScaler gte 23>><<set _increment += 500>>\n\t\t<<elseif _grandScaler gte 13>><<set _increment += 250>>\n\t\t<<elseif _grandScaler gte 8>><<set _increment += 150>>\n\t\t<<elseif _grandScaler lt 8>><<set _increment += 50>><</if>>\t\n\t<<set $grandScaler.scaleInt.push($grandScaler.scaleInt[_grandScaler] + _increment)>>\n\t<</for>>\n\n%/\n\n<<set $intScale = [0,10,25,35,50,75,100,150,200]>>\n<<set $granIntScale = [0,2,5,8,12,16,20,35,50,65,80,100,125,150,200]>>\n<<set $LGranIntScale = [0,5,10,15,25,35,50,75,150,200]>>\n\n /% Add grand scaling to all integer scales %/\n\t<<for _intScaler to 0; _intScaler < $grandScaler.scaleInt.length; _intScaler++>>\n\t\t<<set $intScale.pushUnique($grandScaler.scaleInt[_intScaler])>>\n\t\t<<set $LGranIntScale.pushUnique($grandScaler.scaleInt[_intScaler])>>\n\t\t<<set $granIntScale.pushUnique($grandScaler.scaleInt[_intScaler])>>\n\t<</for>>\n<</if>>\n\n\n\t/% <<for _debug to 0; _debug < $intScale.length; _debug++>>\n\t\t<<print _debug>>:<<print $intScale[_debug]>>\n\t<</for>> %/\n\n
/% ---------- Body Coating %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\t\t\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $detailGenes.BasicPattern>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $detailGenes.MiraiSkin>><</listbox>> <br>\n\n/% ---------- %/<<case "Zamirai">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $detailGenes.ZamiraiSkin>><</listbox>> <br>\n\n/% ---------- %/<<case "Karakk">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $detailGenes.FancyPattern>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $detailGenes.KarakkSkin>><</listbox>> <br>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $detailGenes.TirixSkin>><</listbox>> <br>\n\t\t''Aura'' <<listbox "$geneSelector.Aura">><<optionsfrom $detailGenes.TirixAura>><</listbox>> <br>\n\n/% ---------- %/<<case "Esque">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $detailGenes.EsqueSkin>><</listbox>> <br>\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $scenaGPool.Coat>><</listbox>> <br>\n\t\t''Aura'' <<listbox "$geneSelector.Aura">><<optionsfrom $detailGenes.RevixAura>><</listbox>> <br>\n\n/% ---------- %/<<default>>\n\t\t<<set _selectorCall = "coatColor">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.CoatPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.Coat">><<optionsfrom $scenaGPool.Coat>><</listbox>> <br>\n\n<</switch>>
/% This is to prevent the liquid from being generated more than once per dungeon %/<<if $scenaBiome.ActiveSub.ID neq $scenaBiome.NewSub.ID>> \n/% --------- Initialization %/\n\n\t<<if $scenaBiome.NewSub.floodLiquid eq "">><<set $scenaBiome.NewSub.floodLiquid = $scenaBiome.NewSub.Liquids.random()>><</if>>\n\n<<set _internalTraits = []>><<for _i to 0; _i < $scenaDNA.Internal.length; _i++>><<set _internalTraits.pushUnique($scenaDNA.Internal[_i].Display)>><</for>>\n\n<<switch $scenaBiome.NewSub.floodLiquid>>\n/% --------- Microbic Water %/ <<case "microbic water">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click, causing water to drip vigorously from its split edges.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom, and the melodic echo of falling drops...">>\n\t<<set $scenaBiome.NewSub.primaryMicrobe = $scenaBiome.NewSub.Microbes.random()>>\n\t<<set $scenaBiome.NewSub.Pools = ["water","microbic water"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\t\t<<switch $scenaBiome.NewSub.primaryMicrobe>>\n\t\t\t<<case "softworm">><<set $scenaBiome.NewSub.Mods = ["PH:softwormColony"]>>\n\t\t\t<<case "dire worm">><<set $scenaBiome.NewSub.Mods = ["PH:direwormColony"]>>\n\t\t\t<<case "microleupii:miriete">>\n\t\t\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fattenBelly"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:miriete"]>>\n\t\t\t<<case "microleupii:belesse">><<set $scenaBiome.NewSub.Mods = ["PH:fatten"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:belesse"]>>\n\t\t\t<<case "microleupii:belite">><<set $scenaBiome.NewSub.Mods = ["PH:fatten"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:belite"]>>\n\t\t\t<<case "microleupii:belebaret">><<set $scenaBiome.NewSub.Mods = ["PH:fattenChest"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:belebaret"]>>\n\t\t\t<<case "microleupii:alonget">><<set $scenaBiome.NewSub.Mods = ["PH:fattenThigh"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:alonget"]>>\n\t\t\t<<case "microleupii:moreauii">><<set $scenaBiome.NewSub.Mods = ["PH:inflateBelly"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:moreauii"]>>\n\t\t\t<<case "microleupii:venemoire">><<set $scenaBiome.NewSub.Mods = ["PH:venomBloat"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:venemoire"]>>\n\t\t\t<<case "microleupii:venaerator">><<set $scenaBiome.NewSub.Mods = ["PH:venomBloat"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:venaerator"]>>\n\t\t\t<<case "microleupii:viviere">><<set $scenaBiome.NewSub.Mods = ["PH:milkBloat"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:viviere"]>>\n\t\t\t<<case "microleupii:viviaerator">><<set $scenaBiome.NewSub.Mods = ["PH:milkBloat"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:viviaerator"]>>\n\t\t\t<<case "microleupii:guguetelle">><<set $scenaBiome.NewSub.Mods = ["PH:eggBloat"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:guguetelle"]>>\n\t\t\t<<case "microleupii:floutevi">><<set $scenaBiome.NewSub.Mods = ["PH:fatten"]>>\n\t\t\t\t<<set $scenaBiome.NewSub.breathFX = ["PH:microleupii:floutevi"]>>\n\t\t<</switch>>\n\n/% --------- Irradiated Water %/ <<case "irradiated water">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:radsMutate"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Irradiated","slime:Slime:Irradiated","slime:Slime:Irradiated","Tendril:Jelly","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner.delete("livingAmbient")>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","irradiated water","irradiated water","irradiated water","irradiated water","nuclear jelly"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Slime %/ <<case "slimeJelly">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:slimeBloat","PH:slimeMutate"]>>\n\t\t<<set $scenaBiome.NewSub.Ambient.push("Soft, wet plaps echo from somewhere down the halls.")>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime","slime:Slime","slime:Slime","slime:Slime","slime:Slime","Tendril:Jelly","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner.delete("livingAmbient")>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","slimeJelly"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Pudding %/ <<case "slimePudding">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, creamy-sweet scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fatten","PH:fattenExtreme","PH:puddingMutate","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.Ambient.push("Soft, wet plaps echo from somewhere down the halls.")>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding","slime:Pudding","slime:Pudding","slime:Pudding","slime:Creme","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner.delete("livingAmbient")>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","slimePudding"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Creme %/ <<case "slimeCreme">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, creamy-sweet scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenChest","PH:fattenChestExtreme","PH:cremeMutate","PH:immobilizeChest"]>>\n\t\t<<set $scenaBiome.NewSub.Ambient.push("Soft, wet plaps echo from somewhere down the halls.")>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Creme","slime:Creme","slime:Creme","slime:Creme","slime:Pudding","Tendril:Milky","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner.delete("livingAmbient")>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","slimePudding","slimeCreme","slimeCreme"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Dough %/ <<case "slimeDough">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, yeasty-sweet scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenChest","PH:fattenExtreme","PH:fattenChestExtreme","PH:doughMutate","PH:immobilize","PH:immobilizeChest"]>>\n\t\t<<set $scenaBiome.NewSub.Ambient.push("Soft, wet plaps echo from somewhere down the halls.")>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Dough","slime:Dough","slime:Dough","slime:Dough","slime:Dough","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner.delete("livingAmbient")>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","slimeDough"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\t\t<<set $scenaBiome.NewSub.Environment.push("warm")>>\n\n/% --------- Honeybutter + Gorger Jelly %/ <<case "honeybutter" "gorger jelly">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of pure, rich sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom, and you can hear a low, dull drone within...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fatten","PH:fattenExtreme","PH:honeypotMutate","PH:honeypotImmobilize"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Honeybutter","slime:Slime:Honeybutter","slime:Slime:RoyalJelly","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","honeybutter","honeybutter","honeybutter","honeybutter","gorger jelly"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\t\t<<set $scenaBiome.NewSub.Environment.push("sugary")>>\n\n/% --------- Viviere Milk %/ <<case "viviere milk">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of creamy sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenChest","PH:milkBloat","PH:milkBloat","PH:fattenChestExtreme","PH:cremeMutate","PH:viviereMutate","PH:immobilizeChest"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = ["Fyynling"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Creme","slime:Creme","slime:Creme","Tendril:Milky","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","viviere milk","viviere milk","viviere milk","viviere slurry"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Viviere Slurry %/ <<case "viviere slurry">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of faint creamy sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenChest","PH:milkBloat","PH:milkBloat","PH:fattenChestExtreme","PH:cremeMutate","PH:viviereMutate","PH:immobilizeChest"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = ["Fyynling"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding:Slurry","slime:Creme","slime:Creme","Tendril:Slurry","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","fattening slurry","bolstering slurry"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Fattening Slurry %/ <<case "fattening slurry">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of faint creamy sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenExtreme","PH:fattenExtreme","PH:adiposaMutate","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = ["Fyynling"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding:Slurry","slime:Pudding:Slurry","slime:Creme","Tendril:Slurry","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","fattening slurry","bolstering slurry"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Bolstering Slurry %/ <<case "bolstering slurry">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of faint creamy sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenExtreme","PH:fattenExtreme","PH:adiposaMutate","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = ["Fyynling"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding:Slurry","slime:Pudding:Slurry","slime:Creme","Tendril:Slurry","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","fattening slurry","bolstering slurry"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Bulking Slurry %/ <<case "bulking slurry">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of faint creamy sweetness across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fattenExtreme","PH:fattenExtreme","PH:adiposaMutate","PH:bulkMutate","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = ["Fyynling"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding:Slurry","slime:Pudding:Slurry","slime:Creme","Tendril:Slurry","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["water","fattening slurry","bulking slurry"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Miratoxin + Vin Mir %/ <<case "miratoxin" "vin mir">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, sweetly-chemical scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:miratoxicAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Miratoxic","slime:Slime:Miratoxic","TendrilFam","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:inflateBelly","PH:inflateBelly","PH:fatten","PH:fatten","PH:fatten","PH:venomBloat","PH:eggBloat","PH:miratoxinMutate","PH:miratoxinMutate","PH:fattenExtreme","PH:realize","PH:realize","PH:realizeOverdose"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["vin mir","miratoxin"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Ink + Vin Noit %/ <<case "ink" "vin noit">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, smoky-sweet chemical scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:inkAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Ink","slime:Slime:Ink","TendrilFam","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:inflateBelly","PH:inflateBelly","PH:fatten","PH:fatten","PH:fatten","PH:venomBloat","PH:eggBloat","PH:inkMutate","PH:inkMutate","PH:fattenExtreme","PH:realizeInky","PH:realizeInky","PH:realizeInkyOverdose"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["vin noit","ink"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Silessence %/ <<case "silessence">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting an odd, milky-sweet chemical scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:caloricAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Silessence","slime:Slime:Silessence","slime:Creme:Silessence","TendrilFam","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fatten","PH:fatten","PH:fattenExtreme","PH:viviereMutate","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["silessence"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Distensium + Vin Distensium %/ <<case "vin distensium" "distensium">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a scent of rubber across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:inflateBelly","PH:inflateBelly","PH:inflate","PH:inflateExtreme"]>>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:inflateAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Distensium","slime:Slime:Distensium","slime:Slime:Distensium","Tendril:Hose","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["vin distensium","distensium"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Fattenium + Vin Fattenium %/ <<case "vin fattenium" "fattenium">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a soft scent of something sweet and buttery across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fatten","PH:fatten","PH:fattenExtreme"]>>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:caloricAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding","slime:Slime:Fattenium","slime:Pudding:Fattenium","Tendril:Feeder","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["vin fattenium","fattenium"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\t\t<<set $scenaBiome.NewSub.Environment.push("sugary")>>\n\n/% --------- Vin Ambrum + Ambrosia %/ <<case "vin ambrum" "ambrosia">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a rich scent of something sweet and buttery across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:fattenExtreme","PH:immobilize"]>>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:caloricAmbience","PH:fatteningAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Pudding:Ambrosia","slime:Pudding:Ambrosia","slime:Pudding:Ambrosia","Tendril:Feeder","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["vin ambrum","ambrosia"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\t\t<<set $scenaBiome.NewSub.Environment.push("sugary")>>\n\n\n/% --------- Vin Mirazin + Miraplasm %/ <<case "vin mirazin" "miraplasm">>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a sharp, sweet chemical scent across your snoot.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:miratoxicAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Living = ["slime:Slime:Miraplasmic","slime:Slime:Miraplasmic","slime:Slime:Miraplasmic","slime:Slime:Miraplasmic","VecFam"]>>\n\t\t<<set $scenaBiome.NewSub.ambiLiving = []>>\n\t\t<<set $scenaBiome.NewSub.Mods = ["PH:miratoxinMutate","PH:miraplasmicCascade"]>>\n\t\t<<set $scenaBiome.NewSub.Pools = ["miraplasm"]; $scenaBiome.NewSub.Liquids = $scenaBiome.NewSub.Pools>>\n\n/% --------- Vitae %/ <<case "vitae">>\n\t<<if _internalTraits.includes("Vital")>>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill.<br> As you draw closer, the door gives a soft beep and slides open with a click-- wafting a sharp, tea-like fragrance across your snoot and causing you to instantly snap awake!<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">>\n\t<<else>>\n\t\t<<set $scenaBiome.NewSub.zoneIntro = " a sturdy-looking miratech door embedded in a nearby hill. As you draw closer, the door gives a soft beep and slides open with a click-- wafting a sharp, tea-like fragrance across your snoot and causing you to flinch in sudden anxiety!<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...">><</if>>\n\t\t<<set $scenaBiome.NewSub.FX = ["PH:vitalAmbience"]>>\n\t\t<<set $scenaBiome.NewSub.Spawner = ["noHit","noHit","pool","pool","pool","forage","forage","forage","portal","exit"]>>\n\n<</switch>><</if>>
<<set $scena.EvCat = "living">>\n<<switch _callCrir>>\n\n\t<<case "revecai:test">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Revec*ai:Test", Display: "Test Revec*ai", useCard: 1, Species: "Revec*ai", Subspecies: "", Subtype: "", Variant: "", Cat: "Revec*ai", Girth: 0, Scale: "", Element: ["Mirazin","Fat"], Palette: [], Pattern: [],\n\t\tHead: [], Neck: "", Torso: [], Chest: "", Belly: "", Arms: "", ArmNo: 2, Forelimbs: [], Legs: "", LegNo: 2, Hindlimbs: [], Back: [], Tail: "", TailNo: 1, Tailtip: "", Internal: [],\n\t\tfatCheek: 0, fatNeck: 0, fatArm: 0, fatChest: 0, fatBelly: 0, fatSide: 0, fatBack: 0, fatThigh: 0, fatTail: 0,\n\t\tMilk: "Milk:Revec*ai", Venom: "Miratoxin", Eggs: ["Revec*ai"], }>>\n\t\t/% Combat Generation %/ <<set $combatCrir = { Name: "", Type: "Crir", Class: "", Img: "", Difficulty: "Threatening", MaxCHP: 5, BCry: "PH", DRattle: "PH",\n\t\t\tTactic: "Melee", Attack: "Physical", Defense: "Evasion", Physical: 1, Magic: 0, Stealth: 0, Armor: 0, Evasion: 1, Ward: 0, \n\t\t\tAbilities: ["aether:forcefeed","rier:airPump","rier:fatPump","rier:gooPump","rier:mtoxPump","rier:eggStuff"], \n\t\t\tabilityStrX: [1,1,1,1,1,1], abilityStrY: [1,1,1,1,1,1], \n\t\t\tabilityChance: [33,33,33,33,33,33], \n\t\t\tDrops: ["cons:carcass:revecai","trinket:figurine:revecai"], \n\t\t\tdropChance: [100,1], dropQtX: [1,1], dropQtY: [1,1], }>>\n\n\t/% procgen randomizers here %/<<include Genome:Revec*ai>><<set _output = _announceDefault>>\n\n\t\t<<set _varTypes = ["","","fat","fatter","balloon","blimp","eggbloat","venombloat","milkbloat","butter","cake","giant","immobile"]>>\n\t\t\t<<set _newShard.Variant = _varTypes.random()>>\n\t\t<<switch _newShard.Variant>>\n\t\t\t<<case "fat">><<set _crirMod = "fatten">><<include CreatureModifiers>>\n\t\t\t\t<<set _output = "<br>A " + _patOutput.toLowerCase() + " " + _newShard.Subspecies + " " + _movementType + " fatly into view, peering at you with friendly curiosity as its great, fat body wobbles around it!">>\n\t\t\t<<case "fatter">><<set _crirMod = "doubleFatten">><<include CreatureModifiers>>\n\t\t\t\t<<set _output = "<br>A " + _patOutput.toLowerCase() + " " + _newShard.Subspecies + " practically rolls closer-- so impressively corpulent that you're amazed it can still waddle at all!">>\n\t\t\t<<case "immobile">><<set _crirMod = either("blimp","blimpBelly","blimpThigh","blimpRound","blimpHGlass","blimpPear")>><<include CreatureModifiers>>\n\t\t\t\t<<set _output = "<br>You find a " + _patOutput.toLowerCase() + " " + _newShard.Subspecies + " nestled comfortably nearby--<br> blimped up with so much pure, jiggling fat that there's no way it could possibly move!">>\n\t\t\t<<case "blimp">><<set _crirMod = either("blimp","blimpBelly","blimpThigh","blimpRound","blimpHGlass","blimpPear")>><<include CreatureModifiers>>\t\t\t\n\t\t<</switch>>\t\n\n\t\t<<set _newShard.Girth = _newShard.fatCheek + _newShard.fatNeck + _newShard.fatArm + _newShard.fatChest + _newShard.fatBelly + _newShard.fatSide + _newShard.fatBack + _newShard.fatThigh + _newShard.fatTail>>\n\n/% ========================================= %/\n\t<<case "revecai:quaggy">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Revec*ai:Quaggy", Display: "Revec*ai Quaggy", useCard: 1, Species: "Revec*ai", Subspecies: "", Subtype: "", Variant: "", Cat: "Revec*ai", Girth: -1, Scale: "", Element: ["Mirazin","Fat"], Palette: [], Pattern: [],\n\t\tHead: [], Neck: "", Torso: [], Chest: "", Belly: "", Arms: "", ArmNo: 2, Forelimbs: [], Legs: "", LegNo: 2, Hindlimbs: [], Back: [], Tail: "", TailNo: 1, Tailtip: "", Internal: [],\n\t\tfatCheek: 0, fatNeck: 0, fatArm: 0, fatChest: 0, fatBelly: 0, fatSide: 0, fatBack: 0, fatThigh: 0, fatTail: 0, Milk: "", Venom: "Miratoxin", Eggs: [],\n\t\t}>> <<include Genome:Revec*ai>>\n\t\t\t<<set _output = "<br>A little " + _patOutput.toLowerCase() + " " + _newShard.Subspecies + " quaggy waddles fatly into view, pausing to squeak a hello to you!"; _newShard.Chest = "Vivriere">>\n\t\t\t<<set _crirMod = "quaggy">><<include CreatureModifiers>>\n\n\t\n/% ========================================= %/\n\t<<case "slime" "pudding" "creme" "dough" "aspic" "mallow" "mousse" "taffy" "goo">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Slime", Display: "Slime", useCard: 0, Species: "Slime", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Mirazin","Water"], Palette: ["dualcolor","tricolor"], }>>\n\t\t/% Combat Generation %/ <<set $combatCrir = { Name: "", Type: "Crir", Class: "", Img: "slime_ph", Difficulty: "Trivial", MaxCHP: 1, BCry: "PH", DRattle: "PH",\n\t\t\tTactic: "Melee", Attack: "Physical", Defense: "Armor", Physical: 1, Magic: 0, Stealth: 0, Armor: 1, Evasion: 0, Ward: 0, \n\t\t\tDrops: ["cons:slime:bottle","cons:slime:chunk","cons:slime:core","trinket:figurine:slime"], \n\t\t\tdropChance: [85,85,5,1], dropQtX: [1,1,1,1], dropQtY: [1,1,3,1], }>>\n\n\t<<switch _callCrir>>\n\t\t/% ----- %/ <<case "pudding">><<set _newShard = { \n\t\tID: "Pudding", Display: "Pudding", useCard: 0, Species: "Pudding", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Fat","Sweet"], Palette: ["oranges","pastel","creamy"], }>>\n\t\t\t<<set $combatCrir.Drops = ["cons:pudding:bottle","cons:pudding:chunk","cons:pudding:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "creme">><<set _newShard = { \n\t\tID: "Creme", Display: "Creme", useCard: 0, Species: "Creme", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Fat","Sweet"], Palette: ["pastel","creamy"], }>><<set $combatCrir.Drops = ["cons:creme:bottle","cons:creme:chunk","cons:creme:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "dough">><<set _newShard = { \n\t\tID: "Dough", Display: "Dough", useCard: 0, Species: "Dough", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Fat","Plant"], Palette: ["oranges","pastel","creamy"], }>><<set $combatCrir.Drops = ["cons:dough:bottle","cons:dough:chunk","cons:dough:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "aspic">><<set _newShard = { \n\t\tID: "Aspic", Display: "Aspic", useCard: 0, Species: "Aspic", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Fat","Flesh"], Palette: ["reds","oranges","yellows","creamy"], }>><<set $combatCrir.Drops = ["cons:aspic:bottle","cons:aspic:chunk","cons:aspic:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "mallow">><<set _newShard = { \n\t\tID: "Mallow", Display: "Mallow", useCard: 0, Species: "Mallow", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Air","Sweet"], Palette: ["pastel"], }>><<set $combatCrir.Drops = ["cons:mallow:bottle","cons:mallow:chunk","cons:mallow:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "mousse">><<set _newShard = { \n\t\tID: "Mousse", Display: "Mousse", useCard: 0,\n\t\tSpecies: "Mousse", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Air","Sweet"], Palette: ["pastel","creamy"], }>><<set $combatCrir.Drops = ["cons:mousse:bottle","cons:mousse:chunk","cons:mousse:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "taffy">><<set _newShard = { \n\t\tID: "Taffy", Display: "Taffy", useCard: 0,\n\t\tSpecies: "Taffy", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Water","Sweet"], Palette: ["dualcolor","tricolor"], }>><<set $combatCrir.Drops = ["cons:taffy:bottle","cons:taffy:chunk","cons:taffy:core","trinket:figurine:slime"]>>\n\n\t\t/% ----- %/ <<case "goo">><<set _newShard = { \n\t\tID: "Goo", Display: "Goo", useCard: 0,\n\t\tSpecies: "Goo", Subspecies: "", Subtype: "", Variant: "", Cat: "Slime", Girth: 0, Scale: "", Element: ["Water","Cosmic"], Palette: ["trimono"], }>>\n\t\t\t<<set $combatCrir.Drops = ["cons:goo:bottle","cons:goo:chunk","cons:goo:core","trinket:figurine:slime"]>>\n\t<</switch>>\n\n\t<<switch _callSubspecies>>\n\t\t<<case "ambrosia">><<set _newShard.Subspecies = "Ambrosia"; _newShard.Element = ["Fat","Mirazin"]; _newShard.Palette = ["violets"]>>\n\t\t<<case "distensium">><<set _newShard.Subspecies = "Distensium"; _newShard.Element = ["Mirazin","Air"]; _newShard.Palette = ["pastel"]>>\n\t\t<<case "fattenium">><<set _newShard.Subspecies = "Fattenium"; _newShard.Element = ["Fat","Mirazin"]; _newShard.Palette = ["yellows"]>>\n\t\t<<case "slurry">><<set _newShard.Subspecies = "Slurry"; _newShard.Element = ["Fat","Mirazin"]; _newShard.Palette = ["creamy"]>>\n\t\t<<case "honeybutter">><<set _newShard.Subspecies = "Honeybutter"; _newShard.Element = ["Mirazin","Sweet"]; _newShard.Palette = ["oranges"]>>\n\t\t<<case "ink">><<set _newShard.Subspecies = "Ink"; _newShard.Element = ["Mirazin","Void"]; _newShard.Palette = ["darkAccent"]>>\n\t\t<<case "irradiated">><<set _newShard.Subspecies = "Irradiated"; _newShard.Element = ["Mirazin","Nuclear"]; _newShard.Palette = ["yellows","greens"]>>\n\t\t<<case "miraplasmic">><<set _newShard.Subspecies = "Miraplasmic"; _newShard.Element = ["Mirazin","Liquid"]; _newShard.Palette = ["pinks"]>>\n\t\t<<case "miratoxic">><<set _newShard.Subspecies = "Miratoxic"; _newShard.Element = ["Mirazin","Liquid"]; _newShard.Palette = ["pinks","mirazine"]>>\n\t\t<<case "royal jelly">><<set _newShard.Subspecies = "Royal Jelly"; _newShard.Element = ["Mirazin","Sweet"]; _newShard.Palette = ["pastel"]>>\n\t\t<<case "silessence">><<set _newShard.Subspecies = "Silessence"; _newShard.Element = ["Mirazin","Cosmic"]; _newShard.Palette = ["pearlescent"]>>\n\t<</switch>>\n\n\t\t<<set _slimeScale = ["little","little","plump","plump","fat","fat","enormous","huge","gargantuan"]>>\n\t<<if ndef _scalePick>><<set _scalePick = _slimeScale.random(); $scena.Palette = 1; _palette = _newShard.Palette.random()>><</if>>\n\n\t\t<<set _announcer = "A " + _callCrir>><<set _crirPresentation = _newShard.Species>>\n\t\t\t<<if _newShard.Subspecies neq "">><<set _crirPresentation = _newShard.Subspecies + " " + _crirPresentation>><</if>>\n\t\t\t<<set $scena.EvDesc = "A " + _crirPresentation + "!">>\n\n\t\t\t<<switch _scalePick>>\n\t\t\t<<case "little">><<set _announcer = "A " + _scalePick + " " + _crirPresentation.toLowerCase(); _newShard.Girth = random(5,15); $combatCrir.MaxCHP = 1>>\n\t\t\t\t<<set _output = "<br>" + _announcer + " " + either("flops","wobbles","jiggles","plops") + " closer!">>\n\t\t\t<<case "plump">><<set _announcer = "A " + _scalePick + " " + _crirPresentation.toLowerCase(); _newShard.Girth = random(15,25); $combatCrir.MaxCHP = 1>>\n\t\t\t\t<<set _output = "<br>" + _announcer + " " + either("flops","wobbles","jiggles","plops") + " closer!">>\n\t\t\t<<case "fat">><<set _announcer = "A " + _scalePick + " " + _crirPresentation.toLowerCase(); _newShard.Girth = random(25,65); $combatCrir.MaxCHP = either(1,1,1,1,2)>>\n\t\t\t\t<<set _output = "<br>" + _announcer + " " + either("flops","wobbles","jiggles","plops") + " closer!">>\n\t\t\t<<case "enormous">><<set $scena.EvDesc = "An Enormous " + _crirPresentation + "!"; _announcer = "An " + _scalePick + " " + _crirPresentation.toLowerCase()>>\n\t\t\t\t<<set _newShard.Girth = random(65,255); $combatCrir.MaxCHP = random(2,5); _output = "<br>" + _announcer + " blobs and wobbles into view, oozing ominously closer...!">>\n\t\t\t<<case "huge">><<set $scena.EvDesc = "A HUGE " + _crirPresentation + "!"; _announcer = "A " + _scalePick + " " + _crirPresentation.toLowerCase()>>\n\t\t\t\t<<set _newShard.Girth = random(255,2555); $combatCrir.MaxCHP = Math.round( _newShard.Girth * 0.01); _output = "<br>" + _announcer + " oozes up into sight, flowing forward like a cresting wave of shimmering goo as it steadily approaches!">>\n\t\t\t<<case "gargantuan">><<set $scena.EvDesc = "A GARGANTUAN " + _crirPresentation + "!"; _announcer = "A " + _scalePick + " " + _crirPresentation.toLowerCase()>>\n\t\t\t\t<<set _newShard.Girth = random(5555,255555); $combatCrir.MaxCHP = Math.round( _newShard.Girth * 0.001)>>\n\t\t\t\t<<set _output = "<br>" + _announcer + " rises up over the horizon, casting a shadow over you as it bubbles, quakes and undulates, looming ever-closer..!">><</switch>>\n\t\t\t<<set _newShard.Scale = _scalePick.toUpperFirst()>>\n\n\t/% Name Generation %/\n\t<<set _buildNameA = _newShard.Display.toUpperFirst()>>\n\t<<if _callSubspecies neq "">><<set _buildNameC = _callSubspecies.toUpperFirst()>>\n\t\t<<set $combatCrir.Name = _newShard.Scale + " " + _buildNameC + " " + _buildNameA>>\n\t<<else>><<set $combatCrir.Name = _newShard.Scale + " " + _buildNameA>><</if>>\n\n\t\t<<set _newShard.fatBelly = _newShard.Girth>>\n\t\n/% ========================================= %/\n\t<<case "fyynling">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Fyynling", Display: "Fyynling", useCard: 0, Species: "Fyynling", Subspecies: "", Subtype: "", Variant: "", Cat: "Fyynling", Girth: 0, Scale: "", Element: ["Mirazin","Fat"], \n\t\tPalette: ["fyynl","fyynl","fyynl","fyynl","fyynl","fyynl","fyynl","pastel"], Pattern: [],\n\t\tHead: ["Chattering Maw"], Neck: "", Torso: [], Chest: "", Belly: "Fleshy Body", Arms: "Grasping Tendrils", ArmNo: 2, Forelimbs: [], Legs: "Ambulatory Tendrils", LegNo: 2, Hindlimbs: [], Back: [], Tail: "", TailNo: 1, Tailtip: "", Internal: [],\n\t\tfatCheek: 0, fatNeck: 0, fatArm: 0, fatChest: 0, fatBelly: 0, fatSide: 0, fatBack: 0, fatThigh: 0, fatTail: 0, Milk: "", Venom: "", Eggs: [],\n\t\t}>>\n\t\t\t<<set _output = "<br>A little fyynling " + either("flops","wobbles","jiggles","plops") + " closer, squiggling and squeaking excitedly to see you!">>\n\t\t\t<<set _newShard.ArmNo = random(2,3); _newShard.LegNo = random(2,4)>>\n\t\t\t<<set _newShard.fatBelly = random(4,45); _newShard.fatArm = random(2,6)>>\n\n/% ========================================= %/\n\t<<case "tendril">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Tendril", Display: "Tendril", useCard: 0, Species: "Tendril", Subspecies: "", Subtype: "", Variant: "", Cat: "Tendril", Girth: -1, Scale: "", Element: ["Cosmic","Fat"], Palette: ["fyynl"], }>>\n\n\t\t/% Combat Generation %/ <<set $combatCrir = { Name: "", Type: "Crir", Class: "", Img: "", Difficulty: "Challenging", MaxCHP: 3, BCry: "PH", DRattle: "PH",\n\t\t\tTactic: "Melee", Attack: "Physical", Defense: "Armor", Physical: 1, Magic: 0, Stealth: 0, Armor: 1, Evasion: 0, Ward: 0, \n\t\t\tDrops: ["cons:tendrilNectarBottled","cons:eldritchFat","cons:eldritchFat","cons:eldritchFat","cons:tendrilNodule","trinket:figurineTendril"],\n\t\t\tdropChance: [85,85,65,45,15,1],}>>\n\t<<set _newShard.Subspecies = _callSubspecies>>\n\t<<switch _newShard.Subspecies>>\n\t\t<<case "inflator">><<set _newShard.Element = ["Cosmic","Air"]>>\n\t\t<<case "vine">><<set _newShard.Element = ["Plant","Fat"]>>\n\t\t<<case "jelly">><<set _newShard.Element = ["Cosmic","Water"]>>\n\t<</switch>>\n\n\t<<set $tendrilPressure = either(1,1,1,1,2,2,2,3,3,5,10)>>\n\t\t<<switch _newShard.Subspecies>> /% "Nodules" are consumables that will implant parasitic tendrils in your belly. Eating tendrilvine seeds has a similar effect. %/\n\t\t\t<<case "vine">><<set $combatCrir.Drops = ["cons:tendrilNectarBottled","mat:eldritchBark","mat:eldritchBark","mat:eldritchBark","cons:seedsTendrilvine","trinket:figurineTendril"]; $combatCrir.dropChance = [85,85,65,45,33,1]>>\n\t\t\t<<case "inflator">><<set $combatCrir.Drops = ["cons:tendrilGasNodule","cons:eldritchFat","cons:eldritchFat","eldritchFat","inflatorTendrilNodule","trinket:figurineTendril"]>>\n\t\t\t<<case "feeder">><<set _desc = "striped"; $combatCrir.Drops = ["cons:tendrilSlurryBottled","cons:eldritchFat","cons:eldritchFat","cons:eldritchFat","cons:feederTendrilNodule","trinket:figurineTendril"]>>\n\t\t\t<<case "fattener">><<set _desc = "buttery striped"; $combatCrir.Drops = ["cons:tendrilSlurryBottled","cons:eldritchFat","cons:eldritchFat","cons:eldritchFat","cons:fattenerTendrilNodule","trinket:figurineTendril"]>>\n\t\t\t<<case "slurry">><<set _desc = "bloated striped"; $combatCrir.Drops = ["cons:tendrilSlurryBottled","cons:eldritchFat","cons:eldritchFat","cons:eldritchFat","cons:slurryTendrilNodule","trinket:figurineTendril"]>>\n\t\t\t<<case "milky">><<set _desc = "bloated striped"; $combatCrir.Drops = ["cons:tendrilMilkBottled","cons:eldritchFat","cons:eldritchFat","cons:eldritchFat","cons:milkyTendrilNodule","trinket:figurineTendril"]>>\n\t\t\t<<case "jelly">><<set _desc = "jiggling, translucent"; _newShard.Palette = ["dualcolor","tricolor"]; $combatCrir.Drops = ["cons:eldritchJelly","cons:eldritchJelly","cons:eldritchJelly","cons:eldritchJelly","cons:jellyTendrilNodule","trinket:figurineTendril"]; $scena.Palette = 1>>\n\t\t<</switch>>\n\n\t<<switch _newShard.Subspecies>>\n\t\t<<case "inflator">><<if $tendrilPressure gte 5>><<set _tScale = "blimplike"; $combatCrir.MaxCHP = 3>>\n\t\t\t<<elseif $tendrilPressure gte 3>><<set _tScale = "bloated"; $combatCrir.MaxCHP = 5>>\n\t\t\t<<else>><<set _tScale = "whiplike"; $combatCrir.MaxCHP = 4>><</if>>\n\t\t\t<<set _output = "<br>A " + _tScale + ", hissing striped tendril bursts to the surface before you, writhing ominously!">>\n\n\t\t<<case "vine">><<if $tendrilPressure gte 5>><<set _tScale = "blimplike"; $combatCrir.MaxCHP = 3>>\n\t\t\t<<elseif $tendrilPressure gte 3>><<set _tScale = "bloated"; $combatCrir.MaxCHP = 4>>\n\t\t\t<<else>><<set _tScale = "fat"; $combatCrir.MaxCHP = 4>><</if>>\n\t\t\t<<set _output = "You " + _langOutput + " a " + _tScale + " tendrilvine unfurling from a nearby branch!">>\n\n\t\t<<default>><<if $tendrilPressure gte 5>><<set _tScale = "blimplike"; $combatCrir.MaxCHP = 3>>\n\t\t\t<<elseif $tendrilPressure gte 3>><<set _tScale = "blobby"; $combatCrir.MaxCHP = 4>>\n\t\t\t<<else>><<set _tScale = "fat"; $combatCrir.MaxCHP = 4>><</if>>\n\t\t\t<<set _output = "<br>A " + _tScale + ", " + _desc + " tendril bursts to the surface before you, writhing ominously!">>\n\t<</switch>>\n\t\t<<set _subName = _newShard.Subspecies.toUpperFirst();>>\n\t\n\t/% Name Generation %/\n\t<<set _buildNameA = _callSubspecies.toUpperFirst()>>\n\t\t<<if _callSubspecies eq "vine">><<set $combatCrir.Name = "Tendrilvine">>\n\t\t<<else>><<set $combatCrir.Name = _buildNameA + " Tendril">><</if>>\n\n/% ==================== %/<</switch>>\n\n\n/% Todo - script for calculating combat challenge (Trivial|Challenging|Threatening) versus PC %/\n
<<switch _callItem>>/% ---------- Decor %/\n\n\t<<case "decor:miraPlanter">>/% ---------------- %/<<set _newItem = { \n\t\tID:"decor:miraPlanter", Display: "Miratech Planter", Type: "Decor", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\tDesc: "A floating, stackable miratech planter for convenient gardening anywhere.", \t\t\n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tUseLink: ["Plant Seed","Tend Plant","Pull Plant"], UsePassage: ["Gardening","Gardening","Gardening"], UseAction: ["plantSeed","default","pullPlant"],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["miratech","diamondglass","miracrystal","mirasteel","mirubber"], thingTypes: ["miraStorage"], addRecipes: [],\n\t\tRecipe: ["diamondglass","hexachip","miracrystal","mirasteel","mirubber"], recipeQts: [10,1,1,5,3],\n\t}>>\n\n\t<<case "decor:mirarium">>/% ---------------- %/<<set _newItem = { \n\t\tID:"decor:mirarium", Display: "Mirarium", Type: "Decor", Cat: "", Slot: "", Color: 0, Qt: 1,\t\t\n\t\tDesc: "A floating, stackable miratech tank that can be used for housing small creatures.", \t\t\n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tUseLink: ["Add Creature","Feed Inhabitants","Add Decor","Remove Creature","Remove Decor"], UsePassage: ["Mirarium","Mirarium","Mirarium"], UseAction: ["addCritter","default","addDecor","removeCritter","removeDecor"],\n\t\tCreatures: [], Decor: [], FX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["miratech","diamondglass","miracrystal","mirasteel","mirubber"], thingTypes: ["miraStorage"], addRecipes: [],\n\t\tRecipe: ["diamondglass","hexachip","miracrystal","mirasteel","mirubber"], recipeQts: [10,1,1,5,3],\n\t}>>\n\n\t<<case "decor:mirarium:grand">>/% ---------------- %/<<set _newItem = { \n\t\tID:"decor:mirarium:grand", Display: "Grand Mirarium", Type: "Decor", Cat: "", Slot: "", Color: 0, Qt: 1,\t\t\n\t\tDesc: "A large floating miratech tank that can be used for housing creatures of all types and sizes.", \t\t\n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tUseLink: ["Add Creature","Feed Inhabitants","Add Decor","Remove Creature","Remove Decor"], UsePassage: ["Mirarium","Mirarium","Mirarium"], UseAction: ["addCritter","default","addDecor","removeCritter","removeDecor"],\n\t\tCreatures: [], Decor: [], FX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["miratech","diamondglass","miracrystal","mirasteel","mirubber"], thingTypes: ["miraStorage","miraStorageLarge"], addRecipes: [],\n\t\tRecipe: ["diamondglass","hexachip","miracrystal","mirasteel","mirubber"], recipeQts: [25,1,1,15,5],\n\t}>>\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>><</if>>
<<set $stringScale = {\n\tBelly: ["Soft","Plush","Plump","Pot-Belly","Big","Fat","Plumpkin-Sized","Barrel-Wide"],\n\tChest: ["Flat","Soft","Plush","Plump","Pillowy","Fat","Pillow-Sized","Plumpkin-Sized","Barrel-Wide"],\n\tThigh: ["Soft","Plush","Plump","Big","Pillowy","Fat","Butter-Stuffed","Plumpkin-Sized","Barrel-Wide"],\n\tTail: ["Soft","Plush","Plump","Squishy","Pillowy","Fat","Extra-Fat","Overstuffed","Blobby"],\n\tCheek: ["","Soft","Plump","Round","Luxuriantly-Plush","Fat","Marshmallowy","Pillowy","Blobby","Butter-Stuffed","Pillow-Sized","Plumpkin-Sized","Barrel-Wide"],\n\tNeck: ["","Soft","Plump","Round","Fatty","Pillowy","Marshmallowy","Luxuriantly-Plush","Butter-Stuffed","Blobby","Billowing","Pillow-Sized","Plumpkin-Sized","Barrel-Wide"],\n\tArm: ["","Soft","Plump","Round","Fat","Marshmallowy","Pillowy","Blobby","Butter-Stuffed","Plumpkin-Sized","Barrel-Wide"],\n\tSideBack: ["","Soft","Plump","Meaty","Fatty","Bulging","Pillowy","Buttery","Pudding-Soft","Overflowing","Cascading"],\n}>>\n\n<<set _grandScale = ["Door-Cramming","Couch-Wide","Somnix-Engulfing","Bed-Sized","Hallway-Cramming","Car-Engulfing","Room-Filling","House-Wide","Blimp-Wide","Barn-Wide","Street-Cramming","Bus-Engulfing","Billetroa-Wide","Village-Engulfing","Mound-Bursting","Crater-Filling","Town-Engulfing","Satiele-Filling","Lake-Wide","City-Engulfing","Region-Smothering","Mountain-Smothering","Ocean-Wide","Moonlike","Sky-Wide","Sun-Eclipsing","World-Engulfing","Balon-Etel-Bulging","Galateibon-Cramming","Gas Giant-Engulfing","Miribele-Wide","Star-Smothering","Singularity-Massive","Star-System-Smothering","Cosmetoire-Corpulent","Galaxy-Bursting","Flait-Cramming","Mind-Rupturing","Reality-Bloating","Simulation-Bursting"]>>\n\n /% Add grand scaling to all string scales (see ScaleInit for integer scales) %/\n<<for _scaler to 0; _scaler < _grandScale.length; _scaler++>>\n\t<<set $stringScale.Belly.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Chest.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Thigh.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Tail.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Cheek.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Neck.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.Arm.pushUnique(_grandScale[_scaler])>>\n\t<<set $stringScale.SideBack.pushUnique(_grandScale[_scaler])>><</for>>\n\n<<set $bellyScale = { Int: [], String: [], }>><<set $chestScale = { Int: [], String: [], }>><<set $thighScale = { Int: [], String: [], }>><<set $tailScale = { Int: [], String: [], }>>\n<<set $granularScale = { Int: [], String: [], StringB: [], }>><<set $LGranularScale = { Int: [], String: [], }>>\n\n\n<<set $bellyScale.Int = $intScale; $chestScale.Int = $intScale; $thighScale.Int = $intScale; $tailScale.Int = $intScale>>\n<<set $bellyScale.String = $stringScale.Belly; $chestScale.String = $stringScale.Chest; $thighScale.String = $stringScale.Thigh; $tailScale.String = $stringScale.Tail>>\n<<set $granularScale.Int = $granIntScale; $LGranularScale.Int = $LGranIntScale>>\n
/% ---------- Mirazin Radiation %/\n<<if $fxRads.Mirads gte 1>><<set $scenaPers.Active.pushUnique("exposure:mirads")>>\n <<set $fxRads.Mirads -= either(0,0,0,1)>>\n\n\n\n\n\n<<if $fxRads.Mirads lte 0>><<set $scenaPers.Active.delete("exposure:mirads")>><</if>>\n<</if>>\n\n/% ---------- Nuclear Radiation %/\n<<if $fxRads.Rads eq -1>><<set $scenaPers.Active.delete("exposure:rads")>><</if>>\n<<if $fxRads.Rads gte 1>><<set $scenaPers.Active.pushUnique("exposure:rads")>>\n\n\n\n\n<<if $fxRads.Rads lte 0>><<set $scenaPers.Active.delete("exposure:rads")>><</if>>\n<</if>>
<<set $scenaDNA = {\nHead: [], Fore: [], Hind: [], Internal: [],\n}>>\n\n/% Deprecated\n\n<<set $scenaDNA = {\nHead: [], Neck: "", Torso: [], Forelimbs: [],\nBack: [], Tail: [], Hindlimbs: [], \nInternal: [],\n}>> %/
<<switch _selectorCall>>\n/% ---------- %/<<case "maneColor">>\n\t <<listbox "$geneSelector.ManeColor">><<optionsfrom $scenaGPool.ColorManeSelector>><</listbox>><br>\n\n/% ---------- %/<<case "headDetailColor">>\n\t <<listbox "$geneSelector.HeadDecorColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>><br>\n\n/% ---------- %/<<case "hornColor">>\n\t <<listbox "$geneSelector.HornColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>><br>\n\n/% ---------- %/<<case "tongueOptions">>\n\t''Tongue'' <<listbox "$geneSelector.TongueColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.TonguePat">><<optionsfrom $scenaGPool.PatSelector>><</listbox>>\n\n/% ---------- %/<<case "eyeOptions">>\n\t <<listbox "$geneSelector.Eye">><<optionsfrom $scenaGPool.Eye>><</listbox>> <br>\n\t''Pupils'' <<listbox "$geneSelector.PupilColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.Pupil">><<optionsfrom $scenaGPool.Pupil>><</listbox>><br>\n\n/% ---------- %/<<case "eyeOptionsSec">>\n\t''Odd Eye'' <<listbox "$geneSelector.SecEyeNo">><<optionsfrom $scenaGPool.Min0Max6>><</listbox>> \n\t <<listbox "$geneSelector.SecEyeColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.SecEye">><<optionsfrom $scenaGPool.Eye>><</listbox>> <br>\n\t''Odd Eye Pupil'' <<listbox "$geneSelector.SecPupilColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.SecPupil">><<optionsfrom $scenaGPool.Pupil>><</listbox>><br>\n\n/% ---------- %/<<case "pupilOptions">>\n\t''Pupils'' <<listbox "$geneSelector.PupilColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.Pupil">><<optionsfrom $scenaGPool.Pupil>><</listbox>><br>\n\n/% ---------- %/<<case "neckFat">>\n\t''Neck Fat'' <<listbox "$geneSelector.NeckFatness">><<optionsfrom $scenaGPool.WeightSelectorFace>><</listbox>><br>\n\n/% ---------- %/<<case "coatColor">>\n\t''<<print _skinCoating>>'' <<listbox "$geneSelector.CoatColor">><<optionsfrom $scenaGPool.ColorSkinSelector>><</listbox>> \n\n/% ---------- %/<<case "beanOptions">>\n\t''Beans'' <<listbox "$geneSelector.BeanColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>> \n\t <<listbox "$geneSelector.BeanPat">><<optionsfrom $scenaGPool.PatBeans>><</listbox>>\n\t <<listbox "$geneSelector.Beans">><<optionsfrom $scenaGPool.Beans>><</listbox>><br>\n\n/% ---------- %/<<case "armFat">>\n\t''Arm Fat'' <<listbox "$geneSelector.ArmFatness">><<optionsfrom $scenaGPool.WeightSelectorTrunk>><</listbox>><br>\n\n/% ---------- %/<<case "bellyOptions">>\n\t''Belly Style'' <<listbox "$geneSelector.BellyColor">><<optionsfrom $scenaGPool.ColorSelectorOptional>><</listbox>> \n\n/% ---------- %/<<case "trunkOptions">>\n\t <<listbox "$geneSelector.BellyFatness">><<optionsfrom $scenaGPool.WeightSelector>><</listbox>><br>\n\n\t''Side Fat'' <<listbox "$geneSelector.SideFatness">><<optionsfrom $scenaGPool.WeightSelectorTrunk>><</listbox>> \n\t''Back Fat'' <<listbox "$geneSelector.BackFatness">><<optionsfrom $scenaGPool.WeightSelectorTrunk>><</listbox>><br>\n\t''Flesh/Blood Color'' <<listbox "$geneSelector.FleshColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>><br>\n\n/% ---------- %/<<case "wingOptions">>\n\t <<listbox "$geneSelector.WingColor">><<optionsfrom $scenaGPool.ColorSelectorOptional>><</listbox>> \n\n/% ---------- %/<<case "thighFat">>\n\t''Thigh Fat'' <<listbox "$geneSelector.ThighFatness">><<optionsfrom $scenaGPool.WeightSelector>><</listbox>><br>\n\n/% ---------- %/<<case "tailOptions">>\n\t\t <<listbox "$geneSelector.TailColor">><<optionsfrom $scenaGPool.ColorSelectorOptional>><</listbox>> \n\n/% ---------- %/<<case "tailFat">>\n\t''Tail Fat'' <<listbox "$geneSelector.TailFatness">><<optionsfrom $scenaGPool.WeightSelector>><</listbox>><br>\n\n\n<</switch>>
<<switch _callRecipe>>\n\t<<case "recipe:dust:miracrystal">>/% ---------------- %/<<set _newRecipe = { \n\t\tID:"recipe:dust:miracrystal", Display: "Miracrystal Dust",\n\t\tType: "Consumable", Result: "cons:dust:miracrystal", \n\t\tYield: 10, yieldRange: 0,\n\t\tMats: ["miracrystal"], Whitelist: ["crystal"], Filter: ["dreamshard"],\n\t\tmatQts: [1],\t\t\n\t}>>\n\n\t<<case "recipe:testItem">>/% ---------------- %/<<set _newRecipe = { \n\t\tID:"recipe:testItem", Display: "Test Item",\n\t\tType: "Trinket", Result: "misc:testItem", \n\t\tYield: 1, yieldRange: 0,\n\t}>>\n\n\t<<case "recipe:testConsumable">>/% ---------------- %/<<set _newRecipe = { \n\t\tID:"recipe:testConsumable", Display: "Test Consumable",\n\t\tType: "Consumable", Result: "misc:testConsumable", \n\t\tYield: 1, yieldRange: 0,\n\t\tMats: ["milk"], Whitelist: ["raw"], Filter: [],\n\t\tmatQts: [1],\t\t\n\t}>>\n\n\n<</switch>>\n\t\n\t<<set _callItem = _newRecipe.Result>><<include DB:Items>>\n\t<<set _newRecipe.Desc = _newItem.Desc>>\n\n\t<<if _newRecipe.Type eq "Consumable">>\n\t\t<<set _newRecipe.Cal = _newItem.Cal>>\n\t\t<<set _newRecipe.Fill = _newItem.Fill>>\n\t\t<<set _newRecipe.Liq = _newItem.Liq>>\n\t\t<<set _newRecipe.Inf = _newItem.Inf>>\n\t\t<<set _newRecipe.En = _newItem.En>><</if>>\n\n
<<switch _callRoile>>\n\t/% mult - multipliers; The amount this type of modification is multiplied by when applied.\n\t\tFor example, a roilee with a fatMult of 1.2 will recieve a bonus of 1.2x when fattened. %/\n\n\t<<case "nefirian:sverevere::mirai">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Nefirian:Sverevere::Mirai", Name: "Nefirian", Mid: "Belsuite-Miriet", Roil: "Sverevere", Title: "Dreamwaker", Subtitle: "",\n\t\tForm: "Mirai", Element: ["Mirazin","Fat","Cosmic"], Head: ["Long Fluffy Rose-Red Hair","Freckled Fae Face","Big Elf Ears","2 Green Glowing Eyes","Round Pupils"], \n\t\tCheek: "", Neck: "", \n\t\tTorso: ["Pale Freckled Iridescent Scale-Dusted Skin"], Chest: "Pale Freckled Chest", Belly: "Pale Freckled Scale-Dusted Belly",\n\t\tArms: "Magenta Crystal-Studded Arms", ArmNo: 2, Forelimbs: ["Delicate Nimble Paws","Magenta Iridescent Crystalline Claws","Blue Heart-Shaped Pawpads"], \n\t\tLegs: "Freckled Scale-Dusted Legs", LegNo: 2, Hindlimbs: ["Soft Paws"], Back: ["Rose-Red Striped Tentacle Mane"], \n\t\tTail: "Magenta Crystal-Studded Striped Gecko Tail", TailNo: 1, Tailtip: "", Internal: [], StatusFX: ["PH:coldWeatherFattening"], StatusDur: ["forever"],\n\t\tWornHead: [], WornMiddle: [], WornBottom: [], Trinkets: [], Aspecte: [], Rosuai: [], \n\t\tRideable: 1, MountSpeed: 3, Flying: 1, Comfort: 11, Attack: 17,\n\t\tWeight: 0, Fatness: "", Fatness: "Chubby", Voracity: 0, bType: "", Gain: 1, queuedFat: 0, bellyBloat: 0, bellyCap: 999999,\n\t\tbodyTexture: "fleshy", chestMode: "chest", stuffBelly: 0, airChest: 0, airBelly: 0, airThigh: 0, airTail: 0, liqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\t\t\t\n\t\t\tfatMag: 1, stuffMag: 1, airMag: 1, liqMag: 1,\t\n\t\tfatCheek: 30, fatNeck: 45, fatArm: 45, fatChest: 220, fatBelly: 800, fatSide: 0, fatBack: 0, fatThigh: 325, fatTail: 300,\n\t\tMilk: "Milk:Revec*ai", Venom: "Croitoxin", Eggs: "", VEggs: ["Ros-Efi","Mimor","Revec*ai"], Clutching: [], hatchTime: 0,\n\t\tvEggSize: 0, vEggRate: 0, milkQt: 0, venomQt: 0, eggQt: 0, milkRate: 0, venomRate: 0, eggRate: 0, stuffDeflRate: 0, airDeflRate: 0, liqDeflRate: 0, \n\t\tInteractLink: [], InteractPassage: [], InteractAction: [], lastSnapshot: 0, lastWeight: 0,\t\t\t\n\t\t}>>\n\n\t<<case "nefirian:sverevere::revec*ai">>/% ---------------- %/<<set _newShard = { \n\t\tID: "Nefirian:Sverevere::Revec*ai", \n\t\tName: "Nefirian", Mid: "Belsuite-Miriet", Roil: "Sverevere",\n\t\tTitle: "Dreamwaker", Subtitle: "",\n\t\tForm: "Revec*ai", Element: ["Mirazin","Fat","Cosmic"],\n\t\tHead: ["Long Fluffy Rose-Red Tentacle Mane","Freckled Soft Snout","Split Ears","Huge Magenta Glowing Eye","Round Pupils","2 Green Glowing Eyes","Round Pupils"], \n\t\tCheek: "", Neck: "",\n\t\tTorso: ["Pale Iridescent Scales"], \n\t\tChest: "Thick-Tendriled Scuted Vivriere", Belly: "Sky Blue Eye-Marked Scuted Belly",\n\t\tArms: "Magenta Crystal-Studded Arms", ArmNo: 2,\n\t\tForelimbs: ["Delicate Nimble Paws","Magenta Iridescent Crystalline Claws","Blue Heart-Shaped Pawpads"], \n\t\tLegs: "Magenta Crystal-Studded Legs", LegNo: 2,\n\t\tHindlimbs: ["Soft Paws"], \n\t\tBack: ["Rose-Red Striped Tentacle Mane"], \n\t\tTail: "Magenta Crystal-Studded Striped Gecko Tail", TailNo: 1, Tailtip: "",\n\t\tInternal: [],\n\t\tStatusFX: ["PH:coldWeatherFattening"], StatusDur: ["forever"],\n\n\t\tWornHead: [], WornMiddle: [], WornBottom: [],\n\t\tTrinkets: [],\n\n\t\tWeight: 0, Fatness: "",\n\t\tRideable: 1, MountSpeed: 3, Flying: 1,\n\t\tComfort: 11, Attack: 17,\n\t\tfatCheek: 30, fatNeck: 45, fatArm: 45, \n\t\tfatChest: 220, fatBelly: 800, \n\t\tfatSide: 0, fatBack: 0, fatThigh: 325, fatTail: 300,\n\t\t\n\t\tbodyTexture: "fleshy", chestMode: "vivriere", bellyCap: 999999,\n\t\tstuffChest: 0, stuffBelly: 0, stuffThigh: 0, stuffTail: 0,\n\t\tairChest: 0, airBelly: 0, airThigh: 0, airTail: 0,\n\t\tliqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\n\t\tbellyContents: [], chestContents: [], thighContents: [], tailContents: [],\n\t\tfatMult: 1, stuffMult: 1, airMult: 1, liqMult: 1,\n\t\tbType: "", Aspecte: [], Rosuai: [],\n\n\t\tMilk: "Milk:Revec*ai", Venom: "Croitoxin", Eggs: "", \n\t\tVEggs: ["Ros-Efi","Mimor","Revec*ai"], Clutching: [], hatchTime: 0,\n\t\tvEggSize: 0, vEggRate: 0, \n\t\tmilkQt: 0, venomQt: 0, eggQt: 0,\n\t\tmilkRate: 0, venomRate: 0, eggRate: 0,\n\n\t\tstuffDeflRate: 0, airDeflRate: 0, liqDeflRate: 0, \n\n\t\tInteractLink: [], InteractPassage: [], InteractAction: [],\n\t\tlastSnapshot: 0,\n\t\t}>>\n\t\t\n\n\n/% ================================================================= %/\n<</switch>>\n\t<<set _newShard.lastSnapshot = $scenaTime.Tick>>\n\t<<set _newShard.Weight = _newShard.fatCheek + _newShard.fatNeck + _newShard.fatArm + _newShard.fatChest + _newShard.fatBelly + _newShard.fatSide + _newShard.fatBack + _newShard.fatThigh + _newShard.fatTail>>
/% ---------- Belly Style %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai" "Zamirai">>\n\t\t<<set _selectorCall = "bellyOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.BellyPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.BellyStyle">><<optionsfrom $scenaGPool.Belly>><</listbox>> \n\n\t\t<<set _selectorCall = "trunkOptions">><<include CustomGenesCommon>>\n\t\t''Interior'' <<listbox "$geneSelector.Interior">><<optionsfrom $scenaGPool.Interior>><</listbox>><br>\n\n/% ---------- %/<<case "Karakk">>\n\t\t<<set _selectorCall = "bellyOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.BellyPat">><<optionsfrom $detailGenes.FancyPattern>><</listbox>> \n\t\t <<listbox "$geneSelector.BellyStyle">><<optionsfrom $detailGenes.KarakkBelly>><</listbox>> \n\n\t\t<<set _selectorCall = "trunkOptions">><<include CustomGenesCommon>>\n\t\t''Interior'' <<listbox "$geneSelector.Interior">><<optionsfrom $detailGenes.BasicGuts>><</listbox>><br>\n\n/% ---------- %/<<default>>\n\t\t<<set _selectorCall = "bellyOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.BellyPat">><<optionsfrom $scenaGPool.PatSelectorFull>><</listbox>> \n\t\t <<listbox "$geneSelector.BellyStyle">><<optionsfrom $scenaGPool.Belly>><</listbox>> \n\n\t\t<<set _selectorCall = "trunkOptions">><<include CustomGenesCommon>>\n\t\t''Interior'' <<listbox "$geneSelector.Interior">><<optionsfrom $scenaGPool.Interior>><</listbox>><br>\n\n\n<</switch>>
/% belly + cheeks + neck + arm + sides + back + thighs, lesser chest impact %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:bulging")>>\n\t<<set $fxFatten.BulgingDuration-->>\n\t<<set $scenaFat.Belly += $fxFatten.BulgingGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.BulgingGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\n\t<<set $scenaFat.Chest += ($fxFatten.BulgingGain * 0.3) * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Cheek += ($fxFatten.BulgingGain * 0.2) * ($scenaFatMag.Cheek + $sMod.cheekGMag)>>\n\t<<set $scenaFat.Neck += ($fxFatten.BulgingGain * 0.2) * ($scenaFatMag.Neck + $sMod.neckGMag)>>\n\t<<set $scenaFat.Arm += ($fxFatten.BulgingGain * 0.4) * ($scenaFatMag.Arm + $sMod.armGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.BulgingGain * 0.6) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\t<<set $scenaFat.Back += ($fxFatten.BulgingGain * 0.5) * ($scenaFatMag.Back + $sMod.backGMag)>>\n\n\t\t<<if $fxFatten.BulgingGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.BulgingGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.BulgingGain gte 2>><<set $scenaPers.PrintQueue.push("Your body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.BulgingGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.BulgingDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:bulging")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n<</if>>
/% <<set $scenaPers.PrintQueue.pushUnique("<red><b>DEBUG:</b></red> <i>Running metaprocessing at <<print $scenaTime.Tick>> (rate <<print $scenaMetabolic.Rate>>)...</i>")>> %/\n\n/% ------------- Caloric tracking %/ \n<<if $scenaMetabolic.Load gt 0>><<set $scenaPers.Active.pushUnique("calLoad")>><</if>>\n\n<<if $scenaPers.Active.includes("calLoad")>><<set _calLoad = $scenaMetabolic.Load>>\n\n\t<<set $scenaMetabolic.Load -= ($scenaMetabolic.Burn + $sMod.metaBurn)>>\n\n/% ---- Gain %/ <<if $scenaMetabolic.Load gte ($scenaMetabolic.Gain + $sMod.metaGain)>><<set $scenaMetabolic.Load -= ($scenaMetabolic.Gain + $sMod.metaGain)>>\n\t\t\t<<set _metaProcess = "gain">><<include BTypeMetaProcessing>>\t\t\t\n\t\t\t<<if ($scenaMetabolic.Gain + $sMod.metaGain) gte 5>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You watch in astonishment as your body fattens before your eyes, soaking up the calories you've eaten like a sponge!")>>\n\n\t\t\t<<elseif ($scenaMetabolic.Gain + $sMod.metaGain) gte 3>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You viscerally feel plumper.")>>\n\n\t\t\t<<elseif ($scenaMetabolic.Gain + $sMod.metaGain) gte 2>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your center of gravity shifts a touch.")>>\n\n\t\t\t<<elseif ($scenaMetabolic.Gain + $sMod.metaGain) gte 1>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an odd, subtle sensation as your body wobbles just the tiniest bit more.")>>\n\n\t\t\t<<else>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your gut gurgles lightly.")>>\n\t\t\t<</if>>\n\t\n/% ---- Burn %/ <<else>><<set _metaProcess = "deflate">><<include BTypeMetaProcessing>>\t\t\t\n\t\t\t<<if ($scenaMetabolic.Burn + $sMod.metaBurn) gte 2>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You suddenly feel much lighter!")>>\n\n\t\t\t<<elseif ($scenaMetabolic.Burn + $sMod.metaBurn) gte 1>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel curiously lighter.")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\n/% ---- Floor %/ <<if $scenaMetabolic.Load lt 0>><<set $scenaMetabolic.Load = 0>><</if>>\n\n<<else>><<set _calLoad = 0>><</if>>
/* ============================================ */\n/* ============================================ */\n/* Transitions*/\n/* ============================================ */\n\n* {\n -o-transition-property: none !important;\n -moz-transition-property: none !important;\n -ms-transition-property: none !important;\n -webkit-transition-property: none !important;\n transition-property: none !important;\n\t-ms-overflow-style: none; /* IE and Edge */\n\tscrollbar-width: none; /* Firefox */\n}\n\nbody::-webkit-scrollbar { display: none; }\n\n.error-view { background-color: #677eb6; }\n\n/* ============================================ */\n#passages { \n/* max-width: 95%; */\nmax-width: 1600px;\n}\n\nbody { text-shadow: 1px 0px 0px #000; }\n#passage-start { margin-left: 20%; }\n\n/* ============================================ */\na { color: #74c6ff; }\na:hover { color: #FF0CB3; }\n\nbutton { line-height: 0.5; padding: .5em; }\n\n.btn { margin-left: 0.2rem; }\n.btnClick { margin-left: 0.4rem; color: #68D5FF; }\n.btnClick:hover { color: #FF0CB3; text-decoration: underline; }\n\n.h2, h2 { font-size: 1.2rem; }\n.h3, h3 { font-size: 1.05rem; }\n.mini { font-size: 80%; margin-top: 0.5rem; }\nmini, miniDown { font-size: 0.65rem; }\nminiDown { line-height: 2.9; }\n\n#ui-bar-body { line-height: 1; }\n\n\n.debug-bar{\n\tposition: fixed;\n\tz-index: 50;\n\ttop: 3.5rem;\n\tright: 21rem;\n\twidth: 25.5em;\n\theight: 100%;\n\tmargin: 0;\n\tpadding: 0;\n -webkit-transition: right .2s ease-in;\n -o-transition: right .2s ease-in;\n transition: right .2s ease-in;\n transition-property: right;\n}\n\nshardcard {font-size: 0.8rem;}\nstatus {font-size: 0.8rem;}\n\n#menu li a { border: 0; color: #EEFEFF; }\n#menu ul { border: 0; }\n#ui-bar { background-color: #040e17e6; border-right: 1px solid #0067906e; }\n#ui-bar-history [id|="history"], #ui-bar-toggle { border: 1px solid #002339; }\n\nbody::-webkit-scrollbar { display: none; }\nbody { -ms-overflow-style: none; /* IE and Edge */\n scrollbar-width: none; /* Firefox */ }\n\npage { display: block; min-height: 10em; }\n\n.adoptable { \n\tmargin: 0.5rem;\n\twidth: 100%;\n\tbottom: 1rem;\n\tposition: relative;\n\tmargin-bottom: -0.8rem; \n}\n\n/* ============================================ */\n\n.mainColumn, .mainColumnNoFlex {\n\tz-index: 99; min-height: 600px; \n\tpadding-top: 0.4rem%; padding-left: 6%; padding-bottom: 3%;\n\tborder: 1px solid #20C0FFC7; background: #0c121dc7; border-radius: 0.5rem;\n}\n.mainColumn { \n\tdisplay: flex; flex-direction: column; flex-wrap: nowrap;\n\tjustify-content: center; align-content: flex-end;\n}\n\n.menuFlex { \n\tdisplay: flex; flex-direction: column; flex-wrap: nowrap;\n\talign-content: flex-end; align-items: flex-start;\n\tborder-top: 1px solid #20C0FFC7; margin-top: 1.5rem;\n}\n.exploreColumn, .eventColumn { \n\tdisplay: flex; flex-wrap: wrap;\n\tmin-height: 150px; \n\tborder-bottom: 1px solid #00ABFF57; margin-bottom: 0.3rem;}\n\n.exploreColumn { order: 1;}\n\n.eventColumn { border-bottom: initial;}\n\n.menuColumn { margin-right: 5%; border: 1px solid #20C0FFC7; background-color: #00000078; padding: 1%;}\n.layoutColumn { margin-right: 5%; padding: 1%;}\n\n.vistaColumn { \n\tpadding-top: 0.4rem; padding-left: 6%; padding-right: 3rem; padding-bottom: 0.8rem; \n\tborder-radius: 0.3rem; border: 1px solid #20C0FFC7; background: #27071ec7;\n}\n\n.adoptMenuSet { margin-top: 1rem; margin-bottom: -0.6rem; margin-left: -6%; border-radius: 0.3rem; \n\tpadding: 1rem; padding-top: 0.8rem; padding-left: 2rem; }\n\n.debug, .miraHolo {\n\tborder: 1px solid #FF207EC7; background: #1d0c1ac7; border-radius: 0.5rem;\n\tbox-shadow: 5px 5px 5px #FF00B31F; text-shadow: 3px 3px 3px #8000FFCF; color: #ff9ee2;\t\n}\n\n.debug {\n\tposition: absolute; top: -8%; left: 84.5%; width: 450px; line-height: 1.4; \n\tpadding: 1rem; padding-right: 1.5rem;\n}\n.debugRule { border-top:1px solid #FF207EC7; margin-top: 0.5rem; margin-bottom: 0.2rem; width: 80%;}\n\n\n/* use centerCol whenever possible, centerRow doesn't really work */\n.centerRow { justify-content: center; }\n.centerCol { display: flex; justify-content: center; }\n.ruleRow { margin-top: 1rem; margin-bottom: 1rem; border-bottom: 1px solid #FFF;}\n\n.npcDialog, .npcProfile { \n\tjustify-content: center; padding: 1.2rem; margin-top: 1rem;\n\tborder-radius: 0.5rem; width: 95%;\n\ttext-shadow: 3px 3px 3px #8000FFCF;\n }\n.npcDialog { border: 1px solid #2a51eaa8; background-color: #00192eab; box-shadow: 5px 5px 5px #FF00B31F; }\n.npcProfile { border: 1px transparent; background-color: initial; }\n\n.invTray { border: 1px solid #2a51eaa8; background-color: #00192eab; box-shadow: 5px 5px 5px #FF00B31F; }\n.craftBanner { display: flex; justify-content: center; border: 1px solid #20C0FFC7; \n\tmargin-bottom: 1rem; background-color: #f700ad6b; }\n\n.dialogShift { margin-left: 2%;}\n.menuCol { margin-left: 5%; }\n.fullRow { width: 100%; }\n\n/* ============================================ */\n\npopMenu { \n\tposition: fixed; z-index: 51;\n\tleft: 30%; top: 8%; \n\tmargin-left: -5%; margin-right: 5%;\n\tmin-width: 40%; min-height: 30%;\n\tbackground-color: #1c244ce6;\n\toutline: 1px solid #005272; padding: 20px;\n\tbox-shadow: 10px 10px 5px #0000004d; \n}\n\npopScreen {\n\tposition: fixed; z-index: 45; \n\twidth: 100%; height: 100%; left: 0%; top: 0%;\n\tbackground-color: #20222cc9;\n}\n\n/* ============================================ */\n\nred {color: #FF2659;}\ngreen {color: #CEF888;}\ngold {color: #FCE87B;}\nmira {color: #FF33DD;}\n\nindiglow {text-shadow: 3px 3px 3px #0028FFCF;}\n\n/* ============================================ */\n\n.eGene, .eFat, .eBodyFat, .eMut, .eSate, .eBut, .eClothing, .eAbility, .eBurst { margin-left: initial; margin-bottom: 0.1rem;}\n\n.eStatus { \n\tpadding: 0.2rem; \n\tmargin-top: 0.4rem; margin-left: initial; margin-bottom: 0.1rem; \n\tfont-size: 0.65rem;\n}\n\n.eGene, .eFat, .eBodyFat, .eMut, .eSate, .eClothing, .eBurst {line-height: 1.1; font-size: 0.8rem; padding: .1rem .2rem;}\n\n.npcGene, .npcTrinket { font-size: 1.1rem; margin-left: 0.2rem; text-shadow: initial;}\n.npcGene { background-color: #ff7cfd33;}\n.npcTrinket { color: #FFF; border: 1px solid #20C0FFC7; background: #0c121dc7;}\n\n.eGene { pointer-events: none; background-color: #7ce9ff4a; color: #FFF; }\n.eFat { pointer-events: none; background-color: #ffcd654f; color: #FFF; }\n.eBodyFat { pointer-events: none; background-color: #9f6c00e0; color: #FFF; text-shadow: 1px 1px #B0056E; }\n.eBloat { pointer-events: none; background-color: #ff6f6566; color: #c30101; }\n.eMut { pointer-events: none; background-color: #ff15b25e; color: #FFF; }\n.eSate { pointer-events: none; background-color: #ffdf7e8f; color: #FFF; }\n.eClothing { pointer-events: none; background-color: #584e9fb5; color: #FFF; }\n.eBurst { pointer-events: none; background-color: #ca4262b3; color: #FFF; }\n.eAbility { pointer-events: none; background-color: #6a6a6a4a; color: #FFF; margin-right: 0.1rem; }\n.eStatus { pointer-events: none; background-color: #6a6a6a4a; color: #FFF; }\n\n/* ----------------- */\n.eMenu { padding: 0.4rem; background-color: #transparent; }\n\n/* ----------------- */\n.eBut { background-color: #7ce9ff4a; color: #FFF; }\n.eBut:hover { background-color: #FF0CB34a; color: #FFF; }\n\n\n.iBut, .iBut:hover, .iButBurst, .iButBurst:hover, .iButWorn, .iButWorn:hover { height: 35px; margin-left: 0.25rem; margin-bottom: 0.1rem; font-size: 0.9rem;}\n.iBut { background-color: #7ce9ff4a; color: #FFF; }\n.iBut:hover { background-color: #FF0CB34a; color: #FFF; }\n\n.iButWorn { background-color: #ffd63452; color: #FFF; }\n.iButWorn:hover { background-color: #bc9b1a52; color: #FFF; }\n\n.iButBurst { background-color: #ff68a157; color: #FFF; }\n.iButBurst:hover { background-color: #ad386457; color: #FFF; }\n\n\n\n.noBut { pointer-events: none; height: 35px; margin-left: 0.25rem; margin-bottom: 0.1rem; font-size: 0.9rem; \n\tbackground-color: #222a2b4a; color: #9D417D; border: 1px solid #800160; }\n\n/* =============================== */\n\nbackdrop { display: block; margin: 0 auto; padding: 1em; width: 95%; height: 90%; \n\t\t position: absolute; top: 4%; left: 4%; z-index: -1;\n\t\t background-attachment: fixed; background-position: left top; background-repeat: no-repeat; background-size: cover; }\n\n.DarkLab { background-image: url("../Mira.net/img/bg/bg_lab3d2.png"); }\n.DreamLands { background-image: url("../Mira.net/img/bg/bg_title.png"); }\n.cForestDay { background-image: url("../Mira.net/img/bg/bg_crystalforest.png"); }\n.cForestNight { background-image: url("../Mira.net/img/bg/bg_crystalforest-pm.png"); }\n.ForestDay { background-image: url("../Mira.net/img/bg/bg_forest.png"); }\n.ForestNight { background-image: url("../Mira.net/img/bg/bg_forest-pm.png"); }\n.sForestDay { background-image: url("../Mira.net/img/bg/bg_snowforest.png"); }\n.sForestNight { background-image: url("../Mira.net/img/bg/bg_snowforest-pm.png"); }\n.DeadwoodDay { background-image: url("../Mira.net/img/bg/bg_deadwood.png"); }\n.DeadwoodNight { background-image: url("../Mira.net/img/bg/bg_deadwood-pm.png"); }\n.JungleDay { background-image: url("../Mira.net/img/bg/bg_jungle.png"); }\n.JungleNight { background-image: url("../Mira.net/img/bg/bg_jungle-pm.png"); }\n.MeadowDay { background-image: url("../Mira.net/img/bg/bg_crystalforest.png"); }\n.MeadowNight { background-image: url("../Mira.net/img/bg/bg_crystalforest-pm.png"); }\n.FreshwaterDay { background-image: url("../Mira.net/img/bg/bg_freshwater.png"); }\n.FreshwaterNight { background-image: url("../Mira.net/img/bg/bg_freshwater-pm.png"); }\n.HillsDay { background-image: url("../Mira.net/img/bg/bg_hills.png"); }\n.HillsNight { background-image: url("../Mira.net/img/bg/bg_hills-pm.png"); }\n.MountainDay { background-image: url("../Mira.net/img/bg/bg_mountain.png"); }\n.MountainNight { background-image: url("../Mira.net/img/bg/bg_mountain-pm.png"); }\n.cMountainDay { background-image: url("../Mira.net/img/bg/bg_coldmountain.png"); }\n.cMountainNight { background-image: url("../Mira.net/img/bg/bg_coldmountain-pm.png"); }\n.BeachDay { background-image: url("../Mira.net/img/bg/bg_beach.png"); }\n.BeachNight { background-image: url("../Mira.net/img/bg/bg_beach-pm.png"); }\n.OceanDay { background-image: url("../Mira.net/img/bg/bg_ocean.png"); }\n.OceanNight { background-image: url("../Mira.net/img/bg/bg_ocean-pm.png"); }\n.DesertDay { background-image: url("../Mira.net/img/bg/bg_desert.png"); }\n.DesertNight { background-image: url("../Mira.net/img/bg/bg_desert-pm.png"); }\n.WastesDay { background-image: url("../Mira.net/img/bg/bg_ruins.png"); }\n.WastesNight { background-image: url("../Mira.net/img/bg/bg_ruins-pm.png"); }\n.SandsDay { background-image: url("../Mira.net/img/bg/bg_sands.png"); }\n.SandsNight { background-image: url("../Mira.net/img/bg/bg_sands-pm.png"); }\n\n\n.Cave { background-image: url("../Mira.net/img/bg/bg_cave.png"); }\n.cCave { background-image: url("../Mira.net/img/bg/bg_crystalcave.png"); }\n.oCave { background-image: url("../Mira.net/img/bg/bg_firecave.png"); }\n.iCave { background-image: url("../Mira.net/img/bg/bg_icecave.png"); }\n.deepCave { background-image: url("../Mira.net/img/bg/bg_deepcave.png"); }\n.dampCave { background-image: url("../Mira.net/img/bg/bg_wetcave.png"); }\n.magmaCore { background-image: url("../Mira.net/img/bg/bg_magmacore.png"); }\n\n/* ============================================ */\n
<div class="col" style="min-height:150px; flex-wrap: wrap; margin-bottom: 0.3rem;">\n<div class="row" style="border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;">''SHARD CREATION''</div>\n/% ----- %/\n<<set $DSsetup = { species: 0, }>><<include Rename>>\n\n/% ----- %/\n\n<div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.3rem;"></div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">Select a ''species:''</div>\n/% ----- %/\n<div class="row centerRow" style="margin-bottom: 0.3rem; margin-left: 0.1rem;">\n\n<<listbox "$scenaShard.Species" autoselect>><<optionsfrom $scena.Species>><</listbox>>\n\n</div>\n\n/% ----- Deprecated Selector Code (2022/02/21)\n\n<div class="row centerRow" style="margin-bottom: 0.3rem; margin-left: 0.1rem;"><<for _i to 0; _i < $scena.Species.length; _i++>>\n\t''♦ <<print "[[" + $scena.Species[_i] + "|CreationCombat][$scenaShard.Species = '" + $scena.Species[_i] + "']]">> ''<</for>>\n\n</div>\n----- %/\n\n<div class="row" style="border-top: 1px solid #FFF; margin-top: 0.8rem;">\n ''♦ [[Next|GeneCustomization]]''</div>\n\n/% ----- %/</div>
<div class="col-1"></div><div class="col-10">\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;"><b>Hello, //hara!//</b></div>\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> What is this shard's name?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaFlavor.Name" $scenaFlavor.Name autofocus>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Do you have an avatar you would like to use for it?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaFlavor.Avatar" $scenaFlavor.Avatar>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Do you have art for your shard's profile?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaFlavor.Art" $scenaFlavor.Art>></div>\n\n\t<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;"> Base image prefix for Growth Nodes?</div>\n\t<div class="row" style="margin-bottom: 0.6rem; margin-left: 20%;"><<textbox "$scenaFlavor.gNode" $scenaFlavor.gNode>></div>\n\n</div><div class="col-1"></div>
<<include ProcessGeneSelector>><<include ProcessFatSelector>>\n\n<div class="col" style="min-height:150px; flex-wrap: wrap; margin-bottom: 0.3rem;">\n<div class="row" style="border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;">''SHARD CREATION''</div>\n/% ----- %/\n\n<div class="row" style="margin-bottom: 0.3rem;">''Select a starting Archetype.''</div>\n<div class="row" style="margin-bottom: 0.8rem; margin-left: 1%;">Abilities and Mutations will further alter and customize the way your shard plays over time.</div>\n\n<div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.3rem;"></div>\n<div class="row" style="margin-top: 0.8rem; margin-bottom: 0.8rem; margin-left: 4%;"><<display ArcheSelection>>\n\n</div>\n/% ----- %/<div class="row" style="border-top: 1px solid #FFF; margin-top: 0.8rem; margin-bottom: 0.3rem;"></div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">\n\n What might you shout ''when charging into battle?''</div>\n\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 20%;"><<textbox "$scenaFlavor.BCry" "AAAAAAAA" autofocus>>\n\n</div>\n/% ----- %/<div class="row" style="margin-bottom: 0.8rem; margin-left: 2%;">\n\n A few parting words ''when facing crushing defeat?''</div>\n\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 20%;"><<textbox "$scenaFlavor.DRattle" "oof">>\n\n</div>\n/% ----- %/<div class="row" style="margin-bottom: 0.8rem; margin-left: 2%;">\n\n //(Optional)// ''What title might you introduce yourself with?''</div>\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 11%;"><<print $scenaFlavor.Name>> the <<textbox "$scenaFlavor.Title" $scenaFlavor.Title>>\n\n</div>\n/% ----- %/<div class="row" style="border-top: 1px solid #FFF; margin-top: 0.8rem;">\n\n\n''♦ [[Back|GeneCustomization]]'' \n''♦ [[Create a Companion (Optional)|CreationCompanion][$scenaMod.Archetype = 1]]'' \n''♦ [[Finish Up|CreationFinal][$scenaMod.Archetype = 1]]''</div>\n\n/% ----- %/</div>
<<set $scenaMod = {\nArchetype: 0,\n}>> /% What is this? %/\n\n<<set $scenaPrefs = {\nMilk: "disabled", MilkEnabled: false, MilkMutations: false, ChestFX: false, \nvivreLoc: "chest",\n}>>\n\n/% These will be set fully once a species is selected; this may be enough for now %/\n<<set $scenaShard = { Species: "Mirai"}>>\n\n/% ----------------- %/\n\n<<set $scenaFlavor = { \nName: "Shard", Title: "",\nAvatar: "kade_mirai-HF", Art: "kade-hf-00", gNode: "kade_mirai-default",\nBCry: "AAAAAAAA", DRattle: "oof",\nCompanName: "", CompanSpecies: "", CompanDesc: "", CompanAtk: 0,\nFacade: "",\n}>>\n\n<<include PlayableSpeciesInit>>\n<<include GeneticsInit>>\n<<include CollectionsInit>>
<<switch _statusCall>>\n/% ---------- Single-Target Weight Gain %/\n\t<<case "fatten:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.BellyDuration += _statDur; $fxFatten.BellyGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:belly")>>\n\n\t<<case "fatten:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.ChestDuration += _statDur; $fxFatten.ChestGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:chest")>>\n\n\t<<case "fatten:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.ThighDuration += _statDur; $fxFatten.ThighGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:thighs")>>\n\n\t<<case "fatten:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.TailDuration += _statDur; $fxFatten.TailGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:tail")>>\n\n\t<<case "fatten:cheeks">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.CheekDuration += _statDur; $fxFatten.CheekGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:cheeks")>>\n\n\t<<case "fatten:neck">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.NeckDuration += _statDur; $fxFatten.NeckGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:neck")>>\n\n\t<<case "fatten:arms">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.ArmDuration += _statDur; $fxFatten.ArmGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:arms")>>\n\n\t<<case "fatten:sides">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.SideDuration += _statDur; $fxFatten.SideGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:sides")>>\n\n\t<<case "fatten:back">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.BackDuration += _statDur; $fxFatten.BackGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:back")>>\n\n\n/% ---------- Multi-Target Weight Gain %/\n\t<<case "fatten:btype">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.bTypeDuration += _statDur; $fxFatten.bTypeGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:btype")>>\n\n\t<<case "fatten:fullbody">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.fullBodyDuration += _statDur; $fxFatten.fullBodyGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:fullbody")>>\n\n\t<<case "fatten:round">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.RoundDuration += _statDur; $fxFatten.RoundGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:round")>>\n\n\t<<case "fatten:guguetelle">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.GugueDuration += _statDur; $fxFatten.GugueGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:guguetelle")>>\n\n\t<<case "fatten:pear">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.PearDuration += _statDur; $fxFatten.PearGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:pear")>>\n\n\t<<case "fatten:hourglass">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.HglassDuration += _statDur; $fxFatten.HglassGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:hourglass")>>\n\n\t<<case "fatten:bottomheavy">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.BottomDuration += _statDur; $fxFatten.BottomGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:bottomheavy")>>\n\n\t<<case "fatten:bulging">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.BulgingDuration += _statDur; $fxFatten.BulgingGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:bulging")>>\n\n\t<<case "fatten:pudding">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.PuddingDuration += _statDur; $fxFatten.PuddingGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:pudding")>>\n\n\t<<case "fatten:viviere">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.ViviereDuration += _statDur; $fxFatten.ViviereGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:viviere")>>\n\n\t<<case "fatten:boviete">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxFatten.BovieteDuration += _statDur; $fxFatten.BovieteGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("fatten:boviete")>>\n\n<</switch>>
<<set $scena.DebugLock = 1>>/% =============== Template %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Passage Title''</div>\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Art Placeholder %/<div id="art" class="row centerRow" align="center" style="width: 100%; margin-top: 2rem; display: none;">\n/% image goes here; remove 'display: none;' if you use it! %/</div>\n/% ---------- Contents %/\n<div class="row" style="width: 100%; margin-top: 2rem; margin-left: 5%;">\n\n/% TODO;\t\n\t- Save Current Outfit to Wardrobe\n\t- Remove All Clothes\n\t- Saved Outfits Tray\n\n%/\n\n\n\n\t\n</div>\n/% ---------- Static Menu %/\n<div id="menuBar" class="row" style="order: 99; border-top: 1px solid #00ABFF57; margin-top: 1.5rem;">\n<span>♦<a id="nav1" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = '';">1) Inventory.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = '';">2) Crafting.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $scenaInv.Page = 0;">3) Shardbody.</a> </span>\n<span>♦<a id="nav4" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Page = 0;">4) Donsair.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0; $usePassage = ''; $itemMode = ''; $scenaInv.Page = 0;">0) Return to Scenario.</a></span>\n</div></div></div>\n\n</div>
\n/% ---------- Single-target weight compression %/\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxUnfatten.BellyDuration--; $scenaFat.Belly -= $fxUnfatten.BellyGain>>\n\n\t<<if (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:tail")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail"))>>\n\t\t<<if $fxUnfatten.BellyGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " rapidly deflates!")>>\n\t\t<<elseif $fxUnfatten.BellyGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " is deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:belly")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxUnfatten.ChestDuration--; $scenaFat.Chest -= $fxUnfatten.ChestGain>>\n\n\t<<if (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest")) and (not $scenaPers.Active.includesAll("unfatten:thighs","unfatten:chest")) and (not $scenaPers.Active.includesAll("unfatten:tail","unfatten:chest")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail"))>>\n\t\t<<if $fxUnfatten.ChestGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " rapidly deflates!")>>\n\t\t<<elseif $fxUnfatten.ChestGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " is deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:chest")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxUnfatten.ThighDuration--; $scenaFat.Thigh -= $fxUnfatten.ThighGain>>\n\n\t<<if (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:chest","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:tail","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail"))>>\n\t\t<<if $fxUnfatten.ThighGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " rapidly deflate!")>>\n\t\t<<elseif $fxUnfatten.ThighGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " are deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feel lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:thighs")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seem to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:tail")>>\n\t<<set $fxUnfatten.TailDuration--; $scenaFat.Tail -= $fxUnfatten.TailGain>>\n\n\t<<if (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:tail")) and (not $scenaPers.Active.includesAll("unfatten:chest","unfatten:tail")) and (not $scenaPers.Active.includesAll("unfatten:tail","unfatten:thighs")) and (not $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail"))>>\n\t\t<<if $fxUnfatten.TailGain gte 5>><<set $scenaPers.PrintQueue.push("Your tail rapidly deflates!")>>\n\t\t<<elseif $fxUnfatten.TailGain gte 1>><<set $scenaPers.PrintQueue.push("Your tail is deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your tail feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:tail")>><<set $scenaPers.PrintQueue.push("Your tail seems to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:arms")>>\n\t<<set $fxUnfatten.ArmDuration--; $scenaFat.Arm -= $fxUnfatten.ArmGain>>\n\n\t<<if not $scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")>>\n\t\t<<if $fxUnfatten.ArmGain gte 3>><<set $scenaPers.PrintQueue.push("Your arms rapidly deflate!")>>\n\t\t<<elseif $fxUnfatten.ArmGain gte 1>><<set $scenaPers.PrintQueue.push("Your arms are deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your arms feel lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.ArmDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:arms")>><<set $scenaPers.PrintQueue.push("Your arms seem to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:cheeks")>>\n\t<<set $fxUnfatten.CheekDuration--; $scenaFat.Cheek -= $fxUnfatten.CheekGain>>\n\n\t<<if not $scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")>>\n\t\t<<if $fxUnfatten.CheekGain gte 2>><<set $scenaPers.PrintQueue.push("Your cheeks rapidly deflate!")>>\n\t\t<<elseif $fxUnfatten.CheekGain gte 1>><<set $scenaPers.PrintQueue.push("Your cheeks are deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your cheeks feel lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.CheekDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:cheeks")>><<set $scenaPers.PrintQueue.push("Your cheeks seem to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:neck")>>\n\t<<set $fxUnfatten.NeckDuration--; $scenaFat.Neck -= $fxUnfatten.NeckGain>>\n\n\t<<if not $scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")>>\n\t\t<<if $fxUnfatten.NeckGain gte 2>><<set $scenaPers.PrintQueue.push("Your neck rapidly deflates!")>>\n\t\t<<elseif $fxUnfatten.NeckGain gte 1>><<set $scenaPers.PrintQueue.push("Your neck is deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your neck feels lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.NeckDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:neck")>><<set $scenaPers.PrintQueue.push("Your neck seems to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:sides")>>\n\t<<set $fxUnfatten.SideDuration--; $scenaFat.Side -= $fxUnfatten.SideGain>>\n\n\t<<if not $scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")>>\n\t\t<<if $fxUnfatten.SideGain gte 2>><<set $scenaPers.PrintQueue.push("Your sides rapidly deflate!")>>\n\t\t<<elseif $fxUnfatten.SideGain gte 1>><<set $scenaPers.PrintQueue.push("Your sides are deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your sides feel lighter...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.SideDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:sides")>><<set $scenaPers.PrintQueue.push("Your sides seem to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unfatten:back")>>\n\t<<set $fxUnfatten.BackDuration--; $scenaFat.Back -= $fxUnfatten.BackGain>>\n\n\t<<if not $scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")>>\n\t\t<<if $fxUnfatten.BackGain gte 2>><<set $scenaPers.PrintQueue.push("Your back rapidly deflates!")>>\n\t\t<<elseif $fxUnfatten.BackGain gte 1>><<set $scenaPers.PrintQueue.push("Your back is deflating!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your back feels lighter than usual...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnfatten.BackDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unfatten:back")>><<set $scenaPers.PrintQueue.push("Your back seems to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t\n\t<<if ($scenaPers.Active.includesAll("unfatten:cheeks","unfatten:neck","unfatten:sides","unfatten:back","unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail")) or ($scenaPers.Active.includesAll("unfatten:belly","unfatten:chest","unfatten:thighs","unfatten:tail"))>>\n\t\t<<set $scenaPers.PrintQueue.push("Your body rapidly deflates around you!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:belly","unfatten:chest")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord +" and belly rapidly deflate!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:belly","unfatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord +" and thighs rapidly deflates!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:belly","unfatten:tail")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your belly and tail rapidly deflate!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:chest","unfatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord +" and thighs rapidly deflate!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:chest","unfatten:tail")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your " + _refWord +" and tail rapidly deflate!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("unfatten:tail","unfatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your thighs and tail rapidly deflate!")>>\n\t<</if>>\n\n\n
<<include HPCalc>> /% Stretch caps also in HPCalc, for calculating burst HP %/\n\n/% -------- %/\n<<if $scenaFat.Cheek lt 0>><<set $scenaFat.Cheek = 0>><</if>>\n<<if $scenaFat.Neck lt 0>><<set $scenaFat.Neck = 0>><</if>>\n<<if $scenaFat.Arm lt 0>><<set $scenaFat.Arm = 0>><</if>>\n<<if $scenaFat.Chest lt 0>><<set $scenaFat.Chest = 0>><</if>>\n<<if $scenaFat.Belly lt 0>><<set $scenaFat.Belly = 0>><</if>>\n<<if $scenaFat.Side lt 0>><<set $scenaFat.Side = 0>><</if>>\n<<if $scenaFat.Back lt 0>><<set $scenaFat.Back = 0>><</if>>\n<<if $scenaFat.Thigh lt 0>><<set $scenaFat.Thigh = 0>><</if>>\n<<if $scenaFat.Tail lt 0>><<set $scenaFat.Tail = 0>><</if>>\n\n/% -------- %/\n<<if $scenaFilling.Belly lt 0>><<set $scenaFilling.Belly = 0>><</if>>\n<<if $scenaLiquid.Belly lt 0>><<set $scenaLiquid.Belly = 0>><</if>>\n<<if $scenaAir.Belly lt 0>><<set $scenaAir.Belly = 0>><</if>>\n<<if $scenaContents.Belly lt 0>><<set $scenaContents.Belly = 0>><</if>>\n\n<<if $scenaFilling.Chest lt 0>><<set $scenaFilling.Chest = 0>><</if>>\n<<if $scenaLiquid.Chest lt 0>><<set $scenaLiquid.Chest = 0>><</if>>\n<<if $scenaAir.Chest lt 0>><<set $scenaAir.Chest = 0>><</if>>\n<<if $scenaContents.Chest lt 0>><<set $scenaContents.Belly = 0>><</if>>\n\n<<if $scenaFilling.Thigh lt 0>><<set $scenaFilling.Thigh = 0>><</if>>\n<<if $scenaLiquid.Thigh lt 0>><<set $scenaLiquid.Thigh = 0>><</if>>\n<<if $scenaAir.Thigh lt 0>><<set $scenaAir.Thigh = 0>><</if>>\n<<if $scenaContents.Thigh lt 0>><<set $scenaContents.Belly = 0>><</if>>\n\n<<if $scenaFilling.Tail lt 0>><<set $scenaFilling.Tail = 0>><</if>>\n<<if $scenaLiquid.Tail lt 0>><<set $scenaLiquid.Tail = 0>><</if>>\n<<if $scenaAir.Tail lt 0>><<set $scenaAir.Tail = 0>><</if>>\n<<if $scenaContents.Tail lt 0>><<set $scenaContents.Belly = 0>><</if>>\n\n<<if $scenaStats.Movement lt 1>><<set $scenaStats.Movement = 1>><</if>>\n/% Movement speed ceiling in Statuses/Handler:Mobility %/\n\n<<if $scenaMetabolic.Rate lt 3>><<set $scenaMetabolic.Rate = 3>><</if>>\n<<if $scenaMetabolic.Burn lt 0.2>><<set $scenaMetabolic.Burn = 0.2>><</if>>\n<<if $scenaMetabolic.Gain lt 0.2>><<set $scenaMetabolic.Gain = 0.2>><</if>>\n\n<<if $scenaMetabolic.Sated lt 15>><<set $scenaMetabolic.Sated = 15>><</if>>\n<<if $scenaStats.Voracity lt 0>><<set $scenaStats.Voracity = 0>><</if>>\n<<if $scenaStats.Voracity gt 85>><<set $scenaStats.Voracity = 85>><</if>>\n\n
/% Status effect output; for effect calculations, see PersistentFX =============== %/\n<<if (ndef $scenaPers.Active) or (ndef $scenaPers.PrintQueue)>><<include PersInit>><</if>>\n/% =============== %/\n\n<<if $scenaTime.Pause neq 1>><div id="statusPrints" class="row" style="margin-bottom: 0.8rem; margin-left: 5rem; order: -1; flex: 1;"><br><status>\n\n<<if $scenaPers.LateQueue.length gt 0>>/% For messages that may be sent prior to the standard PrintQueue clearing, so they're successfully printed on the next load %/\t\n\t<<for _i to 0; _i < $scenaPers.LateQueue.length; _i++>><<set $scenaPers.PrintQueue.pushUnique($scenaPers.LateQueue[_i])>><</for>>\n\t<<set $scenaPers.LateQueue = []>><</if>>\n\n/% Theory; status outputs are sent to an array. For each entry, post a new div. %/\n<<for _i to 0; _i < $scenaPers.PrintQueue.length; _i++>><div id="statusPrints" class="row" style="margin-left:1rem;"><<print $scenaPers.PrintQueue[_i]>></div><</for>>\n\n/% <i><b>Placeholder:</b> Status effect print passage.</i> %/\n/% =============== %/</status></div>\n<<else>><<set $scenaTime.Pause = 0>><</if>>
/% ------------- Immunizable Effect Calls %/\n\n<<if $scena.Debug eq 1>>\n\t<div class="row">//DEBUG: Checking for immunizable effect calls...// </div><</if>>\n<<if not $scenaDNA.Internal.includesAny(_activeItem.safeConsume)>>\n\n\t<<for _i to 0; _i < _activeItem.unsafeFX.length; _i++>>\n\t\t<<if $scena.Debug eq 1>>\n\t<div class="row">//DEBUG: calling immunizable effect "<<print _activeItem.unsafeFX[_i]>>..."// </div><</if>>\n\t\t<<if _activeItem.uFXChance[_i] gt 0>>\n\t\t<<if $scena.Debug eq 1>>\n\t<div class="row">//effect proc chance: <<print _activeItem.uFXChance[_i]>>%...// </div><</if>>\n\t\t\t<<set _roll = random(_activeItem.uFXChance[_i])>>\n\t\t\t<<if _roll lte _activeItem.uFXChance[_i]>>\n\t<<if $scena.Debug eq 1>><div class="row">//attempt successful; applying effect...// </div><</if>>\n\t\t\t\t<<set _statusCall = _activeItem.unsafeFX[_i]>>\n\t\t\t<<if _activeItem.uFXPotMax[_i] gt 0>>\n\t\t\t\t<<set _statusPot = [_activeItem.uFXPotMin[_i],_activeItem.uFXPotMax[_i]]>>\n\t\t\t\t<<else>><<set _statusPot = "default">><</if>>\n\t\t\t<<if _activeItem.uFXDurMax[_i] gt 0>>\n\t\t\t\t<<set _statusDur = [_activeItem.uFXDurMin[_i],_activeItem.uFXDurMax[_i]]>>\n\t\t\t\t<<else>><<set _statusDur = "default">><</if>>\n\t\t\t<<include SetStatus>>\n\t\t\t<<else>><<if $scena.Debug eq 1>>\n\t<div class="row">//effect did not proc."// </div><</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</for>>\n<</if>>
/% ----------- Combined Bloat + Stretch Handling %/\n\n<<if $scenaContents.Belly gte (_bellyStretch * 2.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>The pain of your moon-sized, bloated blimp-gut <b>tearing itself open is unbearable..!</b></red>")>>\n\t\t/% -----hp, chance to increase belly elasticity, add torso stretch marks %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,6)>>\t\n\t\t<<set _rand = random(1,16)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Belly += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + either("gut","belly","middle") + " eases ever so slightly...")>><</if>>\n\n\n<<elseif $scenaContents.Belly gte (_bellyStretch * 2.0)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>Your midsection creaks angrily as it stretches and distorts to obscene proportions and beyond...</red>")>>\n\t\t/% ----hp, chance to increase belly elasticity, add torso stretch marks %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,4)>>\t\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Belly += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + either("gut","belly","middle") + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Belly gte (_bellyStretch * 1.8)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You gasp softly, gingerly clutching your massively-blimped, creaking " + either("gut","belly","middle") + "!</gold>")>>\n\t\t/% ---hp, chance to increase belly elasticity, add torso stretch marks %/\t\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,2)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Belly += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + either("gut","belly","middle") + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Belly gte (_bellyStretch * 1.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You can barely move or think with how tightly, painfully overblown your " + either("gut","belly","middle") + " has expanded, creaking angrily all the while...!</gold>")>>\n\t\t/% --hp, small chance to increase belly elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,1)>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Belly += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + either("gut","belly","middle") + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Belly gte (_bellyStretch * 1.2)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up " + either("gut","belly","middle") + " creaks in loud complaint. <gold>It's far too tight in there...</gold>")>>\t\n\t\t/% -hp, small chance to increase belly elasticity %/\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,0,0,1)>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Belly += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + either("gut","belly","middle") + " eases ever so slightly...")>><</if>>\n<</if>>\n\n/% ----------- Texture Appraisal %/\n\t<<if ($scenaAir.Belly gt $liqPressure.Belly) and ($scenaAir.Belly gt $stuffingPressure.Belly)>><<set _bloatStyle = "balloon">>\n\t<<elseif ($scenaLiquid.Belly gt $airPressure.Belly) and ($scenaLiquid.Belly gt $stuffingPressure.Belly)>><<set _bloatStyle = "bloat">>\n\t<<else>><<set _bloatStyle = "stuff">><</if>>\n\n<<switch _bloatStyle>>\n/% ----------- Air Bloat %/<<case "balloon">>\n\t\t<<if $airPressure.Belly gte ($scenaFat.Belly * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your belly creaks loudly-- blown up into a huge, round blimp!")>>\n\t\t\t\n\t\t\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up balloon belly creaks in loud complaint.")>>\t\n\t\t\t\n\t\t\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated gut looks and feels like a balloon.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your puffed-up belly protrudes outwards.")>><</if>><</if>>\n\n/% ----------- Liquid Bloat %/<<case "bloat">>\n\t\t<<if $liqPressure.Belly gte ($scenaFat.Belly * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your hugely-bloated gut bulges dramatically, sloshing and bouncing with the slightest motion!")>>\n\t\t\t\n\t\t\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your middle oozes ponderously forward, jiggling and sloshing like a great, fat water-balloon!")>>\t\n\t\t\t\n\t\t\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated gut jiggles and sloshes heavily with every motion you make.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your belly squishes and wobbles, swollen up full and fat.")>><</if>><</if>>\n\n/% ----------- Stuffing/Catchall %/<<default>>\n\t\t<<if $stuffingPressure.Belly gte ($scenaFat.Belly * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your overstuffed gut creaks, protruding far forward!")>>\n\t\t\t\n\t\t\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your bloated belly wobbles heavily as you waddle about.")>>\t\n\t\t\t\n\t\t\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your well-stuffed belly feels heavy, tight and extra-fat.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your middle puffs impressively from all the extra stuffing.")>><</if>><</if>>\n<</switch>>\n\n\n/% ---- Caloric Load %/\n/% ---- Hyper-Ortolaniet %/<<if $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 45)>>\n\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your blood pumps languidly through your body like softened butter, your gut gurgling as it struggles to process the belt-bursting meal you've crammed into it. You feel mildly faint...")>><</if>>\n\n\t<<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>>\n\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>>\n\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.02>><</if>>\n\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.02>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Back += 0.02>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.02>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.02>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t<<set _rand = random(1,192)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t<<set _rand = random(1,768)>><<if _rand eq 1>><<set $scenaMetabolic.Rate -= 1>><</if>>\n\n\t\t/% at high fat, chance to proc adiposa mutations %/\n\n\n/% ---- Ortolaniet %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 25)>>\n\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You tremble as an onslaught of calories pump through your body, practically turning your blood to oil. You're curious and a little afraid to see what this will do to you...")>><</if>>\n\t\t/% chance to increase satiety floor, fatten body shape, increase belly gain, reduce burn rate, increase gain rate %/\n\n\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><</if>>\n\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><</if>>\n\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaFatMag.Back += 0.01>><</if>>\n\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t<<set _rand = random(1,192)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,192)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t<<set _rand = random(1,1024)>><<if _rand eq 1>><<set $scenaMetabolic.Rate -= 1>><</if>>\n\n\t\t/% at high fat, chance to proc adiposa mutations %/\n\n/% ---- Hyper-Engorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 10)>>\n\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You gingerly knead your gut with both paws to help the digestion along. Eating like this will <b>blow you up like a billetroa in a hurry</b>, you're sure...")>><</if>>\t\n\t\t/% chance to increase satiety floor, fatten body shape, increase belly gain, reduce burn rate, increase gain rate %/\n\n\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaFatMag.Back += 0.01>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\n\t\t/% at high fat, chance to proc adiposa mutations %/\n\t\n/% ---- Super-Engorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 5)>>\n\t\t<<set _rand = random(1,4)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You feel bloated, cozy, and sluggish as your gut diligently absorbs the calorie overload. You think you can <b>feel yourself fattening up by the second...</b>")>><</if>>\n\t\t/% chance to increase satiety floor, fatten body shape, increase belly gain, reduce burn rate, increase gain rate %/\n\n\t<<set _rand = random(1,96)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,192)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,192)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\n/% ---- Overengorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 3)>>\n\t\t<<set _rand = random(1,6)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You pause a moment just to focus on digesting your recent meal. You can practically FEEL your metabolism slowing...")>><</if>>\t\n\t\t/% small chance to increase satiety floor, fatten body shape, increase belly gain, increase gain rate %/\n\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\n/% ---- Engorged %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 1.5)>>\n\t\t<<set _rand = random(1,6)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You rub your belly gently, feeling well and truly glutted.")>><</if>>\t\t\n\t\t/% small chance to increase gain rate, increase satiety floor %/\n\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaProducts.Milkfat += 0.01>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\n/% ---- Sated %/<<elseif $scenaMetabolic.Load gte $scenaMetabolic.Sated>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You plap your well-fed belly in deep satisfaction.")>><</if>>\n\t\t/% chance to decrease voracity %/\t\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity -= 1>><</if>>\n\n/% ---- Peckish %/<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 0.3)>>\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You could go for a bite to eat...")>><</if>>\t\n\n/% ---- Hungry %/<<elseif $scenaMetabolic.Load lt ($scenaMetabolic.Sated * 0.1)>>\n\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("You could REALLY go for a bite to eat...")>><</if>>\t\n\t\t/% chance to decrease satiety floor, decrease voracity; small chance to reduce burn rate, increase gain rate, increase satiety floor %/\t\n\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated -= 1>><</if>>\n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity -= 1>><</if>>\n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n<</if>>
/% ---------- %/ <<if $scenaPers.Active.includes("pump:belly:air")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $cfxAirPumpBelly.Duration-->>\n\t\t<<set $sfxRange.potency[0] = $cfxAirPumpBelly.Potency; $sfxRange.potency[1] = $cfxAirPumpBelly.Potency>>\n\t\t<<set $sfxRange.duration[0] = 1; $sfxRange.duration[1] = 1>>\n\t\t<<set _statusCall = "bloat:belly">><<include SetStatus>>\n\t\n\t<<if $fxBloat.BellyBloat gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " hisses and bulges enormously, pumped up from within!")>>\n\t\t<<elseif $fxBloat.BellyBloat gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " bulges rounder as air pumps into it from within!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " hisses softly as it pumps up bigger...")>><</if>>\n\n\t<<if $cfxAirPumpBelly.Duration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:belly")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped blowing up.")>>\n\t\t<<set $scenaPers.Active.delete("pump:belly:air")>>\n\t<</if>>\n<</if>>
<<switch _callMenu>>\n/% ---------------- %/<<case "FrasiersTavern">><<set $menuFras = {\n\t\t\tDrinkQueue: ["Tea:Herbal","Tea:RosepetalBlack","Tea:ChaiWithCream","Coffee:FreshPressed","Mirachampagne","Moscato:Sparkling"],\n\t\t\tFoodQueue: ["Scone:BlueberryAlmond","Tart:AppleTatin","Creampuff","Sandwich:RoastTurkey","Meal:BloodSausageWPotatoes","Meal:RoastedRootsPlatter"],\n\t\t\tDrinks: [], Food: [], Consumed: [],\n\t\t}>>\n\n\t\t\t<<for _i to 0; _i < $menuFras.DrinkQueue.length; _i++>>\n\t\t\t<<set _callItem = $menuFras.DrinkQueue[_i]>><<include ItemDB:Drinks>>\n\t\t\t\t<<set $menuFras.Drinks.push(_newDrink)>><</for>>\n\t\t\t<<for _i to 0; _i < $menuFras.FoodQueue.length; _i++>>\n\t\t\t<<set _callItem = $menuFras.FoodQueue[_i]>><<include ItemDB:Food>>\n\t\t\t\t<<set $menuFras.Food.push(_newFood)>><</for>>\n\n\n\n<</switch>>/% ---------------- %/
<<switch $callBiome>>\n\t<<case "The Asotir">><<set $callBiome = "asotir">>\n\t<<case "The Cascade">><<set $callBiome = "cascade">>\n\t<<case "Gorkhon*s Mirror">><<set $callBiome = "gorkhonsMirror">>\n\t<<case "Rose City">><<set $callBiome = "roseCity">>\n\t<<case "The Steamcore">><<set $callBiome = "steamcore">>\n\t<<case "The Rekkage">><<set $callBiome = "rekkage">>\n\t<<case "Thal*an">><<set $callBiome = "thalan">>\n\t<<case "The Tempest Star">><<set $callBiome = "tempestStar">>\n\t<<default>><<set $callBiome = $callBiome.toLowerCase()>>\n<</switch>>\n\t<<set $callBiome = "stage:" + $callBiome>>\n\t<<set $callStage = 0>>
<<include Status:Mutation>>\n<<include Status:TF:Slime>>
<<switch _callBiome>>\n/% ----- %/<<case "terrestrial:crystalforest">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Crystalforest", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: [], Weather: [], BG: "crystalforest", \n\t\t\tborderIntro: "shimmering crystalgroves and tall crystal spires sprawl for as far as the eye can see!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\t\tAmbient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:pasture:mirazine">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Mirazine Pastures", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: [], Weather: [], BG: "meadow", \n\t\t\tborderIntro: "rolling hills of plump tendrilgrass sway gently in the breeze!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\t\tAmbient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:groves:mirazine">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Mirazine Groves", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: [], Weather: [], BG: "crystalforest", \n\t\t\tborderIntro: "countless fat, heavy fruits weigh down the boughs of groves of shimmering crystaltrees!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\t\tAmbient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:riverside:mirazine">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Mirazine Riverside", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin","liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["moist"], Weather: [], BG: "freshwater", \n\t\t\tborderIntro: "gently-pink, frothy waters lap rhythmically against the river's edge, glittering in the light...",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\t\tAmbient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n\n/% ----- %/<<case "terrestrial:riverside">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Riverside", Structure: "planetary", Type: "terrestrial", Elements: ["liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["moist"], Weather: [], BG: "freshwater", \n\t\t\tborderIntro: "the melodic sound of the river's flowing waters lightens your spirits.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:marsh">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Marsh", Structure: "planetary", Type: "terrestrial", Elements: ["liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["wet"], Weather: [], BG: "freshwater", \n\t\t\tborderIntro: "vibrant wetlands wreathed in lush foliage spread out before you!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:beach">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Beach", Structure: "planetary", Type: "terrestrial", Elements: ["liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["moist"], Weather: [], BG: "beach", \n\t\t\tborderIntro: "the invigorating scent of saltwater tickles your snoot!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "seasideAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "saltLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n\n/% ----- %/<<case "terrestrial:beach:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Beach", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin","liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "warm", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist","warm"], Weather: [], BG: "beach", \n\t\t\tborderIntro: "the invigorating scent of saltwater tickles your snoot!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","esqueLair"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "seasideAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "saltLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:valley:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Valley", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "warm", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","warm"], Weather: [], BG: "hills", \n\t\t\tborderIntro: "the glittering green, rolling hills spread out endlessly before you!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:jungle:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Jungle", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "hot", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","hot","moist"], Weather: [], BG: "jungle", \n\t\t\tborderIntro: "the dense, green jungle before you teems and thunders with life!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:redwoods:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Redwoods", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin"], Outdoors: 1, Underground: 0,\n\t\tTemp: "warm", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","warm"], Weather: [], BG: "deadwood", \n\t\t\tborderIntro: "the titanic redwoods stand mightily before you, seeming to swallow up the sky!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "terrestrial:plains:volcanic:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Volcanic Plains", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin","fire"], Outdoors: 1, Underground: 0,\n\t\tTemp: "scorching", Atmosphere: "scorching air", FX: [], breathFX: [], Environment: ["mirazic","scorching"], Weather: [], BG: "desert", \n\t\t\tborderIntro: "a hellish, lava-streaked landscape of black rock and ash stretches out before you!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","mythosi"], monsterNests: [], pendingDungeons: ["labmound","spiralTrial"], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "moltenAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "moltenLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\t\t<<set $scenaBiome.New.borderTerrestrial.push("hiAlt:volcano:primordial")>>\n\n\n/% ----- %/<<case "terrestrial:marsh:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Marsh", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin","liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","wet"], Weather: [], BG: "freshwater", \n\t\t\tborderIntro: "vibrant wetlands wreathed in lush foliage spread out before you!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n\n/% ----- %/<<case "terrestrial:riverside:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Riverside", Structure: "planetary", Type: "terrestrial", Elements: ["mirazin","liquid"], Outdoors: 1, Underground: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist"], Weather: [], BG: "freshwater", \n\t\t\tborderIntro: "the melodic sound of the river's flowing waters lightens your spirits.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [], borderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaTerraSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n\n\n\n/% ================ %/<<default>><<include DefaultBiome>>/% ================ %/<</switch>>\n\n
\t<<set _loadIDX = []; $scenaInv.naisPool = []>>\n\n<<switch $scenaInv.naisCall>>\n\t/% Todo - make these populate at random. %/\n/% ---------- %/<<case "treasure:test">>\n\t\t<<set _randBucket = ["cons:miracrystal","cons:miracrystal","cons:donut:enchanted:belly","cons:donut:enchanted:creampuff","cons:donut:enchanted:eclair","clothing:eclipseCrown","clothing:eclipseGlasses","clothing:eclipsePauldrons","clothing:eclipseCape","clothing:eclipsePlate","clothing:eclipseBracers","clothing:sunfurySignet","clothing:eclipseRobes","clothing:eclipseBelt","clothing:eclipseLeggings"]>>\n\t\t<<set _dips = random(3,6); _loadPool = []>>\t\t\t\n\t\t/% Randomizer %/ <<for _r to 0; _r < _dips; _r++>><<set _loadPool.push(_randBucket.random())>><</for>>\n\n\t\t/% Output %/ <<for _i to 0; _i < _loadPool.length; _i++>><<set _callItem = _loadPool[_i]>><<include DB:Items>>\n\t\t\t<<switch _loadPool[_i]>>\n\t\t\t\t\t<<case "cons:miracrystal">><<set _newItem.Qt = random(1,6)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:belly">><<set _newItem.Qt = random(2,8)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:creampuff">><<set _newItem.Qt = random(2,8)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:eclair">><<set _newItem.Qt = random(2,8)>>\n\t\t\t<</switch>><<set _loadIDX.push(_newItem)>><</for>>\n\n/% ---------- %/<<case "fatiere">>\n\t\t<<set _randBucket = ["cons:donut:enchanted:belly","cons:donut:enchanted:creampuff","cons:donut:enchanted:eclair"]>>\n\t\t<<set _dips = random(3,6); _loadPool = []>>\t\t\t\n\t\t/% Randomizer %/ <<for _r to 0; _r < _dips; _r++>><<set _loadPool.push(_randBucket.random())>><</for>>\n\n\t\t/% Output %/ <<for _i to 0; _i < _loadPool.length; _i++>><<set _callItem = _loadPool[_i]>><<include DB:Items>>\n\t\t\t<<switch _loadPool[_i]>>\n\t\t\t\t\t<<case "cons:donut:enchanted:belly">><<set _newItem.Qt = random(1,12)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:creampuff">><<set _newItem.Qt = random(1,12)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:eclair">><<set _newItem.Qt = random(1,12)>>\n\t\t\t<</switch>><<set _loadIDX.push(_newItem)>><</for>>\n\n/% ---------- %/<<case "nais">>\n\t\t<<set _randBucket = ["cons:miracrystal","cons:miracrystal","cons:donut:enchanted:belly","cons:donut:enchanted:creampuff","cons:donut:enchanted:eclair","clothing:eclipseCrown","clothing:eclipseGlasses","clothing:eclipsePauldrons","clothing:eclipseCape","clothing:eclipsePlate","clothing:eclipseBracers","clothing:sunfurySignet","clothing:eclipseRobes","clothing:eclipseBelt","clothing:eclipseLeggings"]>>\n\t\t<<set _dips = random(3,6); _loadPool = []>>\t\t\t\n\t\t/% Randomizer %/ <<for _r to 0; _r < _dips; _r++>><<set _loadPool.push(_randBucket.random())>><</for>>\n\n\t\t/% Output %/ <<for _i to 0; _i < _loadPool.length; _i++>><<set _callItem = _loadPool[_i]>><<include DB:Items>>\n\t\t\t<<switch _loadPool[_i]>>\n\t\t\t\t\t<<case "cons:miracrystal">><<set _newItem.Qt = random(1,6)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:belly">><<set _newItem.Qt = random(2,8)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:creampuff">><<set _newItem.Qt = random(2,8)>>\n\t\t\t\t\t<<case "cons:donut:enchanted:eclair">><<set _newItem.Qt = random(2,8)>>\n\t\t\t<</switch>><<set _loadIDX.push(_newItem)>><</for>>\n\n\n\n/% ---------- %/<<default>>\n\t\t<<set _loadPool = ["misc:testItem","misc:testConsumable","misc:testConsumable","misc:testItem","misc:testConsumable","clothing:testShirt","clothing:testShirt","clothing:testShirt"]>>\t\n\t\t<<for _i to 0; _i < _loadPool.length; _i++>><<set _callItem = _loadPool[_i]>><<include DB:Items>>\n\t\t\t<<switch _loadPool[_i]>>\n\t\t\t\t\t<<case "misc:testItem">><<set _newItem.Qt = random(1,3)>>\n\t\t\t\t\t<<case "misc:testConsumable">><<set _newItem.Qt = random(2,8)>>\n\t\t\t<</switch>><<set _loadIDX.push(_newItem)>><</for>>\n\n<</switch>>\n\n/% ---------- Pool Loading + Setup %/\n\t<<set $scenaInv.naisPool = _loadIDX>>
\n/% ----------- Fat Content %/ <<set _partName = "Belly">>\t\n\t<<for _bellyScale to $bellyScale.String.length-1; _bellyScale > -1; _bellyScale-->>\n\t\t<<if ($scenaFat.Belly gte $bellyScale.Int[3]) and ($scenaFat.Belly lt $bellyScale.Int[4])>><<set _partSize = "">><<break>>\n\t\t<<elseif $scenaFat.Belly gte $bellyScale.Int[_bellyScale]>><<set _partSize = $bellyScale.String[_bellyScale]>><<break>>\t\n\t\t<<elseif $scenaFat.Belly lt $bellyScale.Int[1]>><<set _partSize = $bellyScale.String[0]>><<break>><</if>>\n\t<</for>><<set $bellyFatness = _partSize>>\n\n/% ----------- Satiety %/ \n\n<<if $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 10)>><<set _satiety = "Hyper-Engorged!">>\n\t<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 3)>><<set _satiety = "Super-Engorged!">>\n\t<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 1.5)>><<set _satiety = "Overengorged">>\n\t<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 1.2)>><<set _satiety = "Engorged">>\n\t<<elseif $scenaMetabolic.Load gte $scenaMetabolic.Sated>><<set _satiety = "Sated">>\n\t<<elseif $scenaMetabolic.Load gte ($scenaMetabolic.Sated * 0.25)>><<set _satiety = "Peckish">>\n\t<<elseif $scenaMetabolic.Load lt ($scenaMetabolic.Sated * 0.25)>><<set _satiety = "Hungry!">>\n<</if>>\n\n\n/% ----------- Air Inflation %/<<if $airPressure.Belly gte ($scenaFat.Belly * 0.4)>>\t\n<<if $airPressure.Belly gte ($scenaFat.Belly * 1.3)>><<set _partBloat = "Blimped">>\n\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 1.2)>><<set _partBloat = "Over-Inflated">>\n\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 1)>><<set _partBloat = "Ballooned">>\n\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 0.75)>><<set _partBloat = "Bloated">>\n\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 0.5)>><<set _partBloat = "Full">>\n\t<<elseif $airPressure.Belly gte ($scenaFat.Belly * 0.4)>><<set _partBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $liqPressure.Belly gt ($scenaFat.Belly * 0.4)>>\t\n<<if $liqPressure.Belly gte ($scenaFat.Belly * 1.2)>><<set _partLiquid = "Liquid-Blimped">>\n\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 1)>><<set _partLiquid = "Liquid-Ballooned">>\n\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 0.75)>><<set _partLiquid = "Swollen">>\n\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 0.6)>><<set _partLiquid = "Jiggling">>\n\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 0.5)>><<set _partLiquid = "Sloshing">>\n\t<<elseif $liqPressure.Belly gte ($scenaFat.Belly * 0.4)>><<set _partLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $stuffingPressure.Belly gt ($scenaFat.Belly * 0.4)>>\t\n<<if $stuffingPressure.Belly gte ($scenaFat.Belly * 1.2)>><<set _partStuffing = "Creaking">>\n\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 1)>><<set _partStuffing = "Bloated">>\n\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 0.75)>><<set _partStuffing = "Overstuffed">>\n\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 0.5)>><<set _partStuffing = "Stuffed">>\n\t<<elseif $stuffingPressure.Belly gte ($scenaFat.Belly * 0.4)>><<set _partStuffing = "Full">><</if>>\n<</if>>\n\n\n/% ----------- Texture Appraisal %/\n\t<<if ($airPressure.Belly gt $liqPressure.Belly) and ($airPressure.Belly gt $stuffingPressure.Belly)>>\n\t\t<<if def _partBloat>><<set _partTex = _partBloat>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($liqPressure.Belly gt $airPressure.Belly) and ($liqPressure.Belly gt $stuffingPressure.Belly)>>\n\t\t<<if def _partLiquid>><<set _partTex = _partLiquid>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($stuffingPressure.Belly gt $airPressure.Belly) and ($stuffingPressure.Belly gt $liqPressure.Belly)>>\n\t\t<<if def _partStuffing>><<set _partTex = _partStuffing>><<else>><<set _partTex = "">><</if>>\n\t<<else>><<set _partTex = "">><</if>>\n\n/% ----------- %/<<switch $scenaTex.Belly>>/% Todo %/\n\t<<case "Tightly-Packed">> \n\t<<case "Turgid">> \n\t<<case "Bloated">> \n\t<<case "Aerated">>\n\t<<case "Cotton">>\n\t<<case "Spongy">>\n\t<<case "Pillowy">>\n\t<<case "Marshmallowy">>\n\t<<case "Fatty">>\n\t<<case "Flabby">>\n\t<<case "Pudding">>\n\t<<case "Water-Balloon">>\n\t<<case "Jelly">>\n\t<<default>>/% Fleshy = Standard mode %/\n<</switch>>\t\n\n/% ----------- Belly Output %/\t\n\n\t<<if _bellyCheck eq 0>>\n\t\t<<if _partTex neq "">><<set _bellyPrint = _partSize + _displayColor + " " + _partTex + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Belly.toFixed(1) + ")">>\n\t\t<<else>><<set _bellyPrint = _partSize + _displayColor + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Belly.toFixed(1) + ")">><</if>>\n\n\t<<else>>\n\t\t<<if _partTex neq "">><<set _bellyPrint = _partSize + _displayColor + " " + _partTex + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Belly.toFixed(1) + ")">>\n\t\t<<else>><<set _bellyPrint = _partSize + _displayColor + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Belly.toFixed(1) + ")">><</if>>\n\t<</if>>\n\t\t\t\n\t<<if ($scenaFat.Belly gte $bellyScale.Int[3]) and ($scenaFat.Belly lt $bellyScale.Int[4])>>\n\t\t<<set _bellyPrint = _bellyPrint.replace("Belly","Pot-Belly")>><</if>>\n\n\n/% <<if _partTex neq "">><<set _bellyPrint = _partSize + " " + _partTex>>\n\t<<else>><<set _bellyPrint = _partSize>><</if>> %/
\n/% ---------- Cheek %/<<switch $geneSelector.FaceFatness>>\n\t<<case "Soft">><<set $scenaFat.Cheek = random(3)>>\n\t<<case "Plump">><<set $scenaFat.Cheek = random(1,4)>>\n\t<<case "Plumper">><<set $scenaFat.Cheek = random(3,5)>>\n\t<<case "Fat">><<set $scenaFat.Cheek = random(5,7)>>\n\t<<case "Fatter">><<set $scenaFat.Cheek = random(8,16)>>\n\t\t\t<<set $scenaFatMag.Cheek += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Cheek = random(12,18)>>\n\t\t\t<<set $scenaFatMag.Cheek += random(1,3) * 0.1>>\n\t<<case "Pillowy">><<set $scenaFat.Cheek = random(15,24)>>\n\t\t\t<<set $scenaFatMag.Cheek += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Cheek = random(2)>>\n<</switch>>\n\n/% ---------- Neck %/<<switch $geneSelector.NeckFatness>>\n\t<<case "Soft">><<set $scenaFat.Neck = random(3)>>\n\t<<case "Plump">><<set $scenaFat.Neck = random(1,4)>>\n\t<<case "Plumper">><<set $scenaFat.Neck = random(3,5)>>\n\t<<case "Fat">><<set $scenaFat.Neck = random(5,7)>>\n\t<<case "Fatter">><<set $scenaFat.Neck = random(8,16)>>\n\t\t\t<<set $scenaFatMag.Neck += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Neck = random(12,18)>>\n\t\t\t<<set $scenaFatMag.Neck += random(1,3) * 0.1>>\n\t<<case "Pillowy">><<set $scenaFat.Neck = random(15,24)>>\n\t\t\t<<set $scenaFatMag.Neck += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Neck = random(2)>>\n<</switch>>\n\n/% ---------- Arm %/<<switch $geneSelector.ArmFatness>>\n\t<<case "Soft">><<set $scenaFat.Arm = random(5,8)>>\n\t<<case "Plump">><<set $scenaFat.Arm = random(8,10)>>\n\t<<case "Plumper">><<set $scenaFat.Arm = random(15,25)>>\n\t<<case "Fatty">><<set $scenaFat.Arm = random(25,35)>>\n\t<<case "Fattier">><<set $scenaFat.Arm = random(35,50)>>\n\t\t\t<<set $scenaFatMag.Arm += random(1,2) * 0.1>>\n\t<<case "Flabby">><<set $scenaFat.Arm = random(50,65)>>\n\t\t\t<<set $scenaFatMag.Arm += random(1,3) * 0.1>>\n\t<<case "Buttery">><<set $scenaFat.Arm = random(65,80)>>\n\t\t\t<<set $scenaFatMag.Arm += random(2,5) * 0.1>>\n\t<<case "Rippling">><<set $scenaFat.Arm = random(90,120)>>\n\t\t\t<<set $scenaFatMag.Arm += random(3,5) * 0.1>>\n\t<<default>><<set $scenaFat.Arm = random(5)>>\n<</switch>>\n\n/% ---------- Chest %/<<switch $geneSelector.ChestFatness>>\n\t<<case "Soft">><<set $scenaFat.Chest = random(1,5)>>\n\t<<case "Plump">><<set $scenaFat.Chest = random(5,15)>>\n\t<<case "Plumper">><<set $scenaFat.Chest = random(20,35)>>\n\t<<case "Fat">><<set $scenaFat.Chest = random(45,50)>>\n\t<<case "Fatter">><<set $scenaFat.Chest = random(55,60)>>\n\t\t\t<<set $scenaFatMag.Chest += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Chest = random(60,75)>>\n\t\t\t<<set $scenaFatMag.Chest += random(1,3) * 0.1>>\n\t<<case "Huge">><<set $scenaFat.Chest = random(75,100)>>\n\t\t\t<<set $scenaFatMag.Chest += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Chest = 1>>\n<</switch>>\n\n<<set $scenaFat.ChestType = $geneSelector.ChestStyle>>\n\t<<if $geneSelector.ChestLoc eq "Chest">><<set $scenaPrefs.vivreLoc = "chest">>\n\t\t<<else>><<set $scenaPrefs.vivreLoc = "belly">><</if>>\n\n/% ---------- Belly %/<<switch $geneSelector.BellyFatness>>\n\t<<case "Soft">><<set $scenaFat.Belly = random(1,8)>>\n\t<<case "Plump">><<set $scenaFat.Belly = random(10,30)>>\n\t<<case "Plumper">><<set $scenaFat.Belly = random(35,50)>>\n\t<<case "Fat">><<set $scenaFat.Belly = random(75,100)>>\n\t<<case "Fatter">><<set $scenaFat.Belly = random(100,150)>>\n\t\t\t<<set $scenaFatMag.Belly += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Belly = random(150,250)>>\n\t\t\t<<set $scenaFatMag.Belly += random(1,3) * 0.1>>\n\t<<case "Huge">><<set $scenaFat.Belly = random(250,275)>>\n\t\t\t<<set $scenaFatMag.Belly += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Belly = random(3,5)>>\n<</switch>>\n\n/% ---------- Sides %/<<switch $geneSelector.SideFatness>>\n\t<<case "Soft">><<set $scenaFat.Side = random(5)>>\n\t<<case "Plump">><<set $scenaFat.Side = random(5,10)>>\n\t<<case "Plumper">><<set $scenaFat.Side = random(10,15)>>\n\t<<case "Fatty">><<set $scenaFat.Side = random(15,25)>>\n\t<<case "Fattier">><<set $scenaFat.Side = random(25,45)>>\n\t\t\t<<set $scenaFatMag.Side += random(1,2) * 0.1>>\n\t<<case "Flabby">><<set $scenaFat.Side = random(45,65)>>\n\t\t\t<<set $scenaFatMag.Side += random(1,3) * 0.1>>\n\t<<case "Buttery">><<set $scenaFat.Side = random(65,85)>>\n\t\t\t<<set $scenaFatMag.Side += random(2,5) * 0.1>>\n\t<<case "Rippling">><<set $scenaFat.Side = random(85,100)>>\n\t\t\t<<set $scenaFatMag.Side += random(3,5) * 0.1>>\n\t<<default>><<set $scenaFat.Side = random(5)>>\n<</switch>>\n\n/% ---------- Back %/<<switch $geneSelector.BackFatness>>\n\t<<case "Soft">><<set $scenaFat.Back = random(5,10)>>\n\t<<case "Plump">><<set $scenaFat.Back = random(5,15)>>\n\t<<case "Plumper">><<set $scenaFat.Back = random(15,20)>>\n\t<<case "Fatty">><<set $scenaFat.Back = random(20,25)>>\n\t<<case "Fattier">><<set $scenaFat.Back = random(25,35)>>\n\t\t\t<<set $scenaFatMag.Back += random(1,2) * 0.1>>\n\t<<case "Flabby">><<set $scenaFat.Back = random(35,50)>>\n\t\t\t<<set $scenaFatMag.Back += random(1,3) * 0.1>>\n\t<<case "Buttery">><<set $scenaFat.Back = random(50,75)>>\n\t\t\t<<set $scenaFatMag.Back += random(2,5) * 0.1>>\n\t<<case "Rippling">><<set $scenaFat.Back = random(75,90)>>\n\t\t\t<<set $scenaFatMag.Back += random(3,5) * 0.1>>\n\t<<default>><<set $scenaFat.Back = random(5)>>\n<</switch>>\n\n/% ---------- Thigh %/<<switch $geneSelector.ThighFatness>>\n\t<<case "Soft">><<set $scenaFat.Thigh = random(3,8)>>\n\t<<case "Plump">><<set $scenaFat.Thigh = random(10,30)>>\n\t<<case "Plumper">><<set $scenaFat.Thigh = random(35,50)>>\n\t<<case "Fat">><<set $scenaFat.Thigh = random(75,100)>>\n\t<<case "Fatter">><<set $scenaFat.Thigh = random(100,150)>>\n\t\t\t<<set $scenaFatMag.Thigh += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Thigh = random(150,200)>>\n\t\t\t<<set $scenaFatMag.Thigh += random(1,3) * 0.1>>\n\t<<case "Huge">><<set $scenaFat.Thigh = random(200,250)>>\n\t\t\t<<set $scenaFatMag.Thigh += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Thigh = random(3,5)>>\n<</switch>>\n\n/% ---------- Tail %/<<switch $geneSelector.TailFatness>>\n\t<<case "Soft">><<set $scenaFat.Tail = random(1,8)>>\n\t<<case "Plump">><<set $scenaFat.Tail = random(10,30)>>\n\t<<case "Plumper">><<set $scenaFat.Tail = random(35,50)>>\n\t<<case "Fat">><<set $scenaFat.Tail = random(75,100)>>\n\t<<case "Fatter">><<set $scenaFat.Tail = random(100,150)>>\n\t\t\t<<set $scenaFatMag.Tail += random(1,2) * 0.1>>\n\t<<case "Overstuffed">><<set $scenaFat.Tail = random(150,200)>>\n\t\t\t<<set $scenaFatMag.Tail += random(1,3) * 0.1>>\n\t<<case "Huge">><<set $scenaFat.Tail = random(200,250)>>\n\t\t\t<<set $scenaFatMag.Tail += random(2,5) * 0.1>>\n\t<<default>><<set $scenaFat.Tail = random(1,5)>>\n<</switch>>\n\n\n/% ---------- Bodytype %/<<set $scenaFat.BType = $geneSelector.BType>>\n<<switch $geneSelector.BType>>\n\t<<case "Pot-Bellied">>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(1.4,1.8) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,6) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Belly += random(4,8) * 0.1>>\n\n\t<<case "Busty">>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(1.4,1.8) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,6) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Chest += random(4,8) * 0.1>>\n\n\t<<case "Hourglass">>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(4,8) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,8) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Chest += random(4,8) * 0.1>>\n\t\t\t<<set $scenaFatMag.Thigh += random(4,8) * 0.1>>\n\n\t<<case "Round">>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(4,8) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,8) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Chest += random(4,8) * 0.1>>\n\t\t\t<<set $scenaFatMag.Belly += random(4,8) * 0.1>>\n\n\t<<case "Pear">>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(4,8) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,8) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Belly += random(4,8) * 0.1>>\n\t\t\t<<set $scenaFatMag.Thigh += random(4,8) * 0.1>>\n\n\t<<case "Thick-Thighed">>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(1.4,1.8) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(4,6) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Thigh += random(4,8) * 0.1>>\n\n\t<<case "Bottom-Heavy">>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(1.2,1.4) * 0.1))>>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(4,8) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(4,8) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Thigh += random(4,8) * 0.1>>\n\t\t\t<<set $scenaFatMag.Tail += random(4,8) * 0.1>>\n\n\t<<case "Fat-Tailed">>\n\t\t<<set $scenaFat.Tail = Math.round($scenaFat.Tail * (random(1.4,1.8) * 0.1))>>\n\t\t<<set $scenaFat.Thigh = Math.round($scenaFat.Thigh * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Chest = Math.round($scenaFat.Chest * (random(4,6) * 0.1))>>\n\t\t<<set $scenaFat.Belly = Math.round($scenaFat.Belly * (random(4,6) * 0.1))>>\n\t\t\t<<set $scenaFatMag.Tail += random(4,8) * 0.1>>\n\n\t<<default>>\n\t\t\t<<set $scenaFatMag.Belly += random(0,8) * 0.1>>\n\t\t\t<<set $scenaFatMag.Thigh += random(0,8) * 0.1>>\n\n<</switch>>\n\n\t<<if $scenaFat.Chest lt 1>><<set $scenaFat.Chest = 1>><</if>>\n\t<<if $scenaFat.Belly lt 1>><<set $scenaFat.Belly = random(3,5)>><</if>>\n\t<<if $scenaFat.Thigh lt 1>><<set $scenaFat.Thigh = random(1,5)>><</if>>\n\t<<if $scenaFat.Tail lt 1>><<set $scenaFat.Tail = random(1,5)>><</if>>\n
/% ---------- %/ <<set _geneType = "NPC">>\n\n/% ---------- Upper Segment %/ <div class="row centerRow" style="width:100%;">\n\n\t<<for _i to 0; _i lt $activeShard.Head.length; _i++>>\n\t\t<<set _geneID = $activeShard.Head[_i]>><<include GeneWrapper>><</for>>\n\n\t<<if $activeShard.fatCheek gte 2>><<set _geneType = "NPCFat">><<include RoileCheek>>\n\t\t<<set _geneID = _shardCheekPrint>><<include GeneWrapper>><</if>>\n\n\t<<if $activeShard.fatNeck gte 2>><<set _geneType = "NPCFat">><<include RoileNeck>>\n\t\t<<if $activeShard.Neck neq "">><<set _geneID = $activeShard.Neck + " " + _shardNeckPrint>>\n\t\t<<else>><<set _geneID = _shardNeckPrint>><</if>><<include GeneWrapper>>\n\t<<elseif $activeShard.Neck neq "">><<set _geneID = $activeShard.Neck + " Neck">><<include GeneWrapper>><</if>>\n\n\n</div>/% ---------- Torso %/ <div class="row centerRow" style="width:100%;">\t\n\t<<if $activeShard.ArmNo gt 0>><<set _geneType = "NPCFat">><<include RoileArm>>\n\t\t<<if $activeShard.fatArm gte 5>><<set _shardArmPrint = _shardArmPrint + " ">>\n\t\t<<else>><<set _shardArmPrint = "">><</if>>\n\t\t\n\t<<if $activeShard.fatArm gt 0>><<set _geneID = $activeShard.ArmNo + " " + _shardArmPrint + $activeShard.Arms + " (" + $activeShard.fatArm.toFixed(1) + ")">>\n\t<<else>><<set _geneID = $activeShard.ArmNo + " " + _shardArmPrint + $activeShard.Arms>><</if>>\n\t\t<<include GeneWrapper>>\n\t<</if>>\n\n\t<<set _geneType = "NPC">>\n\t<<for _i to 0; _i lt $activeShard.Forelimbs.length; _i++>>\n\t\t<<set _geneID = $activeShard.Forelimbs[_i]>><<include GeneWrapper>><</for>>\n\n\t<<set _geneType = "NPCFat">><<include RoileBelly>>\t\t\n\t<<if $activeShard.fatBelly gt 0>><<set _geneID = _shardBellyPrint + " " + $activeShard.Belly + " (" + $activeShard.fatBelly.toFixed(1) + ")">>\n\t<<else>><<set _geneID = _shardBellyPrint + " " + $activeShard.Belly>><</if>>\n\n\t<<if ($activeShard.fatBelly gte $bellyScale.Int[3]) and ($activeShard.fatBelly lt $bellyScale.Int[4])>>\n\t\t<<set _geneID = _geneID.replace("Belly","Pot-Belly")>><</if>>\n\n\t<<include GeneWrapper>>\n\n\t<<if $activeShard.fatChest gt 0>><<if $activeShard.ChestPos eq "chest">><<set _geneType = "NPCFat">><<include RoileChest>>\n\t\t<<set _geneID = _shardChestPrint + " " + $activeShard.Chest + " (" + $activeShard.fatChest.toFixed(1) + ")">><<include GeneWrapper>><</if>><</if>>\n\n\t<<set _geneType = "NPC">>\n\t<<for _i to 0; _i lt $activeShard.Torso.length; _i++>>\n\t\t<<set _geneID = $activeShard.Torso[_i]>><<include GeneWrapper>><</for>>\n\n\t<<if $activeShard.fatChest gt 0>><<if $activeShard.ChestPos neq "chest">><<set _geneType = "NPCFat">><<include RoileChest>>\n\t\t<<set _geneID = _shardChestPrint + " " + $activeShard.Chest + " (" + $activeShard.fatChest.toFixed(1) + ")">><<include GeneWrapper>><</if>><</if>>\n\n\t<<if $activeShard.fatSide gte 5>><<set _geneType = "NPCFat">><<include RoileSide>><<set _geneID = _shardSidePrint>><<include GeneWrapper>><</if>>\n\n\t<<set _geneType = "NPC">>\n\t<<for _i to 0; _i lt $activeShard.Back.length; _i++>>\n\t\t<<set _geneID = $activeShard.Back[_i]>><<include GeneWrapper>><</for>>\n\n\t<<if $activeShard.fatBack gte 5>><<set _geneType = "NPCFat">><<include RoileBack>><<set _geneID = _shardBackPrint>><<include GeneWrapper>><</if>>\n\n\t<<if $activeShard.fatTail gt 0>><<set _geneType = "NPCFat">><<include RoileTail>>\n\t<<if $activeShard.TailNo gt 1>><<set _geneID = $activeShard.TailNo + " "+ _shardTailPrint + " " + $activeShard.Tail>>\n\t<<else>><<set _geneID = _shardTailPrint + " " + $activeShard.Tail>><</if>>\n\n\t\t<<if $activeShard.fatTail gt 0>><<set _geneID += " (" + $activeShard.fatTail.toFixed(1) + ")">><</if>>\n\t\t<<include GeneWrapper>>\n\n\t<<if $activeShard.Tailtip neq "">><<set _geneID = $activeShard.Tailtip>><<include GeneWrapper>><</if>>\n\t<</if>>\n\n\n/% ---------- Lower Segment %/\n\t<<if $activeShard.LegNo gt 0>><<set _geneType = "NPC">>\n\t\t<<set _geneID = $activeShard.LegNo + " " + $activeShard.Legs>><<include GeneWrapper>>\n\t\t\n\t<<if $activeShard.fatThigh gt 0>>\n\t\t<<set _geneType = "NPCFat">><<include RoileThigh>><<set _geneID = _shardThighPrint + " (" + $activeShard.fatThigh.toFixed(1) + ")">><<include GeneWrapper>><</if>>\n\n\t<<set _geneType = "NPC">>\n\t\t<<for _i to 0; _i lt $activeShard.Hindlimbs.length; _i++>>\n\t\t\t<<set _geneID = $activeShard.Hindlimbs[_i]>><<include GeneWrapper>><</for>>\n\t<</if>>\n\n</div>
<<switch _callItem>>/% ---------- Consumables %/\n\n\t<<case "cons:miracrystal">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:miracrystal", Display: "Miracrystal", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 5, Fill: 1, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A shimmering, gently-glowing crystal point in a violent shade of magenta.", \n\t\tdonsEffect: "You feed [dons] the Miracrystal!", \n\t\tConsume: "You swallow the Miracrystal whole!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["miracrystal","mirazin"], thingTags: ["miracrystal","crystal","mirazin","mirazine"], \n\t\taddRecipes: ["recipe:dust:miracrystal"],\n\t}>>\n\n\t<<case "cons:dust:miracrystal">>/% ---------------- %/<<set _newItem = { \n\t\tID: "consdust::miracrystal", Display: "Miracrystal Dust", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 3, Fill: 0.1, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A fine powder made by grinding down miracrystal. A useful crafting material.", \n\t\tdonsEffect: "You feed [dons] the Miracrystal Dust!", \n\t\tConsume: "You swallow the Miracrystal Dust!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["miracrystal","mirazin"], thingTags: ["miracrystal","dust","mirazin","mirazine"], \n\t\taddRecipes: ["recipe:dust:miracrystal"],\n\t}>>\n\n\t<<case "cons:carcass:somnix">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:carcass:somnix", Display: "Somnix Carcass", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 5000, Fill: 100, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A somnix corpse, waiting to be broken down into meat and parts.", \n\t\tdonsEffect: "You feed [dons] the Somnix Carcass!", \n\t\tConsume: "You swallow the Somnix Carcass whole!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: ["Process Somnix Carcass"], UsePassage: ["itemFunctions"], UseAction: ["processCarcass"],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: [], thingTags: ["carcass","somnix","dead","carbonic"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\n\t<<case "cons:carcass:somnix:small">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:carcass:somnix:small", Display: "Small Somnix Carcass", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 3000, Fill: 80, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A somnix corpse, waiting to be broken down into meat and parts.", \n\t\tdonsEffect: "You feed [dons] the Small Somnix Carcass!", \n\t\tConsume: "You swallow the Small Somnix Carcass whole!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: ["Process Small Somnix Carcass"], UsePassage: ["itemFunctions"], UseAction: ["processCarcass"],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: [], thingTags: ["carcass","somnix","dead","carbonic"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\n\t<<case "cons:carcass:revecai">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:carcass:revecai", Display: "Revec*ai Carcass", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 99999, Fill: 5000, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A fat-stuffed revec*ai corpse, waiting to be broken down into meat and parts.", \n\t\tdonsEffect: "You feed [dons] the Revec*ai Carcass!", \n\t\tConsume: "You swallow the Revec*ai Carcass whole!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: ["Process Revec*ai Carcass"], UsePassage: ["itemFunctions"], UseAction: ["processCarcass"],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: [], thingTags: ["carcass","revec*ai","dead","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\n\t<<case "cons:slime:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:slime:bottle", Display: "Bottle of Slime", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living slime. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Slime!", \n\t\tConsume: "You drink the Bottle of Slime!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticSlime"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["slime","liquid","sweet"], thingTags: ["slime","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:slime:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:slime:chunk", Display: "Chunk of Slime", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed slime.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Slime!", \n\t\tConsume: "You eat the Chunk of Slime!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["slime","sweet"], thingTags: ["slime","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:slime:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:slime:core", Display: "Iridescent Slime Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living slime.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Slime Core!", \n\t\tConsume: "You swallow the Iridescent Slime Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:slimeGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["slime","sweet"], thingTags: ["slime","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:creme:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:creme:bottle", Display: "Bottle of Creme", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living creme. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Creme!", \n\t\tConsume: "You drink the Bottle of Creme!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticCreme"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["creme","liquid","sweet","milk"], thingTags: ["creme","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:creme:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:creme:chunk", Display: "Chunk of Creme", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed creme.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Creme!", \n\t\tConsume: "You eat the Chunk of Creme!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["creme","sweet","milk"], thingTags: ["creme","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:creme:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:creme:core", Display: "Iridescent Creme Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living creme.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Creme Core!", \n\t\tConsume: "You swallow the Iridescent Creme Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:cremeGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["creme","sweet","milk"], thingTags: ["creme","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:pudding:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:pudding:bottle", Display: "Bottle of Pudding", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living pudding. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Pudding!", \n\t\tConsume: "You drink the Bottle of Pudding!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticPudding"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["pudding","liquid","sweet","milk"], thingTags: ["pudding","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:pudding:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:pudding:chunk", Display: "Chunk of Pudding", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed pudding.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Pudding!", \n\t\tConsume: "You eat the Chunk of Pudding!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], UseVerb: "Eat", FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["pudding","sweet","milk"], thingTags: ["pudding","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:pudding:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:pudding:core", Display: "Iridescent Pudding Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living pudding.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Pudding Core!", \n\t\tConsume: "You swallow the Iridescent Pudding Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:puddingGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["pudding","sweet","milk"], thingTags: ["pudding","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:dough:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:dough:bottle", Display: "Bottle of Dough", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living dough. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Dough!", \n\t\tConsume: "You drink the Bottle of Dough!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticDough"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["dough","liquid","yeast"], thingTags: ["dough","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:dough:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:dough:chunk", Display: "Chunk of Dough", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed dough.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Dough!", \n\t\tConsume: "You eat the Chunk of Pudding!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["dough","yeast"], thingTags: ["dough","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:dough:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:dough:core", Display: "Iridescent Dough Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living dough.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Dough Core!", \n\t\tConsume: "You swallow the Iridescent Dough Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:doughGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["dough","yeast"], thingTags: ["dough","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:aspic:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:aspic:bottle", Display: "Bottle of Aspic", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living aspic. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Aspic!", \n\t\tConsume: "You drink the Bottle of Aspic!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["aspic","liquid","meaty"], thingTags: ["aspic","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:aspic:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:aspic:chunk", Display: "Chunk of Aspic", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed aspic.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Aspic!", \n\t\tConsume: "You eat the Chunk of Pudding!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["aspic","meaty"], thingTags: ["aspic","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:aspic:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:aspic:core", Display: "Iridescent Aspic Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living aspic.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Aspic Core!", \n\t\tConsume: "You swallow the Iridescent Aspic Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:aspicGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["aspic","meaty"], thingTags: ["aspic","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mallow:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mallow:bottle", Display: "Bottle of Mallow", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living mallow. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Mallow!", \n\t\tConsume: "You drink the Bottle of Mallow!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticMallow"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["mallow","liquid","sweet"], thingTags: ["mallow","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mallow:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mallow:chunk", Display: "Chunk of Mallow", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed mallow.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Mallow!", \n\t\tConsume: "You eat the Chunk of Mallow!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["mallow","sweet"], thingTags: ["mallow","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mallow:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mallow:core", Display: "Iridescent Mallow Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living mallow.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Mallow Core!", \n\t\tConsume: "You swallow the Iridescent Mallow Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:mallowGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["mallow","sweet"], thingTags: ["mallow","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mousse:bottle">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mousse:bottle", Display: "Bottle of Mousse", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A bottle of living mousse. What can you do with it? Well...", \n\t\tdonsEffect: "You feed [dons] the Bottle of Mousse!", \n\t\tConsume: "You drink the Bottle of Mousse!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Drink", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:parasiticMousse"],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["mousse","liquid","sweet"], thingTags: ["mousse","miracrystalline","bottled"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mousse:chunk">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mousse:chunk", Display: "Chunk of Mallow", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, Mousse: [], Cal: 10, Fill: 0, Liq: 5, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An inert chunk of solidifed mousse.", \n\t\tdonsEffect: "You feed [dons] the Chunk of Mousse!", \n\t\tConsume: "You eat the Chunk of Mousse!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["mousse","sweet"], thingTags: ["mousse","miracrystalline"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\t<<case "cons:mousse:core">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:mousse:core", Display: "Iridescent Mallow Core", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0, Fill: 0, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A strange, solid pearl found at the heart of a living mousse.", \n\t\tdonsEffect: "You feed [dons] the Iridescent Mousse Core!", \n\t\tConsume: "You swallow the Iridescent Mousse Core!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["ph:mousseGlut"], FXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["mousse","sweet"], thingTags: ["mousse","miracrystalline","slimecore"], addRecipes: [],\n\t}>> /% This should be further processed by whatever script is calling it into being! Ideally there should be crir data to plug into it. %/\n\n\n\n/% ---------- Foods %/\n\n\t<<case "cons:donut:enchanted:belly">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:donut:enchanted:belly", Display: "Enchanted Vec-Belly Donut", Type: "Consumable", Cat: "Pastry", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 6, Fill: 2, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A vec-shaped donut with a belly pumped full to bursting with sweet, jiggly goo.", \n\t\tdonsEffect: "You feed [dons] the Enchanted Vec-Belly Donut!", \n\t\tConsume: "You devour the Enchanted Vec-Belly Donut!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["feed:fattenBellyAmpli"], FXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["pastry","sweet","fattening"], thingTags: ["fattening","enchanted","belly","revecai"], addRecipes: [],\n\t}>>\n\n\t<<case "cons:donut:enchanted:creampuff">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:donut:enchanted:creampuff", Display: "Enchanted Creampuff", Type: "Consumable", Cat: "Pastry", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 6, Fill: 2, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "The fattest creampuff you've ever seen, bloated with rich, fatty cream.", \n\t\tdonsEffect: "You feed [dons] the Enchanted Creampuff!", \n\t\tConsume: "You devour the Enchanted Creampuff!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["feed:fattenChestMilkAmpli"], FXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["pastry","sweet","milk","fattening"], thingTags: ["fattening","enchanted","vivriere","milk"], addRecipes: [],\n\t}>>\n\n\t<<case "cons:donut:enchanted:eclair">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:donut:enchanted:eclair", Display: "Enchanted Overstuffed Eclair", Type: "Consumable", Cat: "Pastry", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 6, Fill: 2, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A spherical eclair, stuffed with so much filling that it seems ready to explode.", \n\t\tdonsEffect: "You feed [dons] the Enchanted Overstuffed Eclair!", \n\t\tConsume: "You devour the Enchanted Overstuffed Eclair!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["feed:fattenThighAmpli"], FXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0], \n\t\tfoodTags: ["pastry","sweet","fattening"], thingTags: ["fattening","enchanted","thigh"], addRecipes: [],\n\t}>>\n\n\t<<case "cons:donut:enchanted:puff">>/% ---------------- %/<<set _newItem = { \n\t\tID: "cons:donut:enchanted:puff", Display: "Enchanted Puff Pastry", Type: "Consumable", Cat: "Pastry", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 6, Fill: 2, Liq: 0, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "An oddly nondescript pastry full of sweet cheese... seems perfectly normal.", \n\t\tdonsEffect: "You feed [dons] the Enchanted Puff Pastry!", \n\t\tConsume: "You devour the Enchanted Puff Pastry!", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseVerb: "Eat", UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: ["feed:fattenChestMilkAmpli"], FXChance: [100], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tHeldFX: [], HeldPotMin: [0], HeldPotMax: [0],\n\t\tfoodTags: ["pastry","sweet","milk","fattening"], thingTags: ["fattening","enchanted","vivriere","milk"], addRecipes: [],\n\t}>>/% Don't know what I want this one to do. Some kind of potent full-body weight gain. %/\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>>
<<set $scenaFlags = {\nActive: [],\nInactive: [],\n}>>
\t/% for each material slot;\n\t\tonce finished, build and output selector %/\n\t\n\t<<for _mats to 0; _mats < $scenaInv.activeRef.Mats.length; _mats++>>\t\n\t\t/% search for instances of the material in inventory %/\n\t\t''DEBUG:'' Checking for recipe materials...<br>\n\t\t<<if $scenaInv.activeRef.Mats[_mats] eq "any">>/% Miscellaneous Material %/\n\t\t\t<<for _invSearch to 0; _invSearch < $invNames.length; _invSearch++>>\n\t\t\t\t found material type "<<print $scenaInv.activeRef.Mats[_mats]>>" in inventory slot... <<print _invSearch>> (<<print $invNames[_invSearch]>>)\n\t\t\t\t\t<<if $invQuants[_invSearch] gte $scenaInv.activeRef.matQts[_mats]>>\n\t\t\t\t\t\t<<set $matsx1++>> /% when we have multiple positives this is NOT gonna work whoops~ %/\n\t\t\t\t/% Add to selector dropdown %/<<set $theoreticalSelector.push($invNames[_invSearch])>>\n\t\t\t\t\t<</if>>\n\t\t\t<</for>>\n\t\t<<else>>\n\t\t\t<<for _invSearch to 0; _invSearch < $invThingTypes.length; _invSearch++>>\n\t\t\t/% if instance found, take down ID number and check quantity\n\t\t\t\tif quantity gt minimum, push into selector tray %/\n\t\t\t<<if $invThingTypes[_invSearch].includes($scenaInv.activeRef.Mats[_mats])>>\n\t\t\t\tfound material type <<print $scenaInv.activeRef.Mats[_mats]>> in inventory slot... <<print _invSearch>> (<<print $invNames[_invSearch]>>)\n\t\t\t\t\t<<if $invQuants[_invSearch] gte $scenaInv.activeRef.matQts[_mats]>>\n\t\t\t\t\t\t\t<<set $matsx1++>>\n\t\t\t\t/% Add to selector dropdown %/<<set $theoreticalSelector.push($invNames[_invSearch])>>\n\t\t\t\t\t<</if>>\n\t\t\t<</if>><</for>>\n\t\t<</if>>\n\t\t/% Build Selector %/\n\t\t<<print '<<listbox "$selectorMat' + _mats + '">><<optionsfrom $matOptions' + _mats + '>><</listbox>>'>>\n\t<</for>>
/% =============== Event - Fountains %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set $eventTools.Tick++>><<switch $scena.Action>>\n/% ---------- %/<<case "Drinking">>\n\n<div class="col"><div class="row">You cup your paws to drink a mouthful of <<print $scena.ActiveMat.Display.toLowerCase()>>.</div>\n\t<div class="row"><<set _activeItem = $activeMat>><<include UseEffect>>\n\t<div class="row"><<include MatEffect>></div>\n\n\n</div>\n/% ---------- %/<<default>>/% Intro scene %/\n\nYou consider the basin full of of <<print $activeMat.Color.toLowerCase()>> <<print $activeMat.Appearance.toLowerCase()>>.<br>\n\n<<if $activeMat.Scent eq "Odorless">>It doesn't smell like anything.\n<<else>>It has a scent of <<print $activeMat.Scent.toLowerCase()>>...<</if>>\n\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n/% Todo - clauses for becoming bloated/blimped and for bursting %/\n\n<<if $scena.matQuant gt 0>>\n♦<a id="navD" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Drinking';">D)rink</a> \n♦<a id="navX" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Examine';">X) Examine</a> <</if>>\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\n\n</div>/% ---------- %/<<display Footer>></div></div>
<<switch $scena.Action>>\n/% ----------- Carcass Breakdown %/<<case "processCarcass">>\n\n\n\n\n\n<</switch>>
/% Note - we'll need to add clauses for specific genes that have special settings, like unique plural display terms %/\n\n<<if $geneSelector.Process eq 1>>\n/% ---------- Mane %/\n\t<<set _shardMane = { Slot: "Head", Display: "", Cat: "Mane", Color: "", Mode: "", Class: "", }>>\n\t\t<<set _shardMane.Display = $geneSelector.Mane>>\n\t\t<<if $geneSelector.ManeColor eq "Random">><<set _shardMane.Color = $scenaNode.ColorHairFull.random()>>\n\t\t\t<<else>><<set _shardMane.Color = $geneSelector.ManeColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardMane)>>\n\t<<if $geneSelector.Mane neq "No Mane">><<set $scenaDNA.Head.pushUnique(_shardMane)>><</if>>\n\n/% ---------- Facets %/\n<<if $geneSelector.Facet neq "">>\n\t<<set _shardFacet = { Slot: "Head", Display: "", Cat: "Facet", Color: "", Mode: "", Class: "", }>>\n\t\t<<set _shardFacet.Display = $geneSelector.Facet>>\n\t\t<<if $geneSelector.FacetColor eq "Random">><<set _shardFacet.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardFacet.Color = $geneSelector.FacetColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardFacet)>>\n\t<<if $geneSelector.Facet neq "None">><<set $scenaDNA.Head.pushUnique(_shardFacet)>><</if>>\n<</if>>\n\n/% ---------- Head Decorations %/\n<<if $geneSelector.HeadDecor neq "">>\n\t<<set _shardHeadDecor = { Slot: "Head", Display: "", displayPlural: "", Cat: "HeadDeco", No: 0, Color: "", Mode: "gtOne", Class: "", }>>\n\t\t<<set _shardHeadDecor.Display = $geneSelector.HeadDecor>>\n\t\t<<set _shardHeadDecor.No = $geneSelector.HeadDecorNo>>\n\t\t<<if $geneSelector.HeadDecorColor eq "Random">><<set _shardHeadDecor.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardHeadDecor.Color = $geneSelector.HeadDecorColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardHeadDecor)>>\n\t<<if $geneSelector.HeadDecor neq "No Decor">>\n\t<<set $scenaDNA.Head.pushUnique(_shardHeadDecor)>><</if>>\n<</if>>\n\n/% ---------- Horns %/\n<<if $geneSelector.Horn neq "">>\n\t<<set _shardHorns = { Slot: "Head", Display: "", displayPlural: "", Cat: "Horn", Color: "", Style: "", No: 0, Mode: "gtOne", Class: "", }>>\n\t\t<<set _shardHorns.Display = $geneSelector.Horn; _shardHorns.Style = $geneSelector.HornPat>>\n\t\t<<set _shardHorns.No = $geneSelector.HornNo>>\n\t\t<<if $geneSelector.HornColor eq "Random">><<set _shardHorns.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardHorns.Color = $geneSelector.HornColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardHorns)>>\n\t<<if $geneSelector.Horn neq "No Horn">><<set $scenaDNA.Head.pushUnique(_shardHorns)>><</if>>\n<</if>>\n\n/% ---------- Ears %/\n\t<<set _shardEars = { Slot: "Head", Display: "", displayPlural: "", Cat: "Ear", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardEars.Display = $geneSelector.Ear; _shardEars.No = $geneSelector.EarNo>>\n\t\t<<set $scenaDNA.Head.delete(_shardEars)>>\n\t<<if $geneSelector.Ear neq "No Ears">><<set $scenaDNA.Head.pushUnique(_shardEars)>><</if>>\n\n/% ---------- Head %/\n\t<<set _shardHead = { Slot: "Head", Display: "", Cat: "Head", No: 0, Mode: "gtOne", Class: "", }>>\n\t\t<<set _shardHead.Display = $geneSelector.Head; _shardHead.No = $geneSelector.HeadNo>>\n\t\t<<set $scenaDNA.Head.delete(_shardHead)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardHead)>>\n\n/% ---------- Eyes %/\n\t<<set _shardEye = { Slot: "Head", Display: "", displayPlural: "", Cat: "EyeBase", Color: "", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardEye.Display = $geneSelector.Eye>>\n\t\t<<if $geneSelector.EyeNo gt 1>><<set _shardEye.displayPlural = $geneSelector.Eye + "s">>\n\t\t<<else>><<set _shardEye.Display = $geneSelector.Eye>><</if>>\n\t\t<<set _shardEye.No = $geneSelector.EyeNo>>\n\t\t<<if $geneSelector.EyeColor eq "Random">><<set _shardEye.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardEye.Color = $geneSelector.EyeColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardEye)>>\n\t<<if $geneSelector.Eye neq "No Eyes">><<set $scenaDNA.Head.pushUnique(_shardEye)>><</if>>\n\n/% ---------- Pupils %/\n\t<<set _shardPupil = { Slot: "Head", Display: "", displayPlural: "", Cat: "PupilBase", No: 0, Color: "", Mode: "", Class: "", }>>\n\t\t<<set _shardPupil.Display = $geneSelector.Pupil>>\n\t\t<<if ($geneSelector.SecEyeNo + $geneSelector.EyeNo gte 2)>>\n\t\t\t<<set _shardPupil.Display = $geneSelector.Pupil; _shardPupil.No = ($geneSelector.SecEyeNo + $geneSelector.EyeNo gte 2)>><</if>>\t\t\n\t\t<<if $geneSelector.PupilColor eq "Random">><<set _shardPupil.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardPupil.Color = $geneSelector.PupilColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardPupil)>>\n\t<<if $geneSelector.Pupil neq "No Pupils">><<set $scenaDNA.Head.pushUnique(_shardPupil)>><</if>>\n\n/% ---------- Odd Eyes %/\n<<if $geneSelector.SecEyeNo gt 0>>\n\t<<set _shardEyeB = { Slot: "Head", Display: "", displayPlural: "", Cat: "EyeEx", Color: "", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardEyeB.Display = $geneSelector.Eye; _shardEyeB.No = $geneSelector.EyeNo>>\n\t\t<<if $geneSelector.SecEyeColor eq "Random">><<set _shardEyeB.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardEyeB.Color = $geneSelector.SecEyeColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardEyeB)>>\n\t<<if ($geneSelector.SecEye neq "No Eyes") and ($geneSelector.SecEyeNo gt 0)>><<set $scenaDNA.Head.pushUnique(_shardEyeB)>><</if>>\n\n/% --- Odd-Eye Pupils %/\n\t<<set _shardPupilB = { Slot: "Head", Display: "", displayPlural: "", Cat: "PupilEx", Color: "", Mode: "", Class: "", }>>\n\t\t<<set _shardPupilB.Display = $geneSelector.SecPupil>>\n\t\t<<if $geneSelector.SecPupilColor eq "Random">><<set _shardPupilB.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardPupilB.Color = $geneSelector.SecPupilColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardPupilB)>>\n\t<<if $geneSelector.SecPupil neq "No Pupils">><<set $scenaDNA.Head.pushUnique(_shardPupilB)>><</if>>\n\n<</if>>\n/% ---------- Neck %/\n<<if $geneSelector.Neck neq "">>\n\t<<set _shardNeck = { Slot: "Head", Display: "", Cat: "Neck", No: 0, Mode: "", Class: "", }>>\n\t\t<<set _shardNeck.Display = $geneSelector.Neck>>\n\t\t<<set $scenaDNA.Head.delete(_shardNeck)>>\n\t<<if $geneSelector.Neck neq "Standard Neck">><<set $scenaDNA.Head.pushUnique(_shardNeck)>><</if>>\n\t\n<</if>>\n\n/% ---------- Body Coating %/\n\t<<set _shardCoat = { Slot: "Fore", Display: "", Cat: "Coat", Color: "", Style: "", Mode: "", Class: "", }>>\n\t\t<<set _shardCoat.Display = $geneSelector.Coat; _shardCoat.Style = $geneSelector.CoatPat>>\n\t\t<<if $geneSelector.CoatColor eq "Random">><<set _shardCoat.Color = $scenaNode.Color.random()>>\n\t\t<<elseif $geneSelector.CoatColor eq "Nondescript">>/% Don't display a color %/<<set _shardCoat.Color = "">>\n\t\t\t<<else>><<set _shardCoat.Color = $geneSelector.CoatColor>><</if>>\n\t\t<<set $scenaDNA.Torso.delete(_shardCoat)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardCoat)>>\n\n/% ---------- Forelimbs %/\n\t<<set _shardArms = { Slot: "Fore", Display: "", displayPlural: "", Cat: "ForelimbBase", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardArms.Display = $geneSelector.Forelimb; _shardArms.No = $geneSelector.ForelimbNo>>\n\t\t<<set $scenaDNA.Forelimbs.delete(_shardArms)>>\n\t<<if $geneSelector.Forelimb neq "No Limbs">><<set $scenaDNA.Forelimbs.pushUnique(_shardArms)>><</if>>\n\n/% ---------- Forepaws %/\n<<if (_shardArms.Display eq "Arms") or (_shardArms.Display eq "Wing-Arms") or (_shardArms.Display eq "Legs")>>\n\t<<set _shardFPaws = { Slot: "Fore", Display: "", displayPlural: "", Cat: "Forepaw", Mode: "", Class: "", }>>\n\t\t<<set _shardFPaws.Display = $geneSelector.Forepaw>>\n\t\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t\t<<set $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\t\n<</if>>\n\n/% ---------- Secondary Forelimbs %/\n<<if ($geneSelector.AddForelimb neq "") and ($geneSelector.AddForelimbNo gt 0)>>\n\t<<set _shardSecArms = { Slot: "Fore", Display: "", displayPlural: "", Cat: "ForelimbEx", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardSecArms.Display = $geneSelector.AddForelimb; _shardSecArms.No = $geneSelector.AddForelimbNo>>\n\t\t<<set $scenaDNA.Forelimbs.delete(_shardSecArms)>>\n\t<<if $geneSelector.AddForelimb neq "No Limbs">><<set $scenaDNA.Forelimbs.pushUnique(_shardSecArms)>><</if>>\n\n/% ---------- Secondary Forepaws %/\n<<if (_shardSecArms.Display eq "Arms") or (_shardSecArms.Display eq "Wing-Arms") or (_shardSecArms.Display eq "Legs")>>\n\t<<set _shardSecFPaws = { Slot: "Fore", Display: "", displayPlural: "", Cat: "ForepawEx", Mode: "", Class: "", }>>\n\t\t<<set _shardSecFPaws.Display = $geneSelector.AddForepaw>>\n\t\t<<set $scenaDNA.Forelimbs.delete(_shardSecFPaws)>>\n\t\t<<set $scenaDNA.Forelimbs.pushUnique(_shardSecFPaws)>>\n\t\n<</if>><</if>>\n\n/% ---------- Beans %/\n<<if $geneSelector.Beans neq "">>\n\t<<set _shardBeans = { Slot: "Fore", Display: "", Cat: "Beans", Color: "", Style: "", Mode: "", Class: "", }>>\n\t\t<<set _shardBeans.Display = $geneSelector.Beans; _shardBeans.Style = $geneSelector.BeanPat>>\n\t\t<<if $geneSelector.BeanColor eq "Random">><<set _shardBeans.Color = $scenaNode.Color.random()>>\n\t\t\t<<else>><<set _shardBeans.Color = $geneSelector.BeanColor>><</if>>\n\t\t<<set $scenaDNA.Head.delete(_shardBeans)>>\n\t<<if $geneSelector.Beans neq "No Beans">><<set $scenaDNA.Forelimbs.pushUnique(_shardBeans)>><</if>>\n<</if>>\n\n/% ---------- Belly %/\n\t<<set _shardBelly = { Slot: "Fore", Display: "", Cat: "Belly", Color: "", Style: "", Mode: "", Class: "", }>>\n\t\t<<if $geneSelector.BellyStyle neq "Standard">><<set _shardBelly.Display = $geneSelector.BellyStyle>><</if>>\n\t\t<<if $geneSelector.BellyPat neq "Solid">><<set _shardBelly.Style = $geneSelector.BellyPat>><</if>>\t\t\n\t\t<<if $geneSelector.BellyColor eq "Random">><<set _shardBelly.Color = $scenaNode.Color.random()>>\n\t\t\t<<elseif $geneSelector.BellyColor eq "Default">>/% Don't display a color %/<<set _shardBelly.Color = "">>\n\t\t\t<<else>><<set _shardBelly.Color = $geneSelector.BellyColor>><</if>>\n\t\t/% Failsafe %/<<if _shardBelly.Style eq "">><<set _shardBelly.Display = "Belly">><</if>>\n\t\t<<set $scenaDNA.Torso.delete(_shardBelly)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardBelly)>>\n\n/% ---------- Internals %/\n\n\n/% ---------- Aura %/\n\n\n/% ---------- Back %/\n<<if $geneSelector.Back neq "">>\n\t<<set _shardBack = { Slot: "Fore", Display: "", Cat: "Back", No: 0, Mode: "", Class: "", }>>\n\t\t<<set _shardBack.Display = $geneSelector.Back>>\n\t\t<<set $scenaDNA.Torso.delete(_shardBack)>>\n\t<<if $geneSelector.Back neq "No Back Detail">><<set $scenaDNA.Torso.pushUnique(_shardBack)>><</if>>\n\t\n<</if>>\n\n/% ---------- Wings %/\n<<if $geneSelector.Wings neq "">>\n\t<<set _shardWings = { Slot: "Fore", Display: "", displayPlural: "", Cat: "Wing", Color: "", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardWings.Display = $geneSelector.Wings; _shardWings.No = $geneSelector.WingNo>>\n\t\t<<if $geneSelector.WingColor eq "Random">><<set _shardWings.Color = $scenaNode.Color.random()>>\n\t\t\t<<elseif $geneSelector.WingColor eq "Default">><<set _shardWings.Color = "">>\n\t\t\t<<else>><<set _shardWings.Color = $geneSelector.WingColor>><</if>>\n\t\t<<set $scenaDNA.Torso.delete(_shardWings)>>\n\t<<if $geneSelector.Wings neq "No Wings">><<set $scenaDNA.Torso.pushUnique(_shardWings)>><</if>>\n\t\n<</if>>\n\n/% ---------- Hindlimbs %/\n<<if $geneSelector.Hindlimbs neq "">>\n\t<<set _shardLegs = { Slot: "Hind", Display: "", displayPlural: "", Cat: "Hindlimb", No: 0, Mode: "Count", Class: "", }>>\n\t\t<<set _shardLegs.Display = $geneSelector.Hindlimb; _shardLegs.No = $geneSelector.HindlimbNo>>\n\t\t<<set $scenaDNA.Hindlimbs.delete(_shardLegs)>>\n\t<<if $geneSelector.Hindlimb neq "No Limbs">><<set $scenaDNA.Hindlimbs.pushUnique(_shardLegs)>><</if>>\n\t\n<</if>>\n\n/% ---------- Hindpaws %/\n<<if (_shardLegs.Display eq "Arms") or (_shardLegs.Display eq "Legs")>>\n\t<<set _shardHPaws = { Slot: "Hind", Display: "", displayPlural: "", Cat: "Hindpaw", Mode: "", Class: "", }>>\n\t\t<<set _shardHPaws.Display = $geneSelector.Hindpaw>>\n\t\t<<set $scenaDNA.Hindlimbs.delete(_shardHPaws)>>\n\t\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardHPaws)>>\n\t\n<</if>>\n\n/% ---------- Tail %/\n<<if $geneSelector.Tail neq "">>\n\t<<set _shardTail = { Slot: "Hind", Display: "", displayPlural: "", Cat: "Tail", Color: "", No: 0, Mode: "gtOne", }>>\n\t\t<<set _shardTail.Display = $geneSelector.Tail; _shardTail.No = $geneSelector.TailNo>>\n\t\t<<if $geneSelector.TailColor eq "Random">><<set _shardTail.Color = $scenaNode.Color.random()>>\n\t\t\t<<elseif $geneSelector.TailColor eq "Default">><<set _shardTail.Color = "">>\n\t\t\t<<else>><<set _shardTail.Color = $geneSelector.TailColor>><</if>>\n\t\t<<set $scenaDNA.Tail.delete(_shardTail)>>\n\t<<if $geneSelector.Tail neq "No Tail">><<set $scenaDNA.Tail.pushUnique(_shardTail)>><</if>>\n\t\n<</if>>\n\n\n<<set $geneSelector.Process = 0>><</if>>\n<<include ProcessAbilityCheck>>
<<set $scena.DebugLock = 1>>/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex, or You Will Fucking Regret It.\nThe menu column is still using FLex, but... not well. So consider yourself warned. %/ \n/% =============== Event - Fatiere %/\n\t<<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n/% -------- Don't run persistent effects for this passage %/\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<switch $scena.Action>>/% ---------- %/\n/% ---------- %/ <<case "Transference">><<include Fatiere:Transference>><<set $fatiereMode = "">>\n/% ---------- %/ <<case "Extraction">><<include Fatiere:Extraction>><<set $fatiereMode = "">>\n/% ---------- %/<<default>>\t\t\n\n<<if $scenaInv.Action eq 1>>\n\t\t\t<<set _incomingItem = $scenaInv.naisPool[$scenaInv.naisID]; _addQt = _incomingItem.Qt>>\n\t\t\t\t\t<<include Inv:AddItem>>\n\t\t\t\t<<set $scenaInv.naisPool.deleteAt($scenaInv.naisID); $scenaInv.Action = ""; $scenaInv.naisID = -1>><</if>>\n\n\n<<if $scenaInv.naisPool.length gt 0>><p>The //Fatier// smiles and squeaks warmly as you approach, leaning in to chat happily with you as consider your options.</p>\n\n\t/% For loop of active Nais inventory pool; buttons allow player to take what they like. %/\n<div id="naisPool" class="row" style="width: 80%;"><div class="col menuColumn" style="display: flex; justify-content: center;">\n\n\t<<for _i to 0; _i < $scenaInv.naisPool.length; _i++>>\n\t\t<<set _callItem = $scenaInv.naisPool[_i].ID>><<include DB:Items>>\n\t\t<<print "<button class='iBut' data-passage='Ev:Fatiere' data-setter='$scenaInv.Action = 1; $scenaInv.naisID = " + _i + "'>\n\t\t\t<<if $scenaInv.naisPool[_i].Color neq 0>><<print $scenaInv.naisPool[_i].Color>><</if>>\n\t\t\t<<print _newItem.Display>>\n\t\t\t<<if $scenaInv.naisPool[_i].Qt gt 1>><mini>x</mini><<print $scenaInv.naisPool[_i].Qt>><</if>></button>">>\n\t\t<<if _i gte $scenaInv.perPage>><<break>><</if>>\n\t<</for>>\n</div>\n\n<<elseif $scenaInv.naisPool.length eq 0>>/% ---------- %/\n\n\t<p>The //Fatier// plaps the empty //nais// bin pointedly with a giggle, and asks if there's anything else they can do for you!</p>\n\n\n<</if>><</switch>>\n\n</div></div>\n</div>/% Passage Menu Output ---------- %/ <div id="menu" class="row" style="order: 99;">\n\n♦<a id="navF" class='btnClick' data-passage="Ev:Fatiere" data-setter="$scena.Action = 'Fatten';">F)atten Up.</a> \n♦<a id="navE" class='btnClick' data-passage="Ev:Fatiere" data-setter="$scena.Action = 'Extraction'; $fatiereMode = 'evaluate'">E)xtract Fat.</a> \n♦<a id="navT" class='btnClick' data-passage="Ev:Fatiere" data-setter="$scena.Action = 'Transference';">T) Utilize Transference Pumps.</a> \n♦<a id="navB" class='btnClick' data-passage="Ev:Fatiere" data-setter="$scena.Action = 'Browse';">B)rowse Items.</a> \n♦<a id="navS" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.naisInit = 0; _discardMode = 0;">S)ay Goodbye.</a>\n\n</div>/% ---------- %/<<display Footer>></div>
<<display Header>>\n/% ---------------- %/\n\nThis should cause the shard stats to appear.<br>\n(scena.PassID is $scena.PassID)\n\n/% =============== %/\n<<display Footer>>\n\n/% =============== %/\n/% Passage Menu Output %/\n<a id="navR" data-passage="Start" data-setter="$scena.PassID = 0">R)eturn to Start</a>
/% belly + cheeks + neck + arm + sides + back + thighs, lesser chest + thigh impact %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:pudding")>>\n\t<<set $fxFatten.PuddingDuration-->>\n\t<<set $scenaFat.Belly += $fxFatten.PuddingGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.PuddingGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\n\t<<set $scenaFat.Chest += ($fxFatten.PuddingGain * 0.3) * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Cheek += ($fxFatten.BulgingGain * 0.2) * ($scenaFatMag.Cheek + $sMod.cheekGMag)>>\n\t<<set $scenaFat.Neck += ($fxFatten.PuddingGain * 0.2) * ($scenaFatMag.Neck + $sMod.neckGMag)>>\n\t<<set $scenaFat.Arm += ($fxFatten.PuddingGain * 0.4) * ($scenaFatMag.Arm + $sMod.armGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.PuddingGain * 0.6) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\t<<set $scenaFat.Back += ($fxFatten.PuddingGain * 0.5) * ($scenaFatMag.Back + $sMod.backGMag)>>\n\n\t\t<<if $fxFatten.PuddingGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.PuddingGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.PuddingGain gte 2>><<set $scenaPers.PrintQueue.push("Your body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.PuddingGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.PuddingDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:pudding")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n<</if>>
<<include ScaleInit>>\n/% ---------- %/<<include BG>><div class="col-2"></div>\n<div class="col-9 invTray" style="padding: 2rem;">\n<div class="row centerRow"><span style="font-size: 3em;"><mira><indiglow>DREAM♦SHARD</indiglow></mira></span></div>\n\n<div class="row centerRow"><i><span style="font-size: 0.8em;">a DYSTERA-lotech scena engine</span></i></div>\n\n<div class="row centerRow"><i><span style="font-size: 0.65em;">by</span></i></div>\n\n<div class="row centerRow" style="height: 45px;"><i><span>Kade'iel-Ir Moro-Sverevere</span></i></div>\n/% ----------- %/<div class="row" class="height:100px;"></div>\n<div class="row centerRow" style="margin-top: 1rem; border-top: 1px solid #00ABFF57;">\n/% ----------------- %/\n<div class="col" style="min-height:150px; flex-wrap: wrap;">\n/% ----------------- %/\n<div class="row centerRow"></div>\n/% ----------------- %/\n<div class="row centerRow"><b>[[NEW SHARD|ShardCreation]]</b></div>\n/% ----------------- %/</div></div>\n</div>\n<div class="col"></div>
/% =============== Donsair/Doietie Check and Confirmation %/\n/% For now, just output something; later we'll add actual checks for if you can get a thing or not, and where to send it if you do %/\n\t<<set _callDonsair = $donsClaim>><<include DB:Donsair>>\n\n\t/% Later -- only run this code if the prospective donsair's "demands" are met; else fail the claim %/\n\t<<if $donsClaim eq "flentse">><<set $scenaDonsair.Doietie.push(_newDonsair)>>\n\t<<else>><<set $scenaDonsair.Denizens.push(_newDonsair)>><</if>>\n\t\n\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n\nPH: Dons/Doiet result output text\n\n</div>/% Passage Menu Output ---------- %/ <div id="menu" class="row" style="order: 99;">\n\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\n\n</div>/% ---------- %/<<display Footer>></div>
/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex, or You Will Fucking Regret It.\nThe menu column is still using FLex, but... not well. So consider yourself warned. %/ \n\n/% =============== Template - Services %/<<set $scena.DebugLock = 1>>\n/% -------- No persistent effects for this passage ------ Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<switch $scena.Action>>\n/% ---------- %/<<case "PH">>\n\n\n\n\n\n\n\n\n<</switch>></div>\n/% Passage Menu Output ---------- %/ <div id="menu" class="row" style="order: 99;">\n\n ♦<a id="navS" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.naisInit = 0; _discardMode = 0;">S)ay Goodbye.</a>\n\n</div>/% ---------- %/<<display Footer>></div>
<<switch $scena.Action>>\n<<case "reabsorbQuery">>\n\t\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'cheek';">Absorb into cheeks.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'neck';">Absorb into neck.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'arm';">Absorb into arms.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'chest';">Absorb into <<print _partNameL>>.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'belly';">Absorb into belly.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'side';">Absorb into sides.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'back';">Absorb into back.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'thigh';">Absorb into thighs.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'reabsorb'; $itemMode = 'tail';">Absorb into tail.</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter=" $scenaInv.Active = -1; $scenaInv.activeRef = ''; $scenaInv.Action = ''; $usePassage = '';">Cancel.</a> </span>\n\n<<case "reabsorb">>\n\t<<switch $itemMode>>\n\t<<case "cheek">>\n\t\tYour cheeks wobble and inflate as the orbling absorbs into them!<<set $scenaFat.Cheek += $scenaInv.Carried[$scenaInv.Active].Cal>>\n\t<<case "neck">>\n\t\tYour neck wobbles and inflates as the orbling absorbs into it!<<set $scenaFat.Neck += $scenaInv.Carried[$scenaInv.Active].Cal>>\n\t<<case "arm">>\n\t\tYour arms wobble and inflate as the orbling absorbs into them!<<set $scenaFat.Arm += $scenaInv.Carried[$scenaInv.Active].Cal>>\n\t<<case "chest">>\n\t\tYour <<print _partNameL>> wobbles and inflates as the orbling absorbs into it!\n\t\t\t<<set $scenaFat.Chest += $scenaInv.Carried[$scenaInv.Active].Cal; $airPressure.Chest += $scenaInv.Carried[$scenaInv.Active].Inf>>\n\t<<case "belly">>\n\t\tYour belly wobbles and inflates as the orbling absorbs into it!\n\t\t\t<<set $scenaFat.Belly += $scenaInv.Carried[$scenaInv.Active].Cal; $airPressure.Belly += $scenaInv.Carried[$scenaInv.Active].Inf>>\n\t<<case "side">>\n\t\tYour sides wobble and inflate as the orbling absorbs into them!<<set $scenaFat.Side += $scenaInv.Carried[$scenaInv.Active].Cal>>\n\t<<case "back">>\n\t\tYour back wobbles and inflates as the orbling absorbs into it!<<set $scenaFat.Back += $scenaInv.Carried[$scenaInv.Active].Cal>>\n\t<<case "thigh">>\n\t\tYour thighs wobble and inflate as the orbling absorbs into it!\n\t\t\t<<set $scenaFat.Thigh += $scenaInv.Carried[$scenaInv.Active].Cal; $airPressure.Thigh += $scenaInv.Carried[$scenaInv.Active].Inf>>\n\t<<case "tail">>\n\t\tYour tail wobbles and inflates as the orbling absorbs into it!\n\t\t\t<<set $scenaFat.Tail += $scenaInv.Carried[$scenaInv.Active].Cal; $airPressure.Tail += $scenaInv.Carried[$scenaInv.Active].Inf>>\n\t<</switch>>\n\n\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = ""; $usePassage = "";>>\n<<case "makeDonsair">>\n\tThe <<print $scenaInv.activeRef.Color>> <<print $scenaInv.activeRef.Display>> squeaks and wriggles, puffing up even rounder for a moment as it blinks its eyes and comes fully to life in your arms, giving you a tiny kiss hello!\n\n\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "";>>\n<<case "makePlushie">>\n\tThe <<print $scenaInv.activeRef.Color>> <<print $scenaInv.activeRef.Display>>'s texture changes in your paws, transforming from an orb of jiggly fat into an extra-soft, gently-fuzzy plushie friend!\n\n\t<<set _newItem = $scenaInv.Carried[$scenaInv.Active]>>\n\t<<set _newItem.Display += " Plushie"; _newItem.Type = "Trinket">>\n\t<<set _newItem.Desc += "<br>It's been reimagined into a cuddly plushie friend for soft decorating and happy snuggling!">>\n\t<<set _newItem.Cal = 0; _newItem.Fill = 0>>\n\t<<set _newItem.Usable = 0; _newItem.UseLink = []; _newItem.UsePassage = []; _newItem.UseAction = []>>\n\t<<set _newItem.donsEffect = "A fun, safe toy for any donsair.">>\n\t<<set _newItem.foodTags = ["cottony"]; _newItem.thingTags = ["cute","plushie"]>>\n\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\n\n\n\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "";>>\n<</switch>>
<<include Rename>>\n\n<br><hr>\n\n[[Continue|PCMenu]]
/% ------ Genetraits %/ \n\n\t<<switch _callSubspecies>>\n\t<<case "">><<set _newShard.Subspecies = $specsRevecai.wildNoMirai.random()>>\n\t<<default>><<set _newShard.Subspecies = _callSubspecies>><</switch>>\n\n\t<<set $scena.EvDesc = "A " + _newShard.Subspecies.toUpperFirst() + "!">>\n\n\t\t<<include SpeciesDB:Revec*ai>>\n\t\n/% ------ Mane %/\t\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "intere">><<set _manePick = "Tentacle Mane">>\n\t\t\t<<case "ein" "devinn" "noble" "ros-efi">>\n\t\t\t\t<<set _manePool = ["Curly Mane","Feather Mane","Flowing Mane","Fluffy Mane","Kelp Mane","Leafy Mane","Lion's Mane","Long Curly Mane","Long Flowing Mane","Long Wild Mane","Long Wiry Mane","Mohawk","Short Spiked Mane","Tentacle Mane","Wild Mane","Wiry Mane","Woolly Mane","Vine Mane"]>>\n\t\t\t\t<<set _manePick = _manePool.random()>>\n\t\t\t<<default>>\n\t\t\t\t<<set _manePick = $scenaGPool.Mane.random()>>\n\t\t<</switch>>\n\t\t\n\t\t\t<<if _manePick neq "No Mane">><<set _newShard.Head.push(_manePick)>><</if>>\n\n/% ------ Horn %/\n\n\t<<switch _newShard.Subspecies>>\n\t\t<<case "ein">>\n\t\t\t<<set _vecHorn = ["Antelope Horn","Antler","Tree Branch Antler","Capsule Horn","Capsule Antler","Capsule-Tipped Horn","Curled Horn","Curved Horn","Head Needle","Head Quill","Head Spike","Head Thorn","Orb-Tipped Horn","Spike Horn","Spiral Horn","Straight Horn","Crystalline Antler","Crystalline Horn","Winged Horn","Bat-Winged Horn"]>>\n\t\t\t<<set _hornPick = _vecHorn.random()>>\n\t\t<<case "diernos">>\n\t\t\t<<set _vecHorn = ["Antler","Tree Branch Antler","Capsule Antler","Crystalline Antler"]>>\n\t\t\t<<set _hornPick = "2 " + _vecHorn.random() + "s">>\n\t\t<<case "kaelani">>\n\t\t\t<<set _vecHorn = ["Feather Brow","Feather-Winged Brow"]; _hornPick = "2 " + _vecHorn.random() + "s">>\t\t\n\t\t\t<<set _roll = random(1,12)>><<if _roll eq 1>><<set _newShard.Head.push(_hornPick)>>\n\t\t\t<<set _vecHorn = ["Antler","Tree Branch Antler","Capsule Antler","Crystalline Antler"]>>\n\t\t\t<<set _hornPick = "2 " + _vecHorn.random() + "s">><</if>>\n\t\t<<default>>\t\t\n\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _hornPick = $scenaGPool.HeadDecor.random()>>\t\t\t\n\t\t\t<<if _hornPick neq "No Decor">>\n\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _hornNo = either(2,2,2,2,3,3,4,4,4,4,4,4,4,4,4,4,4,4,5,6,7,8,10,12)>>\n\t\t\t\t\t<<else>><<set _hornNo = either(2,2,2,3,4)>><</if>>\t\n\t\t\t\t<<if _hornNo gt 1>><<set _hornPick = _hornNo + " " + _hornPick + "s">><</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t<</switch>>\t\t\n\n\t\t\t<<if _hornPick neq "No Decor">><<set _newShard.Head.push(_hornPick)>><</if>>\t\n\n/% ------ Head %/\n\n\t<<switch _newShard.Subspecies>>\n\t\t<<case "ein">>\n\t\t\t<<set _vecHead = ["Fae Face","Faelien Face","Masked Face","Bovine Face","Cervid Face","Equine Head"]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "devinn">><<set _vecHead = ["Bat Face","Blunt Snout","Crocodilian Jaws","Feline Face","Leonine Face"]; _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "noble">><<set _vecHead = ["Feline Face","Leonine Face","Blunt Snout","Crocodilian Jaws","Rex Head"]; _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "kaelani">>\n\t\t\t<<set _vecHead = ["Blunt Snout","Crocodilian Jaws","Dromaeosaur Head","Draconic Face","Crushing Beak","Hooked Beak","Jagged Beak","Little Beak","Sharp Beak","Short Beak","Soft Snout","Fae Face","Faelien Face","Masked Face"]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "diernos">><<set _vecHead = ["Bovine Face","Cervid Face","Dromaeosaur Head","Rex Head","Skull Face"]; _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "intere">><<set _headPick = either("Serpentine Face","Serpentine Face","Serpentine Face","Serpentine Face","Serpentine Face","Serpentine Face","Serpentine Face","Worm Head","Isopod Head"); _newShard.Head.push(_headPick)>>\n\t\t<<case "saarpoid">>\n\t\t\t<<set _vecHead = ["Crushing Jaws","Draconic Face","Dromaeosaur Head","Dunkleosteus Face","Plant Head","Rosebud Head"]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "rexaur">>\n\t\t\t<<set _vecHead = ["Blunt Snout","Crocodilian Jaws","Crushing Beak","Crushing Jaws","Draconic Face","Dromaeosaur Head","Dunkleosteus Face","Hooked Beak","Jagged Beak","Little Beak","Rex Head","Serpentine Face","Shark Jaws","Sharp Beak","Short Beak","Skull Face","Soft Snout","Tentacled Maw","Tri-Beak","Turtle Head"]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "occorvi">>\n\t\t\t<<set _vecHead = ["Bat Face","Bat Face","Bat Face","Crushing Beak","Hooked Beak","Hooked Beak","Hooked Beak","Jagged Beak","Little Beak","Octopus Face","Sharp Beak","Short Beak","Skull Face","Squid Face","Tentacled Maw","Tri-Beak"]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<case "metamorph">><<set _vecHead = ["Insectoid Mouth","Insectoid Mouth","Crushing Beak","Hooked Beak","Jagged Beak","Little Beak","Masked Face","Sharp Beak","Short Beak","Skull Face",]>>\n\t\t\t<<set _headPick = _vecHead.random(); _newShard.Head.push(_headPick)>>\n\t\t<<default>><<set _headPick = $scenaGPool.Head.random(); _newShard.Head.push(_headPick)>>\n\t<</switch>>\n\n/% ------ Ears %/\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "kaelani">>\n\t\t\t\t<<set _earPool = ["Bat Ears","Elf Ears","Pointed Ears","Round Ears","Split Ears","Winged Ears","Tendril Ears"]>>\n\t\t\t\t<<set _earPick = _earPool.random()>>\n\t\t\t<<case "ein" "devinn" "intere" "noble" "occorvi">>\n\t\t\t\t<<set _earPool = ["Bat Ears","Bat Ears","Cat Ears","Cat Ears","Ungulate Ears","Elf Ears","Fluffy Ears","Pointed Ears","Round Ears","Spiral Ears","Split Ears","Tufted Ears","Winged Ears","Tendril Ears"]>>\n\t\t\t\t<<set _earPick = _earPool.random()>>\n\t\t\t<<case "databae" "croixtophi">>\n\t\t\t\t<<set _earPool = ["Bat Ears","Bat Ears","Cat Ears","Cat Ears","Ungulate Ears","Elf Ears","Detached Floating Ears","Fluffy Ears","Pointed Ears","Round Ears","Spiral Ears","Split Ears","Tufted Ears","Winged Ears","Tendril Ears","Speaker Ears"]>><<set _earPick = _earPool.random()>>\n\t\t\t<<default>>\n\t\t\t\t<<set _earPool = ["Bat Ears","Cat Ears","Ungulate Ears","Elf Ears","Butterfly Wing Ears","Fluffy Ears","Pointed Ears","Ribbon Ears","Round Ears","Lop Ears","Spiral Ears","Split Ears","Tufted Ears","Webbed Ears","Winged Ears","Tendril Ears","Mandible Ears"]>>\n\t\t\t\t<<set _earPick = _earPool.random()>>\n\t\t<</switch>>\n\n\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _earNo = either(2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6)>>\n\t\t\t\t<<else>><<set _earNo = either(2,2,2,4)>><</if>>\t\n\t\t\t<<set _earPick = _earNo + " " + _earPick; _newShard.Head.push(_earPick)>>\n\n\n/% ------ Eyes %/\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "devinn" "intere">>\n\t\t\t\t<<set _eyeNo = either(0,0,0,1,2,2,2,2,2,2,2,2,3,3,3,3,3,4,5,6,8)>>\n\t\t\t<<default>>\n\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _eyeNo = either(0,1,2,2,2,3,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6,8,10)>>\n\t\t\t\t\t<<elseif _roll eq 2>><<set _eyeNo = random(0,5)>>\n\t\t\t\t\t<<else>><<set _eyeNo = either(2,2,2,2,2,2,2,2,3,4)>><</if>>\t\n\t\t<</switch>>\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "kaelani">><<set _eyePool = ["Glowing Eye"]>>\n\t\t\t<<case "devinn" "intere">>\n\t\t\t\t<<set _eyePool = ["Standard Eye","Standard Eye","Standard Eye","Glowing Eye","Glowing Eye","Glowing Eye","Solid Eye","Solid Eye","Round Eye","Fish Eye","Beady Eye","Eyestalk"]>>\n\t\t\t<<case "metamorph">>\n\t\t\t\t<<set _eyePool = ["Standard Eye","Glowing Eye","Solid Eye","Round Eye","Fish Eye","Compound Eye","Eyestalk","Hollow Socket"]>>\n\t\t\t<<case "spinner">>\n\t\t\t\t<<set _eyePool = ["Standard Eye","Glowing Eye","Solid Eye","Round Eye","Fish Eye","Compound Eye","Eyestalk"]>>\n\t\t\t<<case "databae">><<set _eyePool = ["Digital Eye","Glowing Eye"]>>\n\t\t\t<<case "croixtophi">><<set _eyePool = ["Standard Eye","Glowing Eye","Solid Eye","Round Eye","Fish Eye","Aperture Eye","Compound Eye","Mechanical Eye","Digital Eye","Button Eye","Beady Eye","Lightbulb Eye"]>>\n\t\t\t<<default>>\n\t\t\t\t<<set _eyePool = ["Standard Eye","Standard Eye","Standard Eye","Glowing Eye","Glowing Eye","Glowing Eye","Solid Eye","Solid Eye","Round Eye","Fish Eye","Compound Eye","Mechanical Eye","Digital Eye","Button Eye","Beady Eye","Painted Eye","Eyestalk","Hollow Socket"]>>\n\t\t<</switch>>\n\n\t\t\n\t\t<<set _eyePick = _eyePool.random()>>\n\t\t<<set _pupilPick = $scenaGPool.Pupil.random()>>\n\t\t\t<<if _eyeNo eq 1>><<set _newShard.Head.push(_eyePick)>>\t\t\t\t\n\t\t\t<<if _pupilPick neq "No Pupils">><<set _newShard.Head.push(_pupilPick)>><</if>>\t\n\t\t\t<<elseif _eyeNo gt 0>>\n\t\t\t\t\t<<set _pupilPick += "s"; _eyePick = _eyeNo + " " + _eyePick + "s">>\n\t\t\t\t\t<<set _newShard.Head.push(_eyePick)>>\n\t\t\t\t<<if _pupilPick neq "No Pupils">><<set _newShard.Head.push(_pupilPick)>><</if>><</if>>\t\t\t\t\n\t\n/% ------ Neck %/\t\n\t\t<<set _neckPick = either("","","","","","","","","","","","","","","Long","Long Spiny","Long Spiky","Long Feathered","Long Furry","Long Capsule","Serpentine","Serpentine Capsule")>>\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "ein" "kaelani" "occorvi" "croixtophi" "databae">><<set _neckPick = "">>\n\t\t<</switch>>\n\t\t\n\t\t\t<<if _neckPick neq "">><<set _newShard.Neck = _neckPick>><</if>>\n\n/% ------ Arms %/\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "pela">>\n\t\t\t\t<<set _vecArm = ["Arms","Legs","Tendrils","Fins","Fins","Fins","Fins","Flippers","Flippers","Flippers","Flippers","Wing-Arms","No Limbs"]; _armPick = _vecArm.random()>>\n\t\t\t<<case "ein">>\n\t\t\t\t<<set _armPick = either("Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Wing-Arms")>>\n\t\t\t\t<<set _pawPick = either("Delicate Paws","Nimble-Fingered Paws")>>\n\t\t\t<<case "kaelani">>\n\t\t\t\t<<set _armPick = either("Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Wing-Arms")>>\n\t\t\t\t<<set _pawPick = either("Clawed Paws","Zygodactyl Paws","Fluffy Zygodactyl Paws","Four-Clawed Paws","Long-Taloned Paws","Delicate Paws","Nimble-Fingered Paws","Tentacle Paws")>>\n\t\t\t<<case "intere">>\n\t\t\t\t<<set _armPick = either("Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Arms","Wing-Arms")>>\n\t\t\t\t<<set _pawPick = either("Long-Taloned Paws","Mantis Blades","Massive-Clawed Paws","Massive-Taloned Paws","Nightmare Talons")>>\n\t\t\t<<case "occorvi">>\n\t\t\t\t<<set _vecArm = ["Arms","Arms","Arms","Arms","Arms","Legs","Tendrils","Wing-Arms","Wing-Arms","Wing-Arms"]; _armPick = _vecArm.random()>>\n\t\t\t<<default>>\t\t\t\t\t\n\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>>\n\t\t\t\t\t\t<<set _vecArm = ["Arms","Arms","Arms","Legs","Legs","Legs","Tendrils","Fins","Flippers","Wing-Arms","No Limbs"]>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set _vecArm = ["Arms","Arms","Arms","Arms","Arms","Legs","Legs","Legs","Legs","Tendrils"]>><</if>>\n\t\t\t\t<<set _armPick = _vecArm.random(); _pawPick = $scenaGPool.Forepaw.random()>>\n\t\t<</switch>>\n\n\t\t\t<<if _armPick neq "No Limbs">>\n\t\t\t\t<<set _newShard.Arms = _armPick>>\t\t\t\t\t\n\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _newShard.ArmNo = either(2,2,2,2,4,4,4,4,4,4,4,4,4,4,6)>>\n\t\t\t\t\t<<else>><<set _newShard.ArmNo = either(2,2,2,2,2,2,2,2,4)>><</if>>\n\t\t\t\n\t\t\t\t<<if (_armPick neq "Tendrils") and (_armPick neq "Fins") and (_armPick neq "Flippers")>><<set _newShard.Forelimbs.push(_pawPick)>>\t\t\t\t\n\t\t\t\t\t<<set _beanPick = $scenaGPool.Beans.random()>>\t\t\t\t\n\t\t\t\t\t<<if _beanPick neq "No Beans">><<set _newShard.Forelimbs.push(_beanPick)>><</if>><</if>>\n\t\t\t<<else>><<set _newShard.ArmNo = 0>><</if>>\n\n/% ------ Coat/Skin %/\n\n\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t<<case "croixtophi">><<set _vecHide = ["Armored Hide","Metal Armor Coat","Plastic Shell","Segmented Armor Plates"]; _coatPick = _vecHide.random()>>\n\t\t\t\t<<case "databae">><<set _vecHide = ["Armored Hide","Metal Armor Coat","Plastic Shell","Segmented Armor Plates"]; _coatPick = _vecHide.random()>>\n\t\t\t\t<<case "null">><<set _vecHide = ["Foam Body","Dense Fur","Inflatable Toy Body","Jelly Body","Plastic Shell","Plush Body","Rough Skin","Rubber Skin","Short Fur","Smooth Skin","Soft Flesh","Spongy Skin","Thick Rubber","Wispy Body","Writhing Tentacle Body"]; _coatPick = _vecHide.random()>>\n\t\t\t\t<<case "varmir">><<set _vecHide = ["Curly Fur","Dense Fur","Fluffy Fur","Foam Body","Inflatable Toy Body","Long Fur","Jelly Body","Plastic Shell","Plush Body","Ragdoll Body","Rough Skin","Rubber Skin","Shaggy Fur","Short Fur","Smooth Skin","Soft Fur","Soft Flesh","Spongy Skin","Sugar Body","Thick Rubber","Velvet Fur","Wispy Body","Wiry Fur","Writhing Tentacle Body","Skinless"]; _coatPick = _vecHide.random()>>\n\t\t\t\t<<case "candier">><<set _coatPick = $scenaGPool.candyCoat.random()>>\n\t\t\t\t<<default>><<set _coatPick = $scenaGPool.Coat.random()>>\n\t\t\t<</switch>>\n\t\t\t\t<<set _newShard.Torso.push(_coatPick)>>\n\n/% ------ Belly %/\n\n\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t<<case "kaelani">>\n\t\t\t\t\t<<set _bellyPool = ["Standard","Bloodbelly","Feathered Belly","Filigree-Framed Belly","Filigree-Framed Scuted Belly","Scaly Belly","Scuted Belly","Scuted Bloodbelly","Scuted Capsule Belly"]>>\n\t\t\t\t\t<<set _newShard.Belly = _bellyPool.random()>>\n\t\t\t\t<<case "devinn">>\n\t\t\t\t\t<<set _bellyPool = ["Standard","Bloodbelly","Filigree-Framed Belly","Filigree-Framed Scuted Belly","Scaly Belly","Scuted Belly","Scuted Bloodbelly","Scuted Capsule Belly","Fur-Framed Belly","Fur-Framed Scuted Belly","Furry Belly","Inflatable Toy Belly","Maw-Scuted Belly","Plushie Belly","Scaly Belly","Scuted Belly","Scuted Bloodbelly","Scuted Capsule Belly","Scuted Vial Belly","Vial Belly","Armor-Plated Belly","Metal-Plated Belly","Fleshy Belly","Maw Belly","Tentacle-Scuted Belly"]>>\n\t\t\t\t\t<<set _newShard.Belly = _bellyPool.random()>>\n\t\t\t\t<<case "saarpoid">>\n\t\t\t\t\t<<set _bellyPool = ["Standard","Bloodbelly","Capsule Belly","Feathered Belly","Filigree-Framed Belly","Filigree-Framed Scuted Belly","Fur-Framed Belly","Fur-Framed Scuted Belly","Furry Belly","Inflatable Toy Belly","Jelly Belly","Maw-Scuted Belly","Plushie Belly","Rainbelly","Scaly Belly","Scuted Belly","Scuted Bloodbelly","Scuted Capsule Belly","Scuted Vial Belly","Vial Belly","Woolly Belly","Aquarium Belly","Terrarium Belly","Cage Belly","Garden Belly","Woven Vine Belly","Bone-Armored Belly","Glow Belly"]>>\n\t\t\t\t\t<<set _newShard.Belly = _bellyPool.random()>>\n\t\t\t\t<<default>>\n\t\t\t\t\t<<set _newShard.Belly = $scenaGPool.Belly.random()>>\t\t\t\t\n\t\t\t<</switch>>\n\t\t\n\t\t<<if _newShard.Belly eq "Standard">><<set _newShard.Belly = "Belly">><</if>>\n\n/% ------ Chest %/\n\n\t\t<<set _chestPool = ["Soft-Pawed Vivriere","Thick-Tendriled Vivriere","Thick-Tendriled Vivriere","Sharp-Clawed Vivriere","Maw-Tipped Vivriere","Sucker-Tipped Vivriere","Sickle-Tipped Vivriere","Needle-Tipped Vivriere","Serpent-Tipped Vivriere","Sting-Tipped Vivriere","Gem-Capped Vivriere","Star-Tipped Vivriere","Vine-Tendriled Vivriere","Cable-Tendriled Vivriere"]>>\n\n\t\t<<set _newShard.Chest = _chestPool.random()>>\n\n/% ------ Back %/\n\n\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t<<case "kaelani">><<set _backPick = "Feather Mane">>\n\t\t\t\t<<case "saarpoid">>\n\t\t\t\t\t<<set _backPool = ["Giant Plant","Giant Plant","Fluffy Foliage","Flowering Vines","Hungry Tentacles","Thorny Mane","Vine Tangle","Miniature Forest","Miniature Garden"]>>\n\t\t\t\t\t<<set _backPick = _backPool.random()>>\n\t\t\t\t<<case "candier">>\n\t\t\t\t\t<<set _backPool = ["Cotton Candy Clouds","Marshmallow Fluff","Thick Icing","Chocolate Drizzle","Candy Shell","Lollipop Spine","Candy-Studded Spine","Sour Straw Spines","Chocolate Shavings","Fancy Bowl","Whipped Cream and Sprinkles","Icing and Sprinkles","Ice Cream Sundae"]>>\n\t\t\t\t\t<<set _backPick = _backPool.random()>>\n\t\t\t\t<<default>>\n\t\t\t\t\t<<set _roll = random(1,10)>><<if _roll eq 1>><<set _backPick = $scenaGPool.Back.random()>>\n\t\t\t\t\t<<else>><<set _backPick = "No Back Detail">><</if>>\t\t\t\t\n\t\t\t<</switch>>\n\t\t\n\t\t\t<<if _backPick neq "No Back Detail">><<set _newShard.Back.push(_backPick)>><</if>>\t\t\n\n/% ------ Wings %/\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "occorvi">>\n\t\t\t\t<<set _wingPool = ["Bat Wings","Bat Wings","Feathered Wings","Hummingbird Wings","Raven Wings","Vulture Wings","Owl Wings"]; _wingNo = either(2,2,2,2,4,4,6)>>\n\t\t\t\t<<if _newShard.Arms eq "Wing-Arms">>\n\t\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _wingPick = _wingPool.random(); _wingNo = either(2,2,2,2,2,2,4)>>\n\t\t\t\t\t\t<<set _wingPick = _wingNo + " " + _wingPick; _newShard.Back.push(_wingPick)>><</if>>\t\n\t\t\t\t\t<<else>><<set _wingPick = _wingPool.random(); _wingPick = _wingNo + " " + _wingPick>>\n\t\t\t\t\t\t<<set _newShard.Back.push(_wingPick)>><</if>>\n\t\t\t<<case "metamorph">><<set _wingPick = either("Beetle Wings","Locust Wings","Moth Wings","Raven Wings","Vulture Wings","Owl Wings"); _wingNo = either(2,2,2,2,4)>>\n\t\t\t\t<<set _wingPick = _wingNo + " " + _wingPick; _newShard.Back.push(_wingPick)>>\n\t\t\t<<default>>\n\t\t\t\t<<set _roll = random(1,16)>>\n\t\t\t\t<<if _roll eq 1>><<set _wingPick = $scenaGPool.Wings.random(); _wingNo = either(2,2,2,2,4,4,6)>>\t\t\t\n\t\t\t\t\t<<if _wingPick neq "No Wings">><<set _wingPick = _wingNo + " " + _wingPick; _newShard.Back.push(_wingPick)>><</if>>\n\t\t\t\t<</if>>\t\t\t\n\t\t<</switch>>\t\n\n/% ------ Legs %/\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "metamorph">><<set _legPick = either("Skeletal Legs","Exoskeletal Legs","Metal Legs","Crystalline Legs","Thorny Legs","Spiked Legs")>>\n\t\t\t<<case "spinner">><<set _legPick = either("Exoskeletal Legs","Thorny Legs","Spiked Legs")>>\n\t\t\t<<case "ein" "varmir" "kaelani" "spinner">><<set _legPick = "Legs">>\n\t\t\t<<case "occorvi">><<set _legPick = either("Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Tendrils","Tendrils","Tendrils","Fins","Flippers","Wing-Legs","No Limbs")>>\n\t\t\t<<case "intere">><<set _legPick = "No Limbs"; _newShard.LegNo = 0>>\n\t\t\t<<case "pela">>\n\t\t\t\t<<set _vecLeg = ["Legs","Tendrils","Fins","Fins","Fins","Flippers","Flippers","Flippers","Wing-Arms","No Limbs"]>>\n\t\t\t\t<<set _legPick = _vecLeg.random()>>\n\t\t\t<<default>>\n\t\t\t\t<<set _vecLeg = ["Arms","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Legs","Tendrils","Fins","Flippers","Wing-Legs","No Limbs"]>>\n\t\t\t\t<<set _legPick = _vecLeg.random()>>\n\t\t<</switch>>\n\t\t\n\t\t<<if _legPick neq "No Limbs">><<set _newShard.Legs = _legPick>>\n\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t<<case "spinner">><<set _newShard.LegNo = either(4,4,4,4,4,4,4,4,4,4,4,4,6,6,6,6,6,6,6,6,6,6,8)>>\n\t\t\t\t<<case "ein" "varmir" "diernos" "kaelani">><<set _newShard.LegNo = 2>>\n\t\t\t\t<<case "pela">><<set _newShard.LegNo = either(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,4)>>\n\t\t\t\t<<case "occorvi">><<set _newShard.LegNo = either(2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4)>>\n\t\t\t\t<<default>>\n\t\t\t\t\t<<set _roll = random(1,8)>><<if _roll eq 1>><<set _newShard.LegNo = either(2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,6,8,10,12)>>\n\t\t\t\t\t<<elseif _roll eq 2>><<set _newShard.LegNo = either(2,4,6)>>\n\t\t\t\t\t<<else>><<set _newShard.LegNo = either(2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4)>><</if>>\t\n\t\t\t<</switch>>\t\t\t\t\n\n\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t<<case "kaelani">><<set _vecHPaw = ["Taloned Paws","Taloned Paws","Taloned Paws","Taloned Paws","Taloned Paws","Long-Taloned Paws","Zygodactyl Paws","Cloven Hooves"]>>\n\t\t\t\t<<set _hPawPick = _vecHPaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t<<case "varmir">><<set _vecHPaw = ["Clawed Paws","Cloven Hooves","Taloned Paws","Digging Paws","Fluffy Zygodactyl Paws","Four-Clawed Paws","Furry Paws","Hooves","Long-Taloned Paws","Retractile-Clawed Paws","Soft Paws","Three-Clawed Paws","Webbed Paws","Zygodactyl Paws"]>>\n\t\t\t\t<<set _hPawPick = _vecHPaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t<<case "spinner">><<set _vecHPaw = ["Beetle Paws","Needle Tip","Spike Tip","Spike Tip","Spike Tip"]>>\n\t\t\t\t\t <<set _hPawPick = _vecHPaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t<<case "metamorph">><<set _vecHPaw = ["Beetle Paws","Hooves","Needle Tip","Spike Tip"]>>\n\t\t\t\t\t <<set _hPawPick = _vecHPaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t<<case "candier" "diernos" "ein">><<set _vecHPaw = ["Cloven Hooves","Hooves"]; _hPawPick = _vecHPaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t<<default>>\n\t\t\t\t\t<<if (_newShard.Legs neq "Tendrils") and (_newShard.Legs neq "Fins") and (_newShard.Legs neq "Flippers")>>\n\t\t\t\t\t<<set _roll = random(1,3)>><<if _roll eq 1>><<set _hPawPick = $scenaGPool.Hindpaw.random(); _newShard.Hindlimbs.push(_hPawPick)>>\n\t\t\t\t\t\t<<else>><<set _newShard.Hindlimbs.push(_pawPick)>><</if>><</if>>\n\t\t\t\t\t<<if (_newShard.Legs eq "Flippers") or (_newShard.Legs eq "Fins")>><<set _newShard.LegNo = 0>><</if>>\n\t\t\t\t<</switch>>\t\t\t\t\n\t\t<<else>><<set _newShard.LegNo = 0>><</if>>\t\t\n\n/% ------ Tail %/\n\n\t<<switch _newShard.Subspecies>>\n\t\t<<case "spinner">>\n\t\t\t<<set _vecTail = ["Bee Tail","Capsule Tail","Capsule Tail","Gecko Tail","Injector Tail","Spider Tail","Spider Tail","Wasp Tail"]>>\n\t\t\t\t<<set _tailPick = _vecTail.random()>>\n\t\t<<case "metamorph">>\n\t\t\t<<set _vecTail = ["Bee Tail","Dragonfly Tail","Capsule Tail","Injector Tail","Grasshopper Tail","Moth Tail","Spider Tail","Wasp Tail","Worm Tail"]>>\n\t\t\t\t<<set _tailPick = _vecTail.random()>>\n\t\t<<case "pela">>\n\t\t\t<<set _vecTail = ["Betta Tail","Crocodile Tail","Fish Tail","Manatee Tail","Seal Tail","Serpent Tail","Shark Tail","Tentacle Tail","Thick Tail","Whale Tail"]>>\n\t\t\t\t<<set _tailPick = _vecTail.random()>>\n\t\t<<case "noble">>\n\t\t\t<<set _vecTail = ["Bushy Tail","Cat Tail","Dragon Tail","Feathered Tail","Fish Tail","Firefly Tail","Flaming Tail","Floral Tail","Fluffy Tail","Fluffy-Feathered Tail","Gem-Tipped Tail","Horsetail","Long Feathered Tail","Long Fluffy Tail","Mawtail","Moth Tail","Peacock Tail","Rose Tail","Seal Tail","Serpent Tail","Short Fluffy Tail","Shark Tail","Tentacle Tail","Thick Tail","Thorny Tail","Vial Tail","Wasp Tail","Whiptail","Winged Tail"]>>\n\t\t\t\t<<set _tailPick = _vecTail.random()>>\n\t\t<<case "rexaur">>\n\t\t\t<<set _vecTail = ["Cable Bundle Tail","Capsule Tail","Crocodile Tail","Dragon Tail","Feathered Tail","Fish Tail","Firefly Tail","Flaming Tail","Floral Tail","Fluffy-Feathered Tail","Gem-Tipped Tail","Hose Tail","Injector Tail","Long Feathered Tail","Long Fluffy Tail","Machine Tail","Mawtail","Peacock Tail","Rooster Tail","Rose Tail","Seal Tail","Serpent Tail","Short Fluffy Tail","Shark Tail","Smooth Tail","Spider Tail","Swallowtail","Tentacle Tail","Thick Tail","Thorny Tail","Vial Tail","Wasp Tail","Worm Tail","Whale Tail","Whiptail","Winged Tail"]>>\n\t\t\t\t<<set _tailPick = _vecTail.random()>>\n\t\t<<default>><<set _tailPick = $scenaGPool.Tail.random()>>\n\t<</switch>>\n\n\t\t<<set _roll = random(1,16)>>\n\t\t<<if _roll eq 1>><<set _newShard.TailNo = either(1,2,3,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,6,8,9,10,12)>>\n\t\t<<elseif _roll eq 2>><<set _newShard.TailNo = random(1,3)>>\n\t\t<<else>><<set _newShard.TailNo = either(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2)>><</if>>\t\t\t\n\t\t\n\t\t\t<<if _tailPick neq "No Tail">>\n\t\t\t\t<<if _newShard.TailNo gt 1>><<set _tailPick += "s">><</if>>\n\t\t\t\t<<set _newShard.Tail = _tailPick>>\n\n\t\t\t\t<<switch _newShard.Subspecies>>\n\t\t\t\t\t<<case "spinner">>\n\t\t\t\t\t<<set _vecTailtip = ["Spinnerets","Nozzle Tailtip","Stinger Tailtip","Heart Tailtip","Icing Bag Tailtip","Injector Tailtip","Crystal Cluster Tailtip","Crystal Point Tailtip","Maw Tailtip","Pump Tailtip","Spade Tailtip","Spike Tailtip","Star Tailtip","Arrow Tailtip","Clock-Hand Tailtip"]>>\n\t\t\t\t\t\t<<set _tailTipPick = _vecTailtip.random()>>\n\t\t\n\t\t\t\t\t<<default>><<set _roll = random(1,3)>><<if _roll eq 1>>\n\t\t\t\t\t\t<<set _tailTipPick = $scenaGPool.Tailtip.random()>><</if>>\t\n\t\t\t\t<</switch>>\n\n\t\t\t<<if (_tailTipPick neq "None") and (_tailTipPick neq undefined)>>\n\t\t\t\t<<set _tailTipPick = " " + _tailTipPick; _newShard.Tailtip = _tailTipPick>><</if>>\t\t\t\t\t\t\n\t\t\t<<else>><<set _newShard.TailNo = 0>><</if>>\n\n/% ------ Fat Scaling %/\n\n\t\t<<set _newShard.fatChest = random(0,150); _newShard.fatBelly = random(35,500); _newShard.fatThigh = random(5,500); _newShard.fatTail = random(5,500)>>\n\t\t<<set _newShard.fatCheek = random(0,40); _newShard.fatNeck = random(0,80); _newShard.fatArm = random(0,200); _newShard.fatSide = random(0,150); _newShard.fatBack = random(0,150)>>\n\n/% ------ Colors + Patterns %/\n\t\t<<set $scena.Palette = 1; _palette = "random">>\t\t\n\t\t<<set _patternPool = $scenaGPool.PatSelectorFull>>\n\t\t<<set _patternPool.push("Solid","Solid","Solid","Solid","Solid","Solid","Solid")>>\n\n\t<<switch _newShard.Subspecies>>\t\t\t\n\t\t<<case "ros-efi" "bele-miriet">>\n\t\t<<set _patternPool.push("Filigreed","Filigreed","Filigreed","Floral","Freckled","Bar-Striped","Nebulaic")>>\t\n\t\t<<set _patternPool.delete()>>\n\t\t\t<<set _palettePool = ["oranges","blues","violets","pinks","gilded","pastel","pearlescent","fyynl","fyynl","fyynl","fyynl","fyynl","fyynl","fyynl","fyynl","lightAccent","lightAccent","lightAccent","lightAccent","hypo","hypo","mirazine","darkAccent"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\t\t\t\n\t\t<<case "saarpoid">>\t\n\t\t\t<<set _palettePool = ["yellows","greens","greens","teals","blues","violets","pinks","compliment","compliment","compliment","trine","vital","mythosi"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\t\n\t\t<<case "candier">>\t\n\t\t\t<<set _palettePool = ["compliment","trine","mirazine","mythosi","contrast"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "rexaur">>\t\n\t\t\t<<set _palettePool = ["reds","oranges","yellows","greens","teals","blues","violets","pinks","earth","null","darkAccent","lightAccent","hypo","flame","trine","trine","trine","compliment","compliment","mirazine","pure","mythosi","contrast"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "null">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Bioluminescent","Bioluminescent","Bioluminescent","Bioluminescent","Bioluminescent","Biomecha","Striped","Gradiented","Filigreed","Bar-Striped","Starry","Nebulaic","Rainbow","Cloudy","Tiger-Striped","Crystalline","Runed","Mottled"]>>\n\t\t\t<<set _palettePool = ["null","null","null","darkAccent","lightAccent"]; _roll = random(1,128)>>\n\t\t\t<<if _roll eq 1>><<set _palette = _palettePool.random()>>\n\t\t\t\t<<else>><<set _palette = "null">><</if>>\t\t\t\n\t\t<<case "databae">>\n\t\t\t<<set _patternPool = ["Biomecha","Biomecha","Holo"]; _palette = "hypo">>\n\t\t\t<<set _palettePool = ["hypo","hypo","hypo","hypo","hypo","hypo","hypo","darkAccent","compliment","trine"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "croixtophi">>\n\t\t\t<<set _patternPool = ["Mecha","Mecha","Filigreed"]; _palettePool = ["reds","oranges","yellows","earth","darkAccent","lightAccent"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "noble">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Solid","Solid","Solid","Glittery","Starry","Nebulaic","Rainbow","Filigreed","Iridescent"]>>\n\t\t\t<<set _palettePool = ["reds","oranges","yellows","greens","teals","blues","violets","pinks","earth","trine","compliment","mirazine","mythosi","contrast"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "devinn">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Solid","Filigreed","Freckled","Nebulaic","Mottled","Bioluminescent","Bar-Striped"]>>\n\t\t\t<<set _palettePool = ["reds","blues","earth","pastel","darkAccent","darkAccent","darkAccent","darkAccent","darkAccent","lightAccent","hypo","flame","trine","mirazine","mythosi","pure"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "intere">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Gradiented","Filigreed","Freckled","Nebulaic","Mottled","Bioluminescent","Pied","Bar-Striped","Cloudy","Tiger-Striped","Iridescent","Glittery","Lateral-Striped"]>>\n\t\t\t<<set _palettePool = ["earth","pastel","darkAccent","lightAccent","hypo","flame","trine","mirazine","mythosi"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "varmir">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Solid","Gradiented","Pied","Bar-Striped","Cloudy","Tiger-Striped","Badger-Marked","Filigreed","Freckled","Wolf-Marked","Wolf-Marked","Wolf-Marked"]>>\n\t\t\t<<set _palettePool = ["gilded","reds","oranges","earth","earth","darkAccent","darkAccent","darkAccent","darkAccent","lightAccent","lightAccent","lightAccent","mirazine"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "occorvi">>\n\t\t\t<<set _patternPool = ["Filigreed","Runed"]>>\n\t\t\t<<set _palettePool = ["reds","blues","blues","violets","darkAccent","darkAccent","darkAccent","lightAccent","compliment","trine","mirazine","pure"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "spinner">>\n\t\t\t<<set _palettePool = ["reds","oranges","blues","violets","earth","earth","darkAccent","darkAccent","darkAccent","lightAccent","compliment","trine","mirazine","pure"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "metamorph">>\n\t\t\t<<set _patternPool = ["Solid","Solid","Solid","Solid","Bar-Striped","Freckled","Tiger-Striped","Badger-Marked","Pied","Spotted","Speckled","Cow-Spotted","Mottled","Crystalline"]>>\n\t\t\t<<set _palettePool = ["reds","oranges","yellows","greens","earth","darkAccent","lightAccent","vital"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t\t<<case "kaelani">>\n\t\t\t<<set _patternPool = ["Filigreed","Filigreed","Filigreed","Filigreed","Runed","Runed","Bioluminescent","Flame-Kissed","Starry","Nebulaic","Tiger-Striped","Crystalline"]>>\n\t\t\t<<set _palettePool = ["reds","oranges","yellows","teals","violets","darkAccent","darkAccent","lightAccent","hypo","flame","flame","flame","flame","flame","vital","pure"]>>\n\t\t\t<<set _palette = _palettePool.random()>>\n\t<</switch>>\n\t\t\t<<set _patOutput = _patternPool.random()>>\n\n/% ------ Encounter Base %/\n\n\t\t<<switch _newShard.Subspecies>>\n\t\t\t<<case "pela">><<set _movementType = either("flops","bellyflops","bounces","undulates","swims","floats","drifts")>>\n\t\t\t<<case "null">><<set _movementType = either("floats","drifts")>>\n\t\t\t<<case "intere">><<set _movementType = either("slithers","flops","bellyflops","bounces","undulates")>>\n\t\t\t<<case "ein" "candier">><<set _movementType = either("trots","gallops","waddles")>>\n\t\t\t<<case "kaelani" "varmir" "metamorph">><<set _movementType = either("waddles","trundles")>>\n\t\t\t<<default>><<set _movementType = either("waddles","waddles","waddles","trundles","flops","bellyflops","bounces","undulates")>><</switch>>\n\n\t\t<<set _announceDefault = "<br>A " + _patOutput.toLowerCase() + " " + _newShard.Subspecies + " " + _movementType + " fatly into view, peering at you with friendly curiosity!">>\n\n\n
<<switch _garmentType>>\n\t\t\t<<case "coat" "top">><<set _tapeMeasure = Math.round($scenaFat.Chest + $scenaFat.Belly)>>\n\t\t\t<<case "kite">><<set _tapeMeasure = Math.round($scenaFat.Chest)>>\n\t\t\t<<case "belt">><<set _tapeMeasure = Math.round($scenaFat.Belly)>>\n\t\t\t<<case "skin">><<set _tapeMeasure = Math.round($scenaFat.Chest + $scenaFat.Belly + $scenaFat.Thigh)>>\n\t\t\t<<case "bottoms">><<set _tapeMeasure = Math.round($scenaFat.Thigh)>>\n\t\t\t<<case "tailcuff">><<set _tapeMeasure = Math.round($scenaFat.Tail)>>\n\t\t<</switch>>\n<<switch _garmentType>>\n/% ---------- %/ <<case "hat">><<for _head to 0; _head < $scenaWardobe.WornHead.length; _head++>>\n\t\t\t<<if $scenaWardobe.WornHead[_head].Slot eq "Hat">>\n\t\t\t\t<<if $scenaWardobe.WornHead[_head].Color neq 0>><<set _displayColor = $scenaWardobe.WornHead[_head].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornHead[_head].stretchStatus + _displayColor + " " + $scenaWardobe.WornHead[_head].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "head">><<for _head to 0; _head < $scenaWardobe.WornHead.length; _head++>>\n\t\t\t<<if $scenaWardobe.WornHead[_head].Slot eq "Head">>\n\t\t\t\t<<if $scenaWardobe.WornHead[_head].Color neq 0>><<set _displayColor = $scenaWardobe.WornHead[_head].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornHead[_head].stretchStatus + _displayColor + " " + $scenaWardobe.WornHead[_head].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "face">><<for _head to 0; _head < $scenaWardobe.WornHead.length; _head++>>\n\t\t\t<<if $scenaWardobe.WornHead[_head].Slot eq "Face">>\n\t\t\t\t<<if $scenaWardobe.WornHead[_head].Color neq 0>><<set _displayColor = $scenaWardobe.WornHead[_head].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornHead[_head].stretchStatus + _displayColor + " " + $scenaWardobe.WornHead[_head].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "neck">><<for _head to 0; _head < $scenaWardobe.WornHead.length; _head++>>\n\t\t\t<<if $scenaWardobe.WornHead[_head].Slot eq "Neck">>\n\t\t\t\t<<if $scenaWardobe.WornHead[_head].Color neq 0>><<set _displayColor = $scenaWardobe.WornHead[_head].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornHead[_head].stretchStatus + _displayColor + " " + $scenaWardobe.WornHead[_head].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "pauldrons">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Pauldrons">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "cape">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Cape">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "kite">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Kite">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "coat">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Coat">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\t\t\t\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "top">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Top">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\t\t\t\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "skin">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Skin">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\t\t\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "arm">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Arm">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print _displayColor>><<print $scenaWardobe.WornMiddle[_top].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "hand">><<for _top to 0; _top < $scenaWardobe.WornMiddle.length; _top++>>\n\t\t\t<<if $scenaWardobe.WornMiddle[_top].Slot eq "Hand">>\n\t\t\t\t<<if $scenaWardobe.WornMiddle[_top].Color neq 0>><<set _displayColor = $scenaWardobe.WornMiddle[_top].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornMiddle[_top].stretchStatus + _displayColor + " " + $scenaWardobe.WornMiddle[_top].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "belt">><<for _bottom to 0; _bottom < $scenaWardobe.WornBottom.length; _bottom++>>\n\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Slot eq "Belt">>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Color neq 0>><<set _displayColor = $scenaWardobe.WornBottom[_bottom].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornBottom[_bottom].stretchStatus + _displayColor + " " + $scenaWardobe.WornBottom[_bottom].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "bottoms">><<for _bottom to 0; _bottom < $scenaWardobe.WornBottom.length; _bottom++>>\n\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Slot eq "Bottoms">>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Color neq 0>><<set _displayColor = $scenaWardobe.WornBottom[_bottom].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornBottom[_bottom].stretchStatus + _displayColor + " " + $scenaWardobe.WornBottom[_bottom].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "tailcuff">><<for _bottom to 0; _bottom < $scenaWardobe.WornBottom.length; _bottom++>>\n\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Slot eq "Tailcuff">>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Color neq 0>><<set _displayColor = $scenaWardobe.WornBottom[_bottom].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Burstable eq 1>><<include StretchChecker>><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornBottom[_bottom].stretchStatus + _displayColor + " " + $scenaWardobe.WornBottom[_bottom].Display>></div>\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "footwear">><<for _bottom to 0; _top < $scenaWardobe.WornBottom.length; _bottom++>>\n\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Slot eq "Footwear">>\n\t\t\t\t<<if $scenaWardobe.WornBottom[_bottom].Color neq 0>><<set _displayColor = $scenaWardobe.WornBottom[_bottom].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<div class="btn eClothing"><<print $scenaWardobe.WornBottom[_bottom].stretchStatus + _displayColor + " " + $scenaWardobe.WornBottom[_bottom].Display>></div>\n\t\t\t<</if>><</for>>\n\n<</switch>>
/% Explore Spawn Pool Caller - New Type 05/23 %/\n\t/% Note; the database strings can't have the "Pool:" part on them; the page display gets bitchy about it even if you try to do it via staggercode %/\n\n/% ------ Universal Flavor Calls %/\n<<set _langOutput = $scenaNode.Spotter.random()>>\n\t<<set _patternPool = $scenaNode.Pattern>>\n\t<<set _patternPool.push("Solid","Solid","Solid","Solid","Solid","Solid","Solid")>>\n\t<<set _patOutput = $scenaNode.Pattern.random()>>\n\n/% ------ Spawn Tables By Subzone %/ <<if $scenaBiome.ActiveSub neq "">>\n\t<<if $scenaBiome.ActiveSub.Table neq "">><<print "<<display Pool:" + $scenaBiome.ActiveSub.Table +">>">>\n\t\t<<else>><<display Pool:General>><</if>>\n\n/% ------ Spawn Tables By Zone/Biome/Stage %/ <<elseif $scenaBiome.Active.Table neq "">>\n\t<<if $scenaBiome.Active.Table neq "">><<print "<<display Pool:" + $scenaBiome.Active.Table +">>">>\n\t\t<<else>><<display Pool:General>><</if>>\n\n/% ------ Catchall %/ <<else>><<display Pool:General>><</if>>
/% ---------- Head Decorations %/ <<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai">><<set $geneSelector.HeadDecorNo = 2>>\n\t\t''<<print _headDecor>>'' <<listbox "$geneSelector.HeadDecor">><<optionsfrom $detailGenes.MiraiBrow>><</listbox>> \n\t\t<<set _selectorCall = "headDetailColor">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Zamirai">><<set $geneSelector.HeadDecorNo = 2>>\n\t\t''<<print _headDecor>>'' <<listbox "$geneSelector.HeadDecor">><<optionsfrom $detailGenes.ZamiraiBrow>><</listbox>> \n\t\t<<set _selectorCall = "headDetailColor">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Karakk">><<set $geneSelector.HeadDecorNo = 2>>\n\t\t''<<print _headDecor>>'' <<listbox "$geneSelector.HeadDecor">><<optionsfrom $detailGenes.KarakkBrow>><</listbox>> \n\t\t<<set _selectorCall = "headDetailColor">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''<<print _headDecor>>'' <<listbox "$geneSelector.HornNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>> \n\t\t <<listbox "$geneSelector.Horn">><<optionsfrom $scenaGPool.Horn>><</listbox>> \n\t\t <<listbox "$geneSelector.HornPat">><<optionsfrom $detailGenes.TirixPat>><</listbox>> \n\t\t<<set _selectorCall = "hornColor">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Esque">>\n\t\t''<<print _headDecor>>'' <<listbox "$geneSelector.HornNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>> \n\t\t <<listbox "$geneSelector.Horn">><<optionsfrom $scenaGPool.Horn>><</listbox>> \n\t\t <<listbox "$geneSelector.HornPat">><<optionsfrom $scenaGPool.PatSelector>><</listbox>> \n\t\t<<set _selectorCall = "hornColor">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t''Facet'' <<listbox "$geneSelector.Facet">><<optionsfrom $detailGenes.VecFacet>><</listbox>> \n\t\t <<listbox "$geneSelector.FacetColor">><<optionsfrom $scenaGPool.ColorSelector>><</listbox>><br>\n\t\t/% Todo; select facet power %/\n\n\t\t''Horns'' <<listbox "$geneSelector.HornNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>> \n\t\t <<listbox "$geneSelector.Horn">><<optionsfrom $scenaGPool.Horn>><</listbox>> \n\t\t <<listbox "$geneSelector.HornPat">><<optionsfrom $scenaGPool.PatSelector>><</listbox>> \n\t\t<<set _selectorCall = "hornColor">><<include CustomGenesCommon>>\n\n\t\t''Additional Head Decor'' <<listbox "$geneSelector.HeadDecorNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>>\n\t\t<<listbox "$geneSelector.HeadDecor">><<optionsfrom $scenaGPool.HeadDecor>><</listbox>> \n\t\t<<set _selectorCall = "headDetailColor">><<include CustomGenesCommon>>\n\n\n<</switch>>
/% Todo - if "consumeOnBurst" is 1, delete the item instead of changing the display %/\n\n\t<<for _cFind to 0; _cFind < $scenaInv.Carried.length; _cFind++>>\n\t\t<<if $scenaInv.Carried[_cFind].Type eq "Clothing">>\n\t\t\t<<if ($scenaInv.Carried[_cFind].Slot eq _refGarment.Slot) and ($scenaInv.Carried[_cFind].Display eq _refGarment.Display) and ($scenaInv.Carried[_cFind].Color eq _refGarment.Color) and ($scenaInv.Carried[_cFind].baseStretch eq _refGarment.baseStretch) and ($scenaInv.Carried[_cFind].Burst eq 0)>>\n\t\t\t<<set $scenaInv.Carried[_cFind].Burst = 1; $scenaInv.Carried[_cFind].stretchStatus = "Burst ">><<break>><</if>>\n\t\t<</if>>\n\t<</for>>
<<if def _geneID>><<if _geneID neq "">><<switch _geneType>>/% ----------- %/\n/% ----------- %/<<case "Mutation">>\n<div class="btn eMut"><<print _geneID>></div>\n\n/% ----------- %/<<case "Fat">>\n<div class="btn eFat"><<print _geneID>></div>\n\n/% ----------- %/<<case "BodyScale">>\n<div class="btn eBodyFat"><<print _geneID>></div>\n\n/% ----------- %/<<case "Bloated">>\n<div class="btn eBloat"><<print _geneID>></div>\n\n/% ----------- %/<<case "Satiety">>\n<div class="btn eSate"><<print _geneID>></div>\n\n/% ----------- %/<<case "NPC">>\n<div class="btn eGene npcGene"><<print _geneID>></div>\n\n/% ----------- %/<<case "NPCFat">>\n<div class="btn eFat npcGene"><<print _geneID>></div>\n\n/% ----------- %/<<default>>\n<div class="btn eGene"><<print _geneID>></div>\n/% ----------- %/<</switch>>\n<</if>><</if>>/% ----------- %/
/% Rounding Floats %/\n.Math.round()\n.toFixed(#) /% # = the number of decimal places to keep %/\n\n\n/% String Editing %/\n.toLowerCase()\n.toUpperFirst()\n.replace('search',"replacement")\n\nRemember! If you want to set up buttons or links to use the proper variables from within for loops, you need to use staggercode so the current variable is printed in during construction!\n\n//for// example...\n\t<<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t<<print "<button class='iBut' data-passage='Inventory' data-setter='$scenaInv.Active = " + _i + "'><<print _newItem.Display>> \n\t<<if $scenaInv.carryIndex[_i].Qt gt 1>><mini>x</mini><<print $scenaInv.carryIndex[_i].Qt>><</if>></button>">>\n<</for>>\n\n\n''IMPORTANT NOTE!'' Temporary variables drop their data after ''ONE reload!'' \nSo you have to use regular ones if you need to input the data, then use it somewhere else.\nSee how the Aetherportal link code interacts with the Explore passage Region setup for an example.
/% These are for event spawn intros on the Explore page.\nMenus for specific events should be part of the individual event passages. %/ \n\n\n<<set $eventTools = { Tick: 0, }>><<switch $scena.EvCat>>\n/% ------------- Transitions %/ <<case "trans">><<display Transitions>>\n/% ------------- Curios %/ <<case "curio">><<display Curios>>\n/% ------------- Living Encounters %/ <<case "living">><<display Living>>\n\n<</switch>> /% =============== %/\n
<<switch $scena.Flentse>>\n/% =============== %/\n<<case "generated">><<set $scenaFlentse = $combatCrir>>\n\n/% =============================== %/\n<<case "gnome">>\n\t<<set $scenaFlentse = {\n\tName: "Gnome", Type: "Flentse", Class: "", Img: "genericBastard", Difficulty: "Trivial", MaxCHP: 1,\n\tBCry: "AAAAAAAA", DRattle: "You punt the gnome across the field. //Satisfying.//",\n\tTactic: "Melee", Attack: "Physical", Defense: "Evasion", Physical: 1, Magic: 0, Stealth: 0, Armor: 0, Evasion: 1, Ward: 0, \n\tAbilities: [], abilityStrX: [], abilityStrY: [], abilityChance: [],\n\tDrops: ["cons:carcass:somnix:small","mat:skin:scrap","mat:cloth:scrap","trinket:figurine:somnix"],\n\tdropChance: [100,85,65,1], dropQtX: [1,1,1,1], dropQtY: [1,2,3,1],\n\t}>>\n\n/% =============== %/\n<<case "human">>\n\t<<set $scenaFlentse = {\n\tName: "Human", Type: "Flentse", Class: "", Img: "genericBastard", Difficulty: "Trivial", MaxCHP: 1,\n\tBCry: "AAAAAAAA", DRattle: "Having had quite enough, you deliver the coup de grace... and good riddance!", \n\tAbilities: [], abilityChance: [],\n\tTactic: "Melee", Attack: "Physical", Defense: "Armor", Physical: 1, Magic: 0, Stealth: 0, Armor: 1, Evasion: 0, Ward: 0, \n\tAbilities: [], abilityStrX: [], abilityStrY: [], abilityChance: [],\n\tDrops: ["cons:carcass:somnix","mat:skin:scrap","mat:cloth:scrap","trinket:figurine:somnix"],\n\tdropChance: [100,85,65,1], dropQtX: [1,1,1,1], dropQtY: [1,3,3,1],\n\t}>>\n\n/% =============== %/\n<</switch>>
<<if _callSubzone.includes("dungeon:")>><<include DB:Subzones:Dungeons>>\n<<elseif _callSubzone.includes("façade")>>/% No colon to include the base floor %/<<include DB:Subzones:Facade>>\n<<else>><<switch _callSubzone>>\n/% ----- %/<<case "PH">>\n\t\t\t\t\n/% ----- %/<<default>><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "", Type: "terrestrial", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \n\t\tBG: "crystalforest", Weather: [], \n\t\tzoneIntro: [" a generic template biome opens up before you!"],\n\t\tzoneExit: [""],\n\t\tzoneFloors: [5,12], zoneFloorTypes: [], bottomFloorTypes: [],\n\n\t\tSpawner: ["noHit","noHit","noHit","noHit","forage","forage","forage","forage","pool","pool","liquidBody","caveEntry","curio","curio","curioRare","livingAmbient","livingAmbient","living","living","mound","monsterNest","monsterNest","dungeon","boundary","aetherhole"],\n\t\tTable: "GeneralSub",\n\n\t\tMounds: [],\n\t\tmonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tDungeons: ["DevVillage","Gingermound","Labmound"],\n\n\t\tLiquids: ["microbic water","microbic water","microbic water","microbic water","water","vin mir","vin fattenium"],\n\t\tPools: ["microbic water","water","vin mir","miratoxin","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeMousse","miraplasm"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["BerryBushRand","BerryBushRand","MushCluster","MushCluster","Tendrilvine"], ForagePM: [],\n\t\tCurios: ["CrysCluster"], CuriosPM: [],\n\t\trareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Quaggy"], ambiLivingPM: ["Nebat","Nebat","Nebat","Quaggy"],\n\t\tLiving: ["SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [],\n\n\t\tAmbient: ["You take a moment to rest.","You pause to take in your surroundings.","Water drips melodically somewhere nearby.","The tunnel is cool, dark, and quiet."],\n\t\t\n\t}>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\n\n/% ============================== %/<</switch>><</if>>\n\n\n\n
/% All Growth-Nodes. Nodes with missing art are skipped by the scripts. %/\n/% To add new nodes:\n\n\t* Add the image reference suffix and default "false" state below \n\t* Add false state and checker conditional(s) to Creation>GNodeAssessor\n\t* Add "true" state reference and toggle checkbox to Creation>GNodeMenu\n\t* Add image output line to Engine>GrowthNodes\n\n%/\n\n/% Global image suffix references; used by display constructor. %/\n<<set $gNode = { Default: "default",\n\n\tFlight: "flight", Swim: "swim", Travel: "travel", Lycanthrope: "were", Dragon: "dragon",\n\n\tFat: "fat0", Fatter: "fat1", Butterblimp: "fat2", Eldrifat: "fat3", Immobile: "immobile",\n\tMiribele: "miri", Clutched: "clutch", Fatling: "fatling", Realized: "realized", \n\tFyynmorph: "fyynmorph", Honeypot: "honeypot",\n\tBalloon: "inf0", Blimp: "inf1",\n\tballoonBelly: "infBelly", balloonChest: "infViv", balloonThigh: "infThigh", balloonTail: "infTail",\n\tBulk: "bulk", Oursuite: "ours", \n\tOverfed: "overfed", Wide: "wide",\n\n\tViviere: "btViv", HGlass: "btHGlass", Round: "btRound", Guguetelle: "btBelly", Pear: "btPear", Thigh: "btThigh", Tail: "btTail", \n\tBilletroa: "btBille", Pudding: "btPud",\n\n\tCelestial: "facCelestial", Infernal: "facInfernal", Reventuli: "facReventuli", BriarRose: "facBRose", Nuclear: "facNuke",\n\tCosmee: "facCosmee", Cherbor: "facCher", Mirazine: "facMira", Mirlat: "facMirlat", Crystal: "facCrystal", Dreampunk: "facDreampunk",\n\tInfused: "facFee", Inky: "facInk", Thalani: "facThalani", Eclipse: "facEclipse", Nebula: "facNebula", Sovereign: "facSovereign",\n\tVital: "facVital", Living: "facLiving", Overgrowth: "facOvergrowth", Phoenix: "facPhoenix", SunEater: "facSunEater",\n\tHYPOTHESIS: "facHYPO", Miratech: "facMTech", Holo: "facHolo", HoloAlt: "facHoloAlt", \n\tCascadi: "facCasca", Aquatech: "facAquatech", Avbot: "facAvbot",\n\tUnicorn: "facUnicorn", Concerto: "facConcerto",\n\tDiamond: "facDiamond", BlkDiamond: "facBlkDiamond", Rocker: "facRocker", \n\tPlush: "facPlush", Primal: "facPrimal", \n\tChrysalid: "facChrysalid",\n\tCroisteam: "facSteam", Fatmech: "facFatmech",\n\tHYPOdark: "facHYPOdark", Starchild: "facStarchild", Singularity: "facSingularity",\n\tFlannel: "facFlannel", Varmir: "facLycan", Belematoi: "facBelematoi",\n\tTaiga: "facTaiga",\n\tNightmare: "facNightmare",\n\tTempaural: "facCardi", Lovepunk: "facLovepunk", \n\tEarthdream: "facEarthdream", TheLines: "facLines",\n\tHexed: "facHex",\n\tAstral: "facAstral",\n\tSelkie: "facSelkie", Sealpunk: "facSealpunk",\n\tWildling: "facWildling", Mirastar: "facMirastar",\n\t\n\tSnowfall: "facSnowfall", Fatheart: "facFatheart", Quaggyfeast: "facQuagfeast", Fyynlfeast: "facFyynfeast", Hatchday: "facHatchday", Nuilfesse: "facNuil",\n\n\tDreamEater: "facDreamEater", Stellavistan: "facStellavistan",\n\t\n\tGlamour: "facGlam", Eldritch: "facEldritch", Slime: "facSlime", Vial: "facVial", InfToy: "facInfToy",\n\tAnfaer: "facAnfaer", Mutant: "facMutant", Hybrid: "facHybrid", Anigmate: "facAnigmate",\n\n\tConfectian: "facConfectian", IceCream: "facIceCream", Marshmallow: "facMallow",\n\n\tCandystripe: "facCStripe", \n\n\tFatshion: "facFatshion", Labcoat: "facLabcoat", Cultist: "facCultist",\n\n\tMechbrace: "facBrace", Mounted: "facMounted", Gelmech: "facGelmech",\n}>>\n\n/% Enablement checks; set by active user or player. %/\n<<if ndef $gNodeEnabled>><<set $gNodeEnabled = { Initial: true,\n\n\tFlight: false, Swim: false, Travel: false, Lycanthrope: false, Dragon: false,\n\n\tFat: false, Fatter: false, Butterblimp: false, Eldrifat: false, Immobile: false,\n\tMiribele: false, Clutched: false, Fatling: false, Realized: false, \n\tFyynmorph: false, Honeypot: false,\n\tBalloon: false, Blimp: false, \n\tballoonBelly: false, balloonChest: false, balloonThigh: false, balloonTail: false,\n\tBulk: false, Oursuite: false, \n\tOverfed: false, Wide: false,\n\n\tViviere: false, HGlass: false, Round: false, Guguetelle: false, Pear: false, Thigh: false, Tail: false, \n\tBilletroa: false, Pudding: false,\n\n\tCelestial: false, Infernal: false, Reventuli: false, BriarRose: false, Nuclear: false,\n\tCosmee: false, Cherbor: false, Mirazine: false, Mirlat: false, Crystal: false, Dreampunk: false,\n\tInfused: false, Inky: false, Thalani: false, Eclipse: false, Nebula: false, Sovereign: false,\n\tVital: false, Living: false, Overgrowth: false, Phoenix: false, SunEater: false,\n\tHYPOTHESIS: false, Miratech: false, Holo: false, HoloAlt: false, \n\tCascadi: false, Aquatech: false, Avbot: false,\n\tUnicorn: false, Concerto: false,\n\tDiamond: false, BlkDiamond: false, Rocker: false, \n\tPlush: false, Primal: false,\n\tChrysalid: false,\n\tCroisteam: false, Fatmech: false,\n\tHYPOdark: false, Starchild: false, Singularity: false,\n\tFlannel: false, Varmir: false, Belematoi: false,\n\tTaiga: false,\n\tNightmare: false,\n\tTempaural: false, Lovepunk: false, \n\tEarthdream: false, TheLines: false, \n\tHexed: false,\n\tAstral: false,\n\tSelkie: false, Sealpunk: false,\n\tWildling: false, Mirastar: false,\n\t\n\tSnowfall: false, Fatheart: false, Quaggyfeast: false, Fyynlfeast: false, Hatchday: false, Nuilfesse: false,\n\n\tDreamEater: false, Stellavistan: false,\n\n\tGlamour: false, Eldritch: false, Slime: false, Vial: false, InfToy: false,\n\tAnfaer: false, Mutant: false, Hybrid: false, Anigmate: false,\n\n\tConfectian: false, IceCream: false, Marshmallow: false,\n\n\tCandystripe: false,\n\n\tFatshion: false, Labcoat: false, Cultist: false,\n\n\tMechbrace: false, Mounted: false, Gelmech: false,\n}>>\n\n<</if>>
\t<<set $scenaDonsair = {\n\t\tAction: "", Active: -1, activeRef: "",\n\t\tMode: "", Denizens: [], Doietie: [],\n\n\t\tdonsPool00: [], donsPool00Name: "",\n\t\tdoietPool00: [], doietPool00Name: "",\n\t}>>\n\n\t/% <<set _callDonsair = "test">><<include DB:Donsair>>\n\t<<set $scenaDonsair.Denizens.push(_newDonsair)>> %/\n\n
/% ----------- Fat Content %/\n<<set _shardPartName = "Tail">><<if $activeShard.fatTail gt 0>>\t\n<<if $activeShard.fatTail gte $tailScale.Int[15]>><<set _shardPartSize = $tailScale.String[15]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[14]>><<set _shardPartSize = $tailScale.String[14]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[13]>><<set _shardPartSize = $tailScale.String[13]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[12]>><<set _shardPartSize = $tailScale.String[12]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[11]>><<set _shardPartSize = $tailScale.String[11]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[10]>><<set _shardPartSize = $tailScale.String[10]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[9]>><<set _shardPartSize = $tailScale.String[9]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[8]>><<set _shardPartSize = $tailScale.String[8]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[7]>><<set _shardPartSize = $tailScale.String[7]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[6]>><<set _shardPartSize = $tailScale.String[6]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[5]>><<set _shardPartSize = $tailScale.String[5]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[4]>><<set _shardPartSize = $tailScale.String[4]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[3]>><<set _shardPartSize = $tailScale.String[3]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[2]>><<set _shardPartSize = $tailScale.String[2]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[1]>><<set _shardPartSize = $tailScale.String[1]>>\n\t<<elseif $activeShard.fatTail gte $tailScale.Int[0]>><<set _shardPartSize = $tailScale.String[0]>><</if>>\n<</if>>\n\n\n/% ----------- Air Inflation %/<<if $activeShard.airTail gte ($activeShard.fatTail * 0.4)>>\t\n<<if $activeShard.airTail gte ($activeShard.fatTail * 1.2)>><<set _shardPartBloat = "Blimp">>\n\t<<elseif $activeShard.airTail gte ($activeShard.fatTail * 1)>><<set _shardPartBloat = "Over-Inflated">>\n\t<<elseif $activeShard.airTail gte ($activeShard.fatTail * 0.75)>><<set _shardPartBloat = "Balloon">>\n\t<<elseif $activeShard.airTail gte ($activeShard.fatTail * 0.6)>><<set _shardPartBloat = "Bloated">>\n\t<<elseif $activeShard.airTail gte ($activeShard.fatTail * 0.5)>><<set _shardPartBloat = "Full">>\n\t<<elseif $activeShard.airTail gte ($activeShard.fatTail * 0.4)>><<set _shardPartBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $activeShard.liqTail gt ($activeShard.fatTail * 0.4)>>\t\n<<if $activeShard.liqTail gte ($activeShard.fatTail * 1.2)>><<set _shardPartLiquid = "Water-Blimped">>\n\t<<elseif $activeShard.liqTail gte ($activeShard.fatTail * 1)>><<set _shardPartLiquid = "Water-Ballooned">>\n\t<<elseif $activeShard.liqTail gte ($activeShard.fatTail * 0.75)>><<set _shardPartLiquid = "Swollen">>\n\t<<elseif $activeShard.liqTail gte ($activeShard.fatTail * 0.6)>><<set _shardPartLiquid = "Jiggling">>\n\t<<elseif $activeShard.liqTail gte ($activeShard.fatTail * 0.5)>><<set _shardPartLiquid = "Sloshing">>\n\t<<elseif $activeShard.liqTail gte ($activeShard.fatTail * 0.4)>><<set _shardPartLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $activeShard.stuffTail gt ($activeShard.fatTail * 0.4)>>\t\n<<if $activeShard.stuffTail gte ($activeShard.fatTail * 1.2)>><<set _shardPartStuffing = "Creaking">>\n\t<<elseif $activeShard.stuffTail gte ($activeShard.fatTail * 1)>><<set _shardPartStuffing = "Bloated">>\n\t<<elseif $activeShard.stuffTail gte ($activeShard.fatTail * 0.75)>><<set _shardPartStuffing = "Overstuffed">>\n\t<<elseif $activeShard.stuffTail gte ($activeShard.fatTail * 0.5)>><<set _shardPartStuffing = "Stuffed">>\n\t<<elseif $activeShard.stuffTail gte ($activeShard.fatTail * 0.4)>><<set _shardPartStuffing = "Full">><</if>>\n<</if>>\n/% ----------- Texture Appraisal %/\n\t<<if ($activeShard.airTail gt $activeShard.liqTail) and ($activeShard.airTail gt $activeShard.stuffTail)>>\n\t\t<<if def _shardPartBloat>><<set _shardPartTex = _shardPartBloat>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.liqTail gt $activeShard.airTail) and ($activeShard.liqTail gt $activeShard.stuffTail)>>\n\t\t<<if def _shardPartLiquid>><<set _shardPartTex = _shardPartLiquid>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.stuffTail gt $activeShard.airTail) and ($activeShard.stuffTail gt $activeShard.liqTail)>>\n\t\t<<if def _shardPartStuffing>><<set _shardPartTex = _shardPartStuffing>><<else>><<set _shardPartTex = "">><</if>>\n\t<<else>><<set _shardPartTex = "">><</if>>\n\n/% ----------- %/<<switch $activeShard.texTail>>/% Todo %/\n\t<<case "Solid">> \n\t<<case "Turgid">> \n\t<<case "Aerated">>\n\t<<case "Cotton">>\n\t<<case "Spongy">>\n\t<<case "Fatty">>\n\t<<case "Flabby">>\n\t<<case "Gelatinous">>\n\t<<default>>/% Fleshy = Standard mode %/\n<</switch>>\t\n\n\n/% ----------- Output %/\t\n\t<<if _shardPartTex neq "">><<set _shardTailPrint = _shardPartSize + " " + _shardPartTex>>\n\t<<else>><<set _shardTailPrint = _shardPartSize>><</if>>\n\n\t<<if _shardTailPrint eq undefined>><<set _shardTailPrint = "">><</if>>
/% ------------- \n\tReminder; if an effect isn't listed in here, it can't be set via SetStatus, of course! \n\tMake sure to add them as part of setup! %/\n\n\t<<if _statusPot neq "default">>\n\t\t<<set _statPot = random($sfxRange.potency[0],$sfxRange.potency[1])>><</if>>\n\t<<if _statusDur neq "default">>\n\t\t<<set _statDur = random($sfxRange.duration[0],$sfxRange.duration[1])>><</if>>\n\n\n/% ---------------- Status Calls %/\n\n<<if _statusCall.includes("fatten:")>><<include SetStatus:Fatten>>\n<<elseif _statusCall.includes("unfatten:")>><<include SetStatus:Unfatten>>\n<<elseif _statusCall.includes("feed:")>><<include CallEffect:Feed>>\n<<elseif (_statusCall.includes("bloat:")) or (_statusCall.includes("stuff:"))>><<include SetStatus:Bloat>>\n<<elseif (_statusCall.includes("deflate:")) or (_statusCall.includes("unstuff:"))>><<include SetStatus:Deflate>>\n<<elseif _statusCall.includes("expose:")>><<include SetStatus:Expose>>\n<<elseif _statusCall.includes("impregnate:")>><<include SetStatus:Impregnate>>\n<<elseif _statusCall.includes("inject:")>><<include SetStatus:Inject>>\n\n<<else>><<switch _statusCall>>\n/% ---------------- Miscellaneous Calls %/\n\t<<case "ph">>\n\n/% --------- %/<</switch>><</if>>
<<if ndef $gNode>><<include GNodeInit>><</if>>\n<<if $scena.Action eq 'allIsOn'>><<set $gNodeEnabled = { Initial: true,\n\n\tFlight: true, Swim: true, Travel: true, Lycanthrope: true, Dragon: true,\n\n\tFat: true, Fatter: true, Butterblimp: true, Eldrifat: true, Immobile: true,\n\tMiribele: true, Clutched: true, Fatling: true, Realized: true, \n\tFyynmorph: true, Honeypot: true,\n\tBalloon: true, Blimp: true, \n\tballoonBelly: true, balloonChest: true, balloonThigh: true, balloonTail: true,\n\tBulk: true, Oursuite: true, \n\tOverfed: true, Wide: true,\n\n\tViviere: true, HGlass: true, Round: true, Guguetelle: true, Pear: true, Thigh: true, Tail: true, \n\tBilletroa: true, Pudding: true,\n\n\tCelestial: true, Infernal: true, Reventuli: true, BriarRose: true, Nuclear: true,\n\tCosmee: true, Cherbor: true, Mirazine: true, Mirlat: true, Crystal: true, Dreampunk: true,\n\tInfused: true, Inky: true, Thalani: true, Eclipse: true, Nebula: true, Sovereign: true,\n\tVital: true, Living: true, Overgrowth: true, Phoenix: true, SunEater: true,\n\tHYPOTHESIS: true, Miratech: true, Holo: true, HoloAlt: true, \n\tCascadi: true, Aquatech: true, Avbot: true,\n\tUnicorn: true, Concerto: true,\n\tDiamond: true, BlkDiamond: true, Rocker: true, \n\tPlush: true, Primal: true,\n\tChrysalid: true,\n\tCroisteam: true, Fatmech: true,\n\tHYPOdark: true, Starchild: true, Singularity: true,\n\tFlannel: true, Varmir: true, Belematoi: true,\n\tTaiga: true,\n\tNightmare: true,\n\tTempaural: true, Lovepunk: true, \n\tEarthdream: true, TheLines: true, \n\tHexed: true,\n\tAstral: true,\n\tSelkie: true, Sealpunk: true,\n\tWildling: true, Mirastar: true,\n\t\n\tSnowfall: true, Fatheart: true, Quaggyfeast: true, Fyynlfeast: true, Hatchday: true, Nuilfesse: true,\n\n\tDreamEater: true, Stellavistan: true,\n\n\tGlamour: true, Eldritch: true, Slime: true, Vial: true, InfToy: true,\n\tAnfaer: true, Mutant: true, Hybrid: true, Anigmate: true,\n\n\tConfectian: true, IceCream: true, Marshmallow: true,\n\n\tCandystripe: true,\n\n\tFatshion: true, Labcoat: true, Cultist: true,\n\n\tMechbrace: true, Mounted: true, Gelmech: true,\n}>><<set $scena.Action = "">><</if>>\n<<if $scena.Action eq 'allIsOff'>><<unset $gNodeEnabled>><<include GNodeInit>><<set $scena.Action = "">><</if>>\n\n<div class="col-1"></div><div class="col-10">\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: -10%; border-bottom: 1px solid #FFF;">''Adoptable Forms Setup''</div>\n/% =============== %/\n<div class="row" style="margin-bottom: 0.6rem; margin-left: 35%;"><label><<checkbox "$gNodeEnabled.Initial" false true autocheck>> ''Enable Adoptable Image System''</label></div>\n\n<div class="row" style="margin-bottom: 0.6rem; margin-left: 28%;">Image filename prefix for active shard <<textbox "$scenaFlavor.gNode" $scenaFlavor.gNode>></div>\n<div class="row" style="margin-top: -0.8rem; margin-bottom: 0.6rem; margin-left: 30%;">(Default form image filename: <<print $scenaFlavor.gNode + "-" + $gNode.Default>>.png )</div>\n\n<div class="row" style="margin-bottom: -0.3rem; margin-left: -10%;">''Enabled/Image-Ready Forms''</div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: -10%; border-bottom: 1px solid #FFF;">(Filename suffixes listed in parentheticals - place in Mira.net/img/grownodes folder)</div>\n<div class="row centerRow" style="margin-bottom: 0.6rem; margin-left: -10%;">\n<button data-passage="GNodeMenu" data-setter="$scena.Action = 'allIsOn';">Toggle On</button> \n<button data-passage="GNodeMenu" data-setter="$scena.Action = 'allIsOff';">Toggle Off</button>\n</div>\n/% ------------------------- %/\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Shiftshapes''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Glamour" false true autocheck>> Glamour (<<print $scenaFlavor.gNode + "-" + $gNode.Glamour>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Lycanthrope" false true autocheck>> Wereform (<<print $scenaFlavor.gNode + "-" + $gNode.Lycanthrope>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Flight" false true autocheck>> Flight Form (<<print $scenaFlavor.gNode + "-" + $gNode.Flight>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Swim" false true autocheck>> Swim Form (<<print $scenaFlavor.gNode + "-" + $gNode.Swim>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Travel" false true autocheck>> Travel Form (<<print $scenaFlavor.gNode + "-" + $gNode.Travel>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Dragon" false true autocheck>> Dragon Form (<<print $scenaFlavor.gNode + "-" + $gNode.Dragon>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Eldritch" false true autocheck>> Eldritch Form (<<print $scenaFlavor.gNode + "-" + $gNode.Eldritch>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Mutations + Special Statuses''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Miribele" false true autocheck>> Miribele (<<print $scenaFlavor.gNode + "-" + $gNode.Miribele>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Clutched" false true autocheck>> Clutched (<<print $scenaFlavor.gNode + "-" + $gNode.Clutched>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fatling" false true autocheck>> Fatling (<<print $scenaFlavor.gNode + "-" + $gNode.Fatling>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Realized" false true autocheck>> Realized (<<print $scenaFlavor.gNode + "-" + $gNode.Realized>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fyynmorph" false true autocheck>> Fyynmorphic (<<print $scenaFlavor.gNode + "-" + $gNode.Fyynmorph>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Honeypot" false true autocheck>> Honeypot (<<print $scenaFlavor.gNode + "-" + $gNode.Honeypot>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Slime" false true autocheck>> Slime (<<print $scenaFlavor.gNode + "-" + $gNode.Slime>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Mutant" false true autocheck>> Mutant (<<print $scenaFlavor.gNode + "-" + $gNode.Mutant>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Weights''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Fat" false true autocheck>> Fat (<<print $scenaFlavor.gNode + "-" + $gNode.Fat>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fatter" false true autocheck>> Fatter (<<print $scenaFlavor.gNode + "-" + $gNode.Fatter>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Butterblimp" false true autocheck>> Butterblimp (<<print $scenaFlavor.gNode + "-" + $gNode.Butterblimp>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Eldrifat" false true autocheck>> Eldrifat (<<print $scenaFlavor.gNode + "-" + $gNode.Eldrifat>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Immobile" false true autocheck>> Immobile (<<print $scenaFlavor.gNode + "-" + $gNode.Immobile>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Bulk" false true autocheck>> Bulk (<<print $scenaFlavor.gNode + "-" + $gNode.Bulk>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Oursuite" false true autocheck>> Oursuite (<<print $scenaFlavor.gNode + "-" + $gNode.Oursuite>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Wide" false true autocheck>> Wide (<<print $scenaFlavor.gNode + "-" + $gNode.Wide>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Overfed" false true autocheck>> Overfed (<<print $scenaFlavor.gNode + "-" + $gNode.Overfed>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Inflation''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Balloon" false true autocheck>> Balloon (<<print $scenaFlavor.gNode + "-" + $gNode.Balloon>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Blimp" false true autocheck>> Blimp (<<print $scenaFlavor.gNode + "-" + $gNode.Blimp>>.png)</label> \n<label><<checkbox "$gNodeEnabled.balloonBelly" false true autocheck>> Balloon Belly (<<print $scenaFlavor.gNode + "-" + $gNode.balloonBelly>>.png)</label> \n<label><<checkbox "$gNodeEnabled.balloonChest" false true autocheck>> Balloon <<print $scenaFat.ChestType>> (<<print $scenaFlavor.gNode + "-" + $gNode.balloonChest>>.png)</label> \n<label><<checkbox "$gNodeEnabled.balloonThigh" false true autocheck>> Balloon Thigh (<<print $scenaFlavor.gNode + "-" + $gNode.balloonThigh>>.png)</label> \n<label><<checkbox "$gNodeEnabled.balloonTail" false true autocheck>> Balloon Tail (<<print $scenaFlavor.gNode + "-" + $gNode.balloonTail>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Body Types''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Viviere" false true autocheck>> Viviere (<<print $scenaFlavor.gNode + "-" + $gNode.Viviere>>.png)</label> \n<label><<checkbox "$gNodeEnabled.HGlass" false true autocheck>> Hourglass (<<print $scenaFlavor.gNode + "-" + $gNode.HGlass>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Round" false true autocheck>> Round (<<print $scenaFlavor.gNode + "-" + $gNode.Round>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Guguetelle" false true autocheck>> Guguetelle (<<print $scenaFlavor.gNode + "-" + $gNode.Guguetelle>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Pear" false true autocheck>> Pear (<<print $scenaFlavor.gNode + "-" + $gNode.Pear>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Thigh" false true autocheck>> Thigh (<<print $scenaFlavor.gNode + "-" + $gNode.Thigh>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Tail" false true autocheck>> Tail (<<print $scenaFlavor.gNode + "-" + $gNode.Tail>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Billetroa" false true autocheck>> Billetroa (<<print $scenaFlavor.gNode + "-" + $gNode.Billetroa>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Pudding" false true autocheck>> Pudding (<<print $scenaFlavor.gNode + "-" + $gNode.Pudding>>.png)</label> \n</div></div></div>\n\n\n<div class="row" style="margin-top: 1.0rem; margin-bottom: 0.3rem; margin-left: -8%;">''Façades''</div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #ff5faa30; background-color: #47246994; color: #72D000; text-shadow: 2px 2px #ff00a773; box-shadow: 2px 2px 5px #08108B;">\n<div class="col"><div class="row">''Aldebaran''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Celestial" false true autocheck>> Celestial (<<print $scenaFlavor.gNode + "-" + $gNode.Celestial>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Infernal" false true autocheck>> Infernal (<<print $scenaFlavor.gNode + "-" + $gNode.Infernal>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Reventuli" false true autocheck>> Reventuli (<<print $scenaFlavor.gNode + "-" + $gNode.Reventuli>>.png)</label> \n<label><<checkbox "$gNodeEnabled.BriarRose" false true autocheck>> Briarrose (<<print $scenaFlavor.gNode + "-" + $gNode.BriarRose>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Nuclear" false true autocheck>> Nuclear (<<print $scenaFlavor.gNode + "-" + $gNode.Nuclear>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #A99521; color: #f0de80; text-shadow: 1px 1px #853956; box-shadow: 2px 2px 5px #FF2796BF; background-image: linear-gradient(135deg, #a3b1c7c9, #ffffffc9, #fdc2ffc9);">\n<div class="col"><div class="row">''Nefirian''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Cosmee" false true autocheck>> Cosmetoire (<<print $scenaFlavor.gNode + "-" + $gNode.Cosmee>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Cherbor" false true autocheck>> Cherbor (<<print $scenaFlavor.gNode + "-" + $gNode.Cherbor>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Mirazine" false true autocheck>> Mirazine (<<print $scenaFlavor.gNode + "-" + $gNode.Mirazine>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Mirlat" false true autocheck>> Mirlat (<<print $scenaFlavor.gNode + "-" + $gNode.Mirlat>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Crystal" false true autocheck>> Crystalline <<print $scenaFlavor.gNode + "-" + $gNode.Crystal>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Dreampunk" false true autocheck>> Dreampunk (<<print $scenaFlavor.gNode + "-" + $gNode.Dreampunk>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #6E5D03; background-image: linear-gradient(135deg, #610a12, #2f1744, #060d30); color: #c7a044; text-shadow: 2px 2px #000; box-shadow: 2px 2px 5px #4D00D7;">\n<div class="col"><div class="row">''Kadiel*Ir''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Infused" false true autocheck>> Fee-Infused (<<print $scenaFlavor.gNode + "-" + $gNode.Infused>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Inky" false true autocheck>> Inky (<<print $scenaFlavor.gNode + "-" + $gNode.Inky>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Thalani" false true autocheck>> Thalani (<<print $scenaFlavor.gNode + "-" + $gNode.Thalani>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Eclipse" false true autocheck>> Eclipse (<<print $scenaFlavor.gNode + "-" + $gNode.Eclipse>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Nebula" false true autocheck>> Nebula (<<print $scenaFlavor.gNode + "-" + $gNode.Nebula>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Sovereign" false true autocheck>> Sovereign (<<print $scenaFlavor.gNode + "-" + $gNode.Sovereign>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #6E5D03; background-color: #363b15b5; color: #cc8d3e; text-shadow: 2px 2px #000; box-shadow: 2px 2px 5px #00D7A5DB;">\n<div class="col"><div class="row">''Kaelan''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Vital" false true autocheck>> Vital (<<print $scenaFlavor.gNode + "-" + $gNode.Vital>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Living" false true autocheck>> Living (<<print $scenaFlavor.gNode + "-" + $gNode.Living>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Overgrowth" false true autocheck>> Overgrowth (<<print $scenaFlavor.gNode + "-" + $gNode.Overgrowth>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Phoenix" false true autocheck>> Phoenix (<<print $scenaFlavor.gNode + "-" + $gNode.Phoenix>>.png)</label> \n<label><<checkbox "$gNodeEnabled.SunEater" false true autocheck>> Sun-Eater (<<print $scenaFlavor.gNode + "-" + $gNode.SunEater>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #A99521; background-color: #FFF; color: #FF08B6; text-shadow: 1px 1px #00dbffd1; box-shadow: 2px 2px 5px #FF27DD8C;">\n<div class="col"><div class="row">''HYPOTHESIS(Cello/Eliot)''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.HYPOTHESIS" false true autocheck>> HYPOTHESIS Uniform (<<print $scenaFlavor.gNode + "-" + $gNode.HYPOTHESIS>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Miratech" false true autocheck>> Miratech (<<print $scenaFlavor.gNode + "-" + $gNode.Miratech>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Holo" false true autocheck>> Holo (<<print $scenaFlavor.gNode + "-" + $gNode.Holo>>.png)</label> \n<label><<checkbox "$gNodeEnabled.HoloAlt" false true autocheck>> Holo Alternate (<<print $scenaFlavor.gNode + "-" + $gNode.HoloAlt>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #000; background-color: #550f0f; color: #5378a7; text-shadow: 1px 1px #000; box-shadow: 2px 2px 5px #D77900;"> \n<div class="col"><div class="row">''Arches''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Cascadi" false true autocheck>> Cascadi (<<print $scenaFlavor.gNode + "-" + $gNode.Cascadi>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Aquatech" false true autocheck>> Aquatech (<<print $scenaFlavor.gNode + "-" + $gNode.Aquatech>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Avbot" false true autocheck>> Avbot (<<print $scenaFlavor.gNode + "-" + $gNode.Avbot>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #6E5D03; background-image: linear-gradient(135deg, #836828, #7c6737, #5a2e14); color: #e1b053; text-shadow: 2px 2px #461400; box-shadow: 2px 2px 5px #840E0EDB;"> \n<div class="col"><div class="row">''Ander''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Unicorn" false true autocheck>> Unicorn (<<print $scenaFlavor.gNode + "-" + $gNode.Unicorn>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Concerto" false true autocheck>> Concerto (<<print $scenaFlavor.gNode + "-" + $gNode.Concerto>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #C0F4EC; background-color: #18073d; color: #fff; text-shadow: 2px 2px #2960c9; box-shadow: 2px 2px 5px #E0E0E08C;"> \n<div class="col"><div class="row">''Lyric*ai''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Diamond" false true autocheck>> Diamond (<<print $scenaFlavor.gNode + "-" + $gNode.Diamond>>.png)</label> \n<label><<checkbox "$gNodeEnabled.BlkDiamond" false true autocheck>> Black Diamond (<<print $scenaFlavor.gNode + "-" + $gNode.BlkDiamond>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Rocker" false true autocheck>> Rocker (<<print $scenaFlavor.gNode + "-" + $gNode.Rocker>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #FF06B5; background-image: linear-gradient(135deg, #538dc1, #5f407a, #300806); color: #00ffcf; text-shadow: 2px 2px #dd005dab; box-shadow: 2px 2px 5px #772AFF;">\n<div class="col"><div class="row">''Reks''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Plush" false true autocheck>> Plush (<<print $scenaFlavor.gNode + "-" + $gNode.Plush>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Primal" false true autocheck>> Primal (<<print $scenaFlavor.gNode + "-" + $gNode.Primal>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #D0D6DC; background-color: #4775a5c9; color: #FFF; text-shadow: 2px 2px #73787f; box-shadow: 2px 2px 5px #27C2FF00;">\n<div class="col"><div class="row">''Na*than''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Flannel" false true autocheck>> Flannel (<<print $scenaFlavor.gNode + "-" + $gNode.Flannel>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Varmir" false true autocheck>> Varmir (<<print $scenaFlavor.gNode + "-" + $gNode.Varmir>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Belematoi" false true autocheck>> Belematoi (<<print $scenaFlavor.gNode + "-" + $gNode.Belematoi>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #BC7541; background-image: linear-gradient(135deg, #9ccfe3, #579c6e, #d14eb6); color: #cf9e51; text-shadow: 1px 1px #860505;">\n<div class="col"><div class="row">''Troie''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Chrysalid" false true autocheck>> Chrysalid (<<print $scenaFlavor.gNode + "-" + $gNode.Chrysalid>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #927E16; background-color: #663816cf; color: #ae5dff; text-shadow: 2px 2px #461400; box-shadow: 2px 2px 5px #f07f53;"> \n<div class="col"><div class="row">''Andreu''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Croisteam" false true autocheck>> Croisteam (<<print $scenaFlavor.gNode + "-" + $gNode.Croisteam>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fatmech" false true autocheck>> Fatmech (<<print $scenaFlavor.gNode + "-" + $gNode.Fatmech>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #000; background-color: #090a0e; color: #cefff6; text-shadow: 2px 2px 3px #0ff; box-shadow: 2px 2px 5px #08C1E08C;">\n<div class="col"><div class="row">''Giovan''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.HYPOdark" false true autocheck>> HYPOTHESIS Dark (<<print $scenaFlavor.gNode + "-" + $gNode.HYPOdark>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Starchild" false true autocheck>> Starchild (<<print $scenaFlavor.gNode + "-" + $gNode.Starchild>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Singularity" false true autocheck>> Singularity (<<print $scenaFlavor.gNode + "-" + $gNode.Singularity>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #462A3B; background-image: linear-gradient(135deg, #1c493a, #2f272a, #555d74); color: #f3edc2; text-shadow: 2px 2px #9f315a;">\n<div class="col"><div class="row">''Aglaeka''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Taiga" false true autocheck>> Taiga (<<print $scenaFlavor.gNode + "-" + $gNode.Taiga>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #BC7541; background-image: linear-gradient(135deg, #53c1b2, #579c6e, #524c71); color: #cefaff; text-shadow: 2px 2px #8614a6;">\n<div class="col"><div class="row">''Qismah''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Astral" false true autocheck>> Astral (<<print $scenaFlavor.gNode + "-" + $gNode.Astral>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #00694c; background-image: linear-gradient(135deg, #062a3c, #0f1316,#006255); color: #00ffb7; text-shadow: 2px 2px #0b1549;">\n<div class="col"><div class="row">''Ferox''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Nightmare" false true autocheck>> Nightmare (<<print $scenaFlavor.gNode + "-" + $gNode.Nightmare>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #740026; background-image: linear-gradient(135deg, #171616, #3e195c, #58358d); color: #ca39ff; text-shadow: 2px 2px #6403a6;">\n<div class="col"><div class="row">''Bran''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Hexed" false true autocheck>> Hexed (<<print $scenaFlavor.gNode + "-" + $gNode.Hexed>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="background-color: #455a6ccf; color: #a7a1d4; text-shadow: 2px 2px #461400;">\n<div class="col"><div class="row">''Lethe''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Selkie" false true autocheck>> Selkie (<<print $scenaFlavor.gNode + "-" + $gNode.Selkie>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Sealpunk" false true autocheck>> Sealpunk (<<print $scenaFlavor.gNode + "-" + $gNode.Sealpunk>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #F3D; background-image: linear-gradient(135deg, #9b8f7d, #8b4044, #382f2b); color: #fff3dc; text-shadow: 2px 2px #951551;">\n<div class="col"><div class="row">''Revabitte''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Wildling" false true autocheck>> Wildling (<<print $scenaFlavor.gNode + "-" + $gNode.Wildling>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #DC7200; background-image: linear-gradient(135deg, #c9c9c9, #406f8b, #F3D); color: #fff; text-shadow: 2px 2px #cf6100;">\n<div class="col"><div class="row">''Mirastre''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Mirastar" false true autocheck>> Mirastar Anfaer (<<print $scenaFlavor.gNode + "-" + $gNode.Mirastar>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #FF6F06; background-image: linear-gradient(135deg, #c19653, #444745, #06332b); color: #ffbc3b; text-shadow: 2px 2px #951551;">\n<div class="col"><div class="row">''Grief''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Tempaural" false true autocheck>> Tempaural (<<print $scenaFlavor.gNode + "-" + $gNode.Tempaural>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Lovepunk" false true autocheck>> Lovepunk (<<print $scenaFlavor.gNode + "-" + $gNode.Lovepunk>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="background-color: #4e3f34cf; color: #bf5d5d; text-shadow: 2px 2px #461400;">\n<div class="col"><div class="row">''Sahba''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Earthdream" false true autocheck>> Earthdream (<<print $scenaFlavor.gNode + "-" + $gNode.Earthdream>>.png)</label> \n<label><<checkbox "$gNodeEnabled.TheLines" false true autocheck>> The Lines (<<print $scenaFlavor.gNode + "-" + $gNode.TheLines>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Revix Feastdays''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Snowfall" false true autocheck>> Snowfall (<<print $scenaFlavor.gNode + "-" + $gNode.Snowfall>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fatheart" false true autocheck>> Fatheart (<<print $scenaFlavor.gNode + "-" + $gNode.Fatheart>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Quaggyfeast" false true autocheck>> Quaggyfeast (<<print $scenaFlavor.gNode + "-" + $gNode.Quaggyfeast>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Fyynlfeast" false true autocheck>> Fyynlfeast (<<print $scenaFlavor.gNode + "-" + $gNode.Fyynlfeast>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Hatchday" false true autocheck>> Hatchday (<<print $scenaFlavor.gNode + "-" + $gNode.Hatchday>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Nuilfesse" false true autocheck>> Nuilfesse (<<print $scenaFlavor.gNode + "-" + $gNode.Nuilfesse>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Stages + Flaitie''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.DreamEater" false true autocheck>> Dream-Eater (<<print $scenaFlavor.gNode + "-" + $gNode.DreamEater>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Stellavistan" false true autocheck>> Stellavistan (<<print $scenaFlavor.gNode + "-" + $gNode.Stellavistan>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Miscellaneous''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Vial" false true autocheck>> Vial (<<print $scenaFlavor.gNode + "-" + $gNode.Vial>>.png)</label> \n<label><<checkbox "$gNodeEnabled.InfToy" false true autocheck>> Inflatable Toy (<<print $scenaFlavor.gNode + "-" + $gNode.InfToy>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Confectian" false true autocheck>> Confectian (<<print $scenaFlavor.gNode + "-" + $gNode.Confectian>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Candystripe" false true autocheck>> Candystripe (<<print $scenaFlavor.gNode + "-" + $gNode.Candystripe>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Anfaer" false true autocheck>> Anfaer (<<print $scenaFlavor.gNode + "-" + $gNode.Anfaer>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Hybrid" false true autocheck>> Hybrid (<<print $scenaFlavor.gNode + "-" + $gNode.Hybrid>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Anigmate" false true autocheck>> Anigmate (<<print $scenaFlavor.gNode + "-" + $gNode.Anigmate>>.png)</label> \n<label><<checkbox "$gNodeEnabled.IceCream" false true autocheck>> Ice Cream (<<print $scenaFlavor.gNode + "-" + $gNode.IceCream>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Marshmallow" false true autocheck>> Marshmallow (<<print $scenaFlavor.gNode + "-" + $gNode.Marshmallow>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Outfits''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Fatshion" false true autocheck>> Fatshion (<<print $scenaFlavor.gNode + "-" + $gNode.Fatshion>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Labcoat" false true autocheck>> Labcoat (<<print $scenaFlavor.gNode + "-" + $gNode.Labcoat>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Cultist" false true autocheck>> Cultist (<<print $scenaFlavor.gNode + "-" + $gNode.Cultist>>.png)</label> \n</div></div></div>\n\n<div class="row adoptMenuSet" style="border: 1px solid #9E21A9; background-color: #00509624; color: #00cfff; text-shadow: 1px 1px #af12d0; box-shadow: 2px 2px 5px #FF27BF6B;">\n<div class="col"><div class="row">''Mounts + Vehicles''</div>\n<div class="row" style="margin-left: 2rem;">\n<label><<checkbox "$gNodeEnabled.Mechbrace" false true autocheck>> Mechabraces (<<print $scenaFlavor.gNode + "-" + $gNode.Mechbrace>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Mounted" false true autocheck>> Mounted (<<print $scenaFlavor.gNode + "-" + $gNode.Mounted>>.png)</label> \n<label><<checkbox "$gNodeEnabled.Gelmech" false true autocheck>> Gelmech (<<print $scenaFlavor.gNode + "-" + $gNode.Gelmech>>.png)</label> \n</div></div></div>\n\n/% ------------------ Menu %/\n\n<div class="row centerRow" style="padding-top: 0.6rem; margin-bottom: 0.3rem; margin-top: 1.2rem; margin-left: -10%; border-top: 1px solid #FFF;">\n<button data-passage="PCMenu" data-setter="$scena.Action = '';">Set and Return to Main Menu</button> \n<button data-passage="Explore" data-setter="$scena.Action = ''; $scena.Menu = 0">Set and Return to Scenario</button>\n\n</div></div><div class="col-1"></div>
/% =============== Event - Feeder Tendril %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n\n <<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n <<if ndef $multi>><<set $multi = 1>><</if>>/% Fast Forward Multiplier %/\n<<set _gluttony = random(1,100)>>/% Voracity Check %/\n\t<<if _gluttony lte ($scenaStats.Voracity + $sMod.Voracity)>><<set _forceEat = 1>><</if>>\n\n/% ---------- Burst Checks %/\n\t<<if $scenaStats.burstHP lte 0>>\n\t\t<<if $scenaContents.Chest gte (_chestStretch * 1.3)>><<set $scena.Action eq "Death:Burst:Chest">>\n\t\t<<else>><<set $scena.Action eq "Death:Burst:Belly">><</if>>\n\t<</if>>\n\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Feeding">>/% Active Scene %/<<set $slimeQt-->>\n\n\tYou gulp down the <<print $activeShard.Species.toLowerCase()>> as it pumps itself into your mouth with ferocious rapidity.\n\t<<switch $activeShard.Species>>\n\t\t\t<<case "Slime" "Pudding" "Aspic">>\n\t\t\t\t<br>Your belly wobbles heavily as it continues to fill and expand!\n\t\t\t<<case "Creme">>\n\t\t\t\t<br>Your belly and <<print _refWord>> wobble and slosh as they continue to bloat and expand!\n\t\t\t<<case "Mousse">>\n\t\t\t\t<br>Your belly and <<print _refWord>> wobble and slosh as they continue to fill and inflate!\n\t\t\t<<case "Dough">>\n\t\t\t\t<br>Your belly wobbles and bloats as it continues to fill and expand!\n\t\t\t<<case "Mallow">>\n\t\t\t\t<br>Your belly wobbles and puffs as it continues to fill and inflate!<</switch>>\n\n\t<<switch $activeShard.Subspecies>>\n\t\t\t<<case "Honeybutter">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Royal Jelly">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Fattenium" "Ambrosia">> Your skin creaks and groans as your body rapidly fattens!\n\t\t\t<<case "Distensium">> Your skin creaks and groans as your body rapidly inflates!\n\t\t\t<<case "Miratoxic" "Ink">> Your mouth and insides tingle and spark, leaving you feeling odd and dreamy...\n\t<</switch>>\n\n/% Effects %/ <<set $slimeMagnitude = 1>><<for _i to $multi; _i > 0; _i-->><<include SlimeApplicator>><</for>>\n\n\n/% ---------- %/<<case "Engulfed">>/% Active Scene %/<<set $slimeQt-->>\n\n\tThe <<print $activeShard.Species.toLowerCase()>> pulses around you as you drift suspended within its core, your gut sloshing and gurgling as it forcefeeds you relentlessly!\n\t<<switch $activeShard.Species>>\n\t\t\t<<case "Slime" "Pudding" "Aspic">>\n\t\t\t\t<br>You can practically //feel// the calories flooding your system, slowly turning your blood to butter...\n\t\t\t<<case "Creme">>\n\t\t\t\t<br>You feel the odd sensation of the living goo inside your gut relocating itself in thick, languid pumps-- your belly expanding and contracting like a bellows as the creme accumulates heavily in your bloating <<print _refWord>>!\n\t\t\t<<case "Mousse">>\n\t\t\t\t<br>You feel the odd sensation of the living foam inside your gut relocating itself in thick, languid pumps-- your belly expanding and contracting like a bellows as the mousse accumulates in your ballooning <<print _refWord>>!\n\t\t\t<<case "Dough" "Mallow">>\n\t\t\t\t<br>Your body feels odd, puffy, and extra-fat, as though steadily inflating...<</switch>>\n\n\t<<switch $activeShard.Subspecies>>\n\t\t\t<<case "Honeybutter">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Royal Jelly">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Fattenium" "Ambrosia">> Your skin creaks and groans as your body rapidly fattens!\n\t\t\t<<case "Distensium">> Your skin creaks and groans as your body rapidly inflates!\n\t\t\t<<case "Miratoxic" "Ink">> Your mouth and insides tingle and spark, leaving you feeling odd and dreamy...\n\t<</switch>>\n\n/% Effects %/ <<set $slimeMagnitude = 1>><<for _i to $multi; _i > 0; _i-->><<include SlimeApplicator>><</for>>\n\n\t<<if $slimeQt lte ($scenaFat.Weight * 0.3)>><<set $scena.Action = "Feeding">>\n\t<br>The <<print $activeShard.Species.toLowerCase()>> is shrinking down to a more manageable size!\n\t<</if>>\n\n/% ---------- %/<<case "Autoconsume">>/% Accidentally the whole thing %/\n\t\tYou relax your jaw, open your arms wide, and inhale, gulping down the entire <<print $activeShard.Species.toLowerCase()>> with time and effort!<br>\n\n/% Effects %/ <<set $slimeMagnitude = $slimeQt>><<include SlimeApplicator>><<set $scena.Action = "Consumed">>\n\t\t\n\n/% ---------- %/<<case "AutoescapeRecoil">>/% Summarize the encounter and skip to successful escape %/\n\t\tYou struggle within the heart of the <<print $activeShard.Species.toLowerCase()>> before finally managing to break free and crawl away, well and truly bloated for your efforts...\n\t<<set _recThresholdA = Math.round($slimeQt * 0.3); _recThresholdB = Math.round($slimeQt * 0.8)>>\n\t<<set _recoil = random(_recThresholdA,_recThresholdB)>>\n\n/% Effects %/ <<set $slimeMagnitude = _recoil>><<include SlimeApplicator>>\n\n\t<<set $scena.Action = "Escaped">>\n\n/% ---------- %/<<case "Consumed">>/% Ran out of slime %/\n\t\tThe last of the <<print $activeShard.Species.toLowerCase()>> finally disappears down your throat!\n\n/% ---------- %/<<case "Escaped">>/% Ran out of slime, but the other way %/\n\t\tYou manage to wrench yourself free of the <<print $activeShard.Species.toLowerCase()>>, and make a slimy, waddling escape!\n\n/% ---------- %/<<case "Disengaging">>/% Voluntary event end %/\n\t\tYou pull away from the <<print $activeShard.Species.toLowerCase()>>, taking a deep breath to clear your throat before wobbling quickly away-- lest the eager creature pursue!\n\n/% ---------- %/<<case "Instaburst">>/% Accidentally the whole thing, when you can't %/\n\t\t<p>You relax your jaw, open your arms wide, and inhale, allowing the <<print $activeShard.Species.toLowerCase()>> to flow into you--<br>\n\t\tand it flows, //and flows,// rapidly inflating your gut to unfathomable dimensions!</p>\n\n\t\t<p>Gurgling helplessly, you clutch at your billowing sides as your skin stretches far beyond its limits-- and you finally ''explode in a gushing wave of <<print $activeShard.Species.toLowerCase()>> and ichor!''</p>\n\n\t<<set $scena.Action = "Death:Burst:Belly">>\n\n/% Effects %/ <<set $slimeMagnitude = $slimeQt>><<include SlimeApplicator>><<set $scena.Action = "Consumed">>\n/% ---------- %/<<case "Death:Burst:Belly">>/% Death - Belly Burst %/\n\t\tYour creaking, tormented gut can't take another drop-- and, at last, it <b>explodes in a great wash of <<print $activeShard.Species.toLowerCase()>> and ichor!</b>\n\t\tYou gasp and curl in upon the remains of yourself as everything fades to black...\n\n/% ---------- %/<<case "Death:Burst:Chest">>/% Death - Chest Burst %/\n\t\tYour creaking, tormented <<print $scenaFat.ChestType.toLowerCase()>> can't take another drop-- and, at last, it <b>explodes in a great wash of <<print $activeShard.Species.toLowerCase()>> and ichor!</b>\n\t\tYou gasp and curl in upon the remains of yourself as everything fades to black...\n\n/% ---------- %/<<default>>/% Intro scene %/\n\t<<set $slimeQt = $activeShard.Girth>><<if $slimeQt gte ($scenaFat.Weight)>>\n\t\t<<set $scena.Action = "Engulfed">>\n\t\tThe <<print $activeShard.Species.toLowerCase()>> crashes down atop and around you, engulfing you utterly within itself!\n\t\tAs you gasp, it flows into your mouth-- your belly creaking and bloating rapidly as it feeds itself to you!\n\t<<else>>\n\t\tThe <<print $activeShard.Species.toLowerCase()>> flops bodily against you, setting straight to work pumping itself into your mouth and down your throat!<</if>>\n\n\t<<switch $activeShard.Species>>\n\t\t\t<<case "Slime" "Pudding" "Aspic">>\n\t\t\t\t<br>Your belly wobbles heavily as it expands and fills with living goo...!\n\t\t\t<<case "Creme">>\n\t\t\t\t<br>Your belly wobbles heavily as it expands and fills with living goo... squelching oddly as it abruptly relocates into your <<print _refWord>> moments later!\n\t\t\t<<case "Mousse">>\n\t\t\t\t<br>Your belly wobbles and puffs as it expands and fills with living foam... squelching oddly as it abruptly relocates into your <<print _refWord>> moments later!\n\t\t\t<<case "Dough">>\n\t\t\t\t<br>Your belly wobbles heavily as it expands and fills with warm living dough...!\n\t\t\t<<case "Mallow">>\n\t\t\t\t<br>Your belly wobbles and puffs as it expands and fills with living foam...!<</switch>>\n\n\t<<switch $activeShard.Subspecies>>\n\t\t\t<<case "Honeybutter">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Royal Jelly">> The pure, relentless sweetness practically bowls you over!\n\t\t\t<<case "Fattenium" "Ambrosia">> Your skin creaks and groans as your body rapidly fattens!\n\t\t\t<<case "Distensium">> Your skin creaks and groans as your body rapidly inflates!\n\t\t\t<<case "Miratoxic" "Ink">> Your mouth and insides tingle and spark, leaving you feeling odd and dreamy...\n\t<</switch>>\n\n/% Effects %/ <<set $slimeMagnitude = 1>><<include SlimeApplicator>>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n<<if ($scena.Action eq "Death:Burst:Belly") or ($scena.Action eq "Death:Burst:Chest")>>\n\t♦<a id="navR" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">R)eshard...(NYI)</a>\n\n<<elseif ($scena.Action eq "Disengaging") or ($scena.Action eq "Consumed") or ($scena.Action eq "Escaped")>>\n\t♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\t\n<<else>>\n\t<<if $scena.Action eq "Engulfed">>\n\t<<set _escThreshold = (25 + $scenaStats.Finesse); _escapeCheck = random(1,100)>>\n\t\t<<if _escapeCheck lte _escThreshold>>\n\t\t♦<a id="navS" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Escaped';">S)truggle...!</a> \n\t\t<<else>>♦<a id="navS" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Engulfed';">S)truggle...!</a> \n\t\t<</if>>\n\n\t\t♦<a id="navK" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Engulfed';">K)eep drinking...</a> \n\t\t♦<a id="nav2" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Engulfed'; $multi = 2;">2) (... x2)</a> \n\t\t♦<a id="nav5" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Engulfed'; $multi = 5;">5) (... x5)</a> \n\t\t♦<a id="navA" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'AutoescapeRecoil';">A)uto-Escape</a> \n\t\t<<if $slimeQt gte (_bellyStretch * 5.0)>>\n\t\t♦<a id="navY" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Instaburst';">Y)ield...</a> <</if>>\n\t<</if>>\n\t\t\n\t<<if $scena.Action neq "Engulfed">>\n\t<<if $slimeQt lte 0>>\n\t♦<a id="navE" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Consumed';">E) Keep drinking...</a> \n\t<<else>>♦<a id="navE" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Feeding';">E) Keep drinking...</a> \n\n\t<<if $slimeQt gte 3>>\n\t♦<a id="nav2" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Feeding'; $multi = 2;">2) (... x2)</a> <</if>>\n\t<<if $slimeQt gte 6>>\n\t♦<a id="nav5" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Feeding'; $multi = 5;">5) (... x5)</a> <</if>>\n\n\t<<if $slimeQt gte (_bellyStretch * 5.0)>>\n\t\t♦<a id="navY" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Instaburst';">Y)ield...</a> \n\t<<else>>♦<a id="navA" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Autoconsume';">A)utoconsume</a> <</if>>\t\n\t\t<</if>>\n\t<</if>>\n\n<<if ($scena.Action neq "Death:Burst:Belly") and ($scena.Action neq "Immobile") and ($scena.Action neq "Engulfed") and (ndef _forceEat)>>\n♦<a id="navD" class='btnClick' data-passage="Ev:Slime" data-setter="$scena.Action = 'Disengaging';">D)isengage</a>\n<<elseif def _forceEat>><gold>♦ !) //Can't stop drinking this round!//</gold><</if>>\n<</if>>\n\n</div>/% ---------- %/<<display Footer>></div>
/% ----------- Fat Content %/\n<<set _shardPartName = $activeShard.fatChestType>>\n<<if $activeShard.fatChest gte $chestScale.Int[15]>><<set _shardPartSize = $chestScale.String[15]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[14]>><<set _shardPartSize = $chestScale.String[14]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[13]>><<set _shardPartSize = $chestScale.String[13]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[12]>><<set _shardPartSize = $chestScale.String[12]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[11]>><<set _shardPartSize = $chestScale.String[11]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[10]>><<set _shardPartSize = $chestScale.String[10]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[9]>><<set _shardPartSize = $chestScale.String[9]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[8]>><<set _shardPartSize = $chestScale.String[8]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[7]>><<set _shardPartSize = $chestScale.String[7]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[6]>><<set _shardPartSize = $chestScale.String[6]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[5]>><<set _shardPartSize = $chestScale.String[5]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[4]>><<set _shardPartSize = $chestScale.String[4]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[3]>><<set _shardPartSize = $chestScale.String[3]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[2]>><<set _shardPartSize = $chestScale.String[2]>>\n\t<<elseif $activeShard.fatChest gte $chestScale.Int[1]>><<set _shardPartSize = $chestScale.String[1]>>\n\t<<else>><<set _shardPartSize = $chestScale.String[0]>><</if>>\n\n/% ----------- Air Inflation %/<<if $activeShard.airChest gte ($activeShard.fatChest * 0.4)>>\t\n<<if $activeShard.airChest gte ($activeShard.fatChest * 1.3)>><<set _shardPartBloat = "Blimp">>\n\t<<elseif $activeShard.airChest gte ($activeShard.fatChest * 1.2)>><<set _shardPartBloat = "Over-Inflated">>\n\t<<elseif $activeShard.airChest gte ($activeShard.fatChest * 1)>><<set _shardPartBloat = "Balloon">>\n\t<<elseif $activeShard.airChest gte ($activeShard.fatChest * 0.75)>><<set _shardPartBloat = "Bloated">>\n\t<<elseif $activeShard.airChest gte ($activeShard.fatChest * 0.5)>><<set _shardPartBloat = "Full">>\n\t<<elseif $activeShard.airChest gte ($activeShard.fatChest * 0.4)>><<set _shardPartBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $activeShard.liqChest gt ($activeShard.fatChest * 0.4)>>\t\n<<if $activeShard.liqChest gte ($activeShard.fatChest * 1.2)>><<set _shardPartLiquid = "Water-Blimp">>\n\t<<elseif $activeShard.liqChest gte ($activeShard.fatChest * 1)>><<set _shardPartLiquid = "Water-Balloon">>\n\t<<elseif $activeShard.liqChest gte ($activeShard.fatChest * 0.75)>><<set _shardPartLiquid = "Swollen">>\n\t<<elseif $activeShard.liqChest gte ($activeShard.fatChest * 0.6>><<set _shardPartLiquid = "Jiggling">>\n\t<<elseif $activeShard.liqChest gte ($activeShard.fatChest * 0.5)>><<set _shardPartLiquid = "Sloshing">>\n\t<<elseif $activeShard.liqChest gte ($activeShard.fatChest * 0.4)>><<set _shardPartLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $activeShard.stuffChest gt ($activeShard.fatChest * 0.4)>>\t\n<<if $activeShard.stuffChest gte ($activeShard.fatChest * 1.2)>><<set _shardPartStuffing = "Creaking">>\n\t<<elseif $activeShard.stuffChest gte ($activeShard.fatChest * 1)>><<set _shardPartStuffing = "Bloated">>\n\t<<elseif $activeShard.stuffChest gte ($activeShard.fatChest * 0.75)>><<set _shardPartStuffing = "Overstuffed">>\n\t<<elseif $activeShard.stuffChest gte ($activeShard.fatChest * 0.5)>><<set _shardPartStuffing = "Stuffed">>\n\t<<elseif $activeShard.stuffChest gte ($activeShard.fatChest * 0.4)>><<set _shardPartStuffing = "Full">><</if>>\n<</if>>\n/% ----------- Texture Appraisal %/\n\t<<if ($activeShard.airChest gt $activeShard.liqChest) and ($activeShard.airChest gt $activeShard.stuffChest)>>\n\t\t<<if def _shardPartBloat>><<set _shardPartTex = _shardPartBloat>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.liqChest gt $activeShard.airChest) and ($activeShard.liqChest gt $activeShard.stuffChest)>>\n\t\t<<if def _shardPartLiquid>><<set _shardPartTex = _shardPartLiquid>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.stuffChest gt $activeShard.airChest) and ($activeShard.stuffChest gt $activeShard.liqChest)>>\n\t\t<<if def _shardPartStuffing>><<set _shardPartTex = _shardPartStuffing>><<else>><<set _shardPartTex = "">><</if>>\n\t<<else>><<set _shardPartTex = "">><</if>>\n\n/% ----------- %/<<switch $activeShard.texChest>>/% Todo %/\n<<case "Solid">> \n<<case "Turgid">> \n<<case "Aerated">>\n<<case "Cotton">>\n<<case "Spongy">>\n<<case "Fatty">>\n<<case "Flabby">>\n<<case "Gelatinous">>\n<<default>>/% Fleshy = Standard mode %/<</switch>>\t\n\n/% ----------- Output %/\t\n\t\t<<if _shardPartTex neq "">><<set _shardChestPrint = _shardPartSize + " " + _shardPartTex>>\n\t\t<<else>><<set _shardChestPrint = _shardPartSize>><</if>>\n\n\n\t<<if _shardChestPrint eq undefined>><<set _shardChestPrint = "">><</if>>
/% Todo; once you've seen a special location once, you can fast travel back there from the appropriate region. %/
/% chest + sides + thighs, lesser belly impact %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:viviere")>>\n\t<<set $fxFatten.ViviereDuration-->>\n\t<<set $scenaFat.Chest += $fxFatten.ViviereGain * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.ViviereGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\t<<set $scenaFat.Belly += ($fxFatten.ViviereGain * 0.3) * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.ViviereGain * 0.5) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t\t<<if $fxFatten.ViviereGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.ViviereGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.ViviereGain gte 2>><<set $scenaPers.PrintQueue.push("Your body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.ViviereGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.ViviereDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:viviere")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n<</if>>
\t<<set _bellyStretch = Math.round($scenaStretch.Belly * $scenaFat.Belly)>>\n\n/% -------- Digestion %/\n/% Stuffing in non-Belly body parts does not subside naturally %/\n<<if $scenaTime.Tick % $scenaFilling.Rate eq 0>>\n\t<<if $scenaFilling.Belly gt 0>><<set $scenaFilling.Belly -= $scenaFilling.Digest>><</if>>\n<</if>>\n\n\n\n/% -------- Absorption %/\n<<if $scenaTime.Tick % $scenaLiquid.Rate eq 0>>\n\t<<if $scenaLiquid.Belly gt 0>><<set $scenaLiquid.Belly -= $scenaLiquid.Drain>><</if>>\n\t<<if $scenaLiquid.Chest gt 0>><<set $scenaLiquid.Chest -= $scenaLiquid.Drain>><</if>>\n\t<<if $scenaLiquid.Thigh gt 0>><<set $scenaLiquid.Thigh -= $scenaLiquid.Drain>><</if>>\n\t<<if $scenaLiquid.Tail gt 0>><<set $scenaLiquid.Tail -= $scenaLiquid.Drain>><</if>>\n<</if>>\n\n\n/% -------- Deflation %/\n<<if $scenaTime.Tick % $scenaAir.Rate eq 0>>\n\t<<if $scenaAir.Belly gt 0>><<set $scenaAir.Belly -= $scenaAir.Deflate>><</if>>\n\t<<if $scenaAir.Chest gt 0>><<set $scenaAir.Chest -= $scenaAir.Deflate>><</if>>\n\t<<if $scenaAir.Thigh gt 0>><<set $scenaAir.Thigh -= $scenaAir.Deflate>><</if>>\n\t<<if $scenaAir.Tail gt 0>><<set $scenaAir.Tail -= $scenaAir.Deflate>><</if>>\n<</if>>\n\n\n/% -------- Burst HP Recovery %/\n/% Todo - calculate for all parts together %/\n\n<<if ($scenaContents.Belly lte (_bellyStretch)) and ($scenaStats.burstHP lt $scenaStats.maxBurstHP)>>\n\t<<set $scenaStats.burstHP += either(0,0,0,1)>><</if>>
\t''Cheek Fat'' <<listbox "$geneSelector.CheekFatness">><<optionsfrom $scenaGPool.WeightSelectorFace>><</listbox>><br>\n\n/% ---------- Neck %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Tirix*ai" "Revec*ai" "Esque" "Mythosi">><br>\n\t''Neck'' <<listbox "$geneSelector.Neck">><<optionsfrom $scenaGPool.Neck>><</listbox>> \n\t<<set _selectorCall = "neckFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<default>>\n\t<<set _selectorCall = "neckFat">><<include CustomGenesCommon>>\n\n<</switch>>
<<switch _callRecipe>>\n/% ---------------------- %/ <<case "recipe:testItem">>\n\t/% Can use any item %/\n\t<<for _mats to 0; _mats < $invNames.length; _mats++>>\n\t\t<<if $invQuants[_mats] gte 1>><div class="row" style="width: 100%;">\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 1; $craftQt = 1;'>\n\t\tCraft (<<print $invNames[" + _mats + "]>><mini>x</mini>1)</button>">>\n\n\t\t\t<<if $invQuants[_mats] gte 5>>\n\t\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 1; $craftQt = 5;'>\n\t\t\tCraft <mini>x</mini>5 (<<print $invNames[" + _mats + "]>><mini>x</mini>5)</button>">><</if>>\t\t\n\n\t\t\t<<if $invQuants[_mats] gte 10>>\n\t\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 1; $craftQt = 10;'>\n\t\t\tCraft <mini>x</mini>10 (<<print $invNames[" + _mats + "]>><mini>x</mini>10)</button>">><</if>>\n\t\t</div><</if>>\t\t\n\t<</for>>\n\n\n/% ---------------------- %/ <<case "recipe:testConsumable">>\n\t/% Can use any food %/\n\t<<for _mats to 0; _mats < $invNames.length; _mats++>>\n\t<<if $invThingTypes[_mats].includes("food")>><div class="row" style="width: 100%;">\n\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 1; $craftQt = 1;'>\n\tCraft (<<print $invNames[" + _mats + "]>><mini>x</mini>1)</button>">>\n\n\t\t\t<<if $invQuants[_mats] gte 5>>\n\t\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 5; $craftQt = 5;'>\n\t\t\tCraft <mini>x</mini>5 (<<print $invNames[" + _mats + "]>><mini>x</mini>5)</button>">><</if>>\t\t\n\n\t\t\t<<if $invQuants[_mats] gte 10>>\n\t\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$takeItem = " + _mats + "; $takeQt = 10; $craftQt = 10;'>\n\t\t\tCraft <mini>x</mini>10 (<<print $invNames[" + _mats + "]>><mini>x</mini>10)</button>">><</if>>\n\t</div><</if>>\t\t\n\t<</for>>\n\n\n\n<</switch>>
/% ------------- Caloric tracking %/\n\n<<if _activeItem.Cal gt 0>><<set $scenaMetabolic.Load += _activeItem.Cal>><</if>>\n\n/% ------------- Bloat tracking %/\n\t<<set $scenaFilling.Belly += _activeItem.Fill>>\n\t<<set $scenaAir.Belly += _activeItem.Inf>>\n\t<<set $scenaLiquid.Belly += _activeItem.Liq>>\n\n\n/% ------------- Effect Calls %/\n\t<<for _i to 0; _i < _activeItem.FX.length; _i++>>\n\t\t<<if $scena.Debug eq 1>>\n\t<div class="row">//DEBUG: calling effect "<<print _activeItem.FX[_i]>>..."// </div><</if>>\n\t\t<<if _activeItem.FXChance[_i] gt 0>>\n\t\t<<if $scena.Debug eq 1>>\n\t<div class="row">//effect proc chance: <<print _activeItem.FXChance[_i]>>%...// </div><</if>>\n\t\t\t<<set _roll = random(100)>>\n\t\t\t<<if _roll lte _activeItem.FXChance[_i]>>\n\t<<if $scena.Debug eq 1>><div class="row">//attempt successful; applying effect...// </div><</if>>\n\t\t\t\t<<set _statusCall = _activeItem.FX[_i]>>\n\t\t\t<<if _activeItem.FXPotMax[_i] gt 0>>\n\t\t\t\t<<set _statusPot = [_activeItem.FXPotMin[_i],_activeItem.FXPotMax[_i]]>>\n\t\t\t\t<<else>><<set _statusPot = "default">><</if>>\n\t\t\t<<if _activeItem.FXDurMax[_i] gt 0>>\n\t\t\t\t<<set _statusDur = [_activeItem.FXDurMin[_i],_activeItem.FXDurMax[_i]]>>\n\t\t\t\t<<else>><<set _statusDur = "default">><</if>>\n\t\t\t<<include SetStatus>>\n\t\t\t<<else>><<if $scena.Debug eq 1>>\n\t<div class="row">//effect did not proc."// </div><</if>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</for>>\n\n
/% ---------- %/ <<if $scenaPers.Active.includes("deflate:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxDeflate.BellyDuration--; $scenaAir.Belly -= $fxDeflate.BellyDeflate>>\n\t\n\t<<if not $scenaPers.Active.includesAll("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\n\t\t<<if $fxDeflate.BellyDeflate gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " hisses as it rapidly deflates!")>>\n\t\t<<elseif $fxDeflate.BellyDeflate gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobbles gently as it steadily deflates!")>>\n\t\t<<elseif $fxDeflate.BellyDeflate gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " deflates slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels less bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDeflate.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("deflate:belly")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("deflate:chest")>>\t\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxDeflate.ChestDuration--; $scenaAir.Chest -= $fxDeflate.ChestDeflate>>\n\n\t<<if not $scenaPers.Active.includesAll("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\t\t\n\t\t<<if $fxDeflate.ChestDeflate gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " hisses as it rapidly deflates!")>>\n\t\t<<elseif $fxDeflate.ChestDeflate gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobbles gently as it steadily deflates!")>>\n\t\t<<elseif $fxDeflate.ChestDeflate gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " deflates slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels less bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDeflate.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("deflate:chest")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("deflate:thighs")>>\n\t<<set _refWord = "thighs">>\n\t<<set $fxDeflate.ThighDuration--; $scenaAir.Thigh -= $fxDeflate.ThighDeflate>>\n\n\t<<if not $scenaPers.Active.includesAll("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\t\t\n\t\t<<if $fxDeflate.ThighDeflate gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " hiss as they rapidly deflate!")>>\n\t\t<<elseif $fxDeflate.ThighDeflate gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobble and bob as they steadily deflate!")>>\n\t\t<<elseif $fxDeflate.ThighDeflate gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " deflate slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feel less bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDeflate.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("deflate:thighs")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seem to have stopped deflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("deflate:tail")>>\n\t<<set $fxDeflate.TailDuration--; $scenaAir.Tail -= $fxDeflate.TailDeflate>>\n\n\t<<if not $scenaPers.Active.includesAll("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\t\t\n\t\t<<if $fxDeflate.TailDeflate gte 5>><<set $scenaPers.PrintQueue.push("Your tail hisses as it rapidly deflates!")>>\n\t\t<<elseif $fxDeflate.TailDeflate gte 2>><<set $scenaPers.PrintQueue.push("Your tail wobbles gently as it steadily deflates!")>>\n\t\t<<elseif $fxDeflate.TailDeflate gte 1>><<set $scenaPers.PrintQueue.push("Your tail deflates slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your tail feels less bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxDeflate.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("deflate:tail")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped deflating.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\n\t\t<<set $scenaPers.PrintQueue.push("Your entire body wobbles and bobs as it steadily deflates!")>><</if>>\n\n
<div class="row debugRule"></div>\n\n''Inventory''<br>\n♦ ''Carried Items:'' <<print $scenaInv.Carried.length>>\n♦ ''Stashed Items:'' <<print $scenaInv.moundStash.length>>\n♦ ''Selected Index:'' <<print $scenaInv.Active>> ♦ ''Reference ID:'' <<print $scenaInv.activeRef>>\n\n<br><<if $scenaInv.moundStash.length gt 0>><br>\n\t<<for _i to 0; _i < $scenaInv.moundStash.length; _i++>>\n\t\t<<print _i>> <<print $scenaInv.moundStash[_i]>> \n\t\t<<print $scenaInv.moundStash[_i].ID>> <<print $scenaInv.moundStash[_i].Color>> <<print $scenaInv.moundStash[_i].Qt>><br>\n\t<</for>><</if>>\n\n<br><<if $scenaInv.moundStash.length gt 0>><br>\n\n\t<<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t\t<<print _i>> <<print $scenaInv.Carried[_i]>> \n\t\t<<print $scenaInv.Carried[_i].ID>> <<print $scenaInv.Carried[_i].Color>> <<print $scenaInv.Carried[_i].Qt>><br>\n\t<</for>><</if>>\n\n\n/% <br>♦ ''Nais Generation''<br>\n\n\t<<for _i to 0; _i < $scenaInv.naisPool.length; _i++>>\n\t\t<<print _i>> <<print $scenaInv.naisPool[_i]>> \n\t\t<<print $scenaInv.naisPool[_i].ID>> <<print $scenaInv.naisPool[_i].Color>> <<print $scenaInv.naisPool[_i].Qt>>\n\t\t<br>\n\t<</for>> %/
\t<div class="col-12" style="max-width: 80%;">\n\t<div class="row" style="margin-bottom: 0.6rem;">\n\t\t<<if $thought neq "">>''"<<print $thought>>",'' you think to yourself.<</if>></div>\n\n\t<div class="row" style="margin-bottom: 0.6rem;">\n\t<<if $scenaBiome.Active.Environment.includesAny("mirazic")>>/% This does nothing in low-mirazin environments. %/\n<<if ($thought.contains("fatter")) or ($thought.contains("thicker")) or ($thought.contains("softer")) or ($thought.contains("chonk")) or ($thought.contains("chunk")) or ($thought.contains("flab")) or ($thought.contains("plump")) or ($thought.contains("fat")) or ($thought.contains("fatten"))>>\n\t\tSuddenly, you find yourself feeling distinctly fatter...!\n\t\t/% Induce weight gain %/\n\t\t\t<<if ($thought.contains("belly")) or ($thought.contains("gut")) or ($thought.contains("waist")) or ($thought.contains("stomach")) or ($thought.contains("middle"))>>\n\t\t\t<<elseif ($thought.contains("chest")) or ($thought.contains("vivrier")) or ($thought.contains("vivriere")) or ($thought.contains("vivrierei")) or ($thought.contains("breast")) or ($thought.contains("breasts"))>>\n\t\t\t<<elseif ($thought.contains("thigh")) or ($thought.contains("thighs")) or ($thought.contains("legs"))>>\n\t\t\t<<elseif ($thought.contains("tail")) or ($thought.contains("tails"))>>\n\t\t\t<<else>>/% Fatten a body part at random %/\n\t\t\t<</if>>\n\n<<elseif ($thought.contains("blubber")) or ($thought.contains("blob"))>>\t\n\t\t<p><i><mira>Ahh, but be careful what you wish for...</mira></i><br>\n\t\tSuddenly, you find yourself feeling FAR fatter...!</p>\n\t\t/% Induce potent weight gain %/\t\n\t\t\t<<if ($thought.contains("belly")) or ($thought.contains("gut")) or ($thought.contains("waist")) or ($thought.contains("stomach")) or ($thought.contains("middle"))>>\n\t\t\t<<elseif ($thought.contains("chest")) or ($thought.contains("vivrier")) or ($thought.contains("vivriere")) or ($thought.contains("vivrierei")) or ($thought.contains("breast")) or ($thought.contains("breasts"))>>\n\t\t\t<<elseif ($thought.contains("thigh")) or ($thought.contains("thighs")) or ($thought.contains("legs"))>>\n\t\t\t<<elseif ($thought.contains("tail")) or ($thought.contains("tails"))>>\n\t\t\t<<else>>\n\t\t\t\t<<set $scenaFatMag.Belly += 0.8; $scenaFatMag.Chest += 0.6; $scenaFatMag.Thigh += 0.8; $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 0.7; $scenaFatMag.Side += 0.6; $scenaFatMag.Back += 0.5>>\n\t\t\t\t<<set $sfxRange = { potency: [4,9], duration: [0,0], }; $sfxRange.duration[0] = random(25,40); $sfxRange.duration[1] = $sfxRange.duration[0]; _statusCall = "fatten:bulging">><<include SetStatus>>\n\t\t\t<</if>>\n\n<<elseif ($thought.contains("blimp")) or ($thought.contains("billetroa"))>>\t\n\t\tSuddenly, you find yourself feeling FAR rounder...!\n\t\t/% Induce potent weight gain OR bloat, randomly; if mentioning a non-inflatable part, fatten it %/\t\n\t\t\t<<if ($thought.contains("belly")) or ($thought.contains("gut")) or ($thought.contains("waist")) or ($thought.contains("stomach")) or ($thought.contains("middle"))>>\n\t\t\t<<elseif ($thought.contains("chest")) or ($thought.contains("vivrier")) or ($thought.contains("vivriere")) or ($thought.contains("vivrierei")) or ($thought.contains("breast")) or ($thought.contains("breasts"))>>\n\t\t\t<<elseif ($thought.contains("thigh")) or ($thought.contains("thighs")) or ($thought.contains("legs"))>>\n\t\t\t<<elseif ($thought.contains("tail")) or ($thought.contains("tails"))>>\n\t\t\t<<else>>\n\t\t\t<</if>>\n\n<<elseif ($thought.contains("bigger")) or ($thought.contains("rounder")) or ($thought.contains("wider")) or ($thought.contains("widen")) or ($thought.contains("blimp")) or ($thought.contains("expand"))>>\t\n\t\tSuddenly, you find yourself feeling distinctly rounder...!\n\t\t/% Induce weight gain OR bloat, randomly; if mentioning a non-inflatable part, fatten it %/\t\n\t\t\t<<if ($thought.contains("belly")) or ($thought.contains("gut")) or ($thought.contains("waist")) or ($thought.contains("stomach")) or ($thought.contains("middle"))>>\n\t\t\t<<elseif ($thought.contains("chest")) or ($thought.contains("vivrier")) or ($thought.contains("vivriere")) or ($thought.contains("vivrierei")) or ($thought.contains("breast")) or ($thought.contains("breasts"))>>\n\t\t\t<<elseif ($thought.contains("thigh")) or ($thought.contains("thighs")) or ($thought.contains("legs"))>>\n\t\t\t<<elseif ($thought.contains("tail")) or ($thought.contains("tails"))>>\n\t\t\t<<else>>\n\t\t\t<</if>>\n\n<<elseif ($thought.contains("inflate")) or ($thought.contains("balloon")) or ($thought.contains("blow up")) or ($thought.contains("pump up"))>>\t\n\t\tSuddenly, you find yourself feeling distinctly puffier...!\n\t\t/% Induce bloat, randomly %/\n\t\t\t<<if ($thought.contains("belly")) or ($thought.contains("gut")) or ($thought.contains("waist")) or ($thought.contains("stomach")) or ($thought.contains("middle"))>>\n\t\t\t<<elseif ($thought.contains("chest")) or ($thought.contains("vivrier")) or ($thought.contains("vivriere")) or ($thought.contains("vivrierei")) or ($thought.contains("breast")) or ($thought.contains("breasts"))>>\n\t\t\t<<elseif ($thought.contains("thigh")) or ($thought.contains("thighs")) or ($thought.contains("legs"))>>\n\t\t\t<<elseif ($thought.contains("tail")) or ($thought.contains("tails"))>>\n\t\t\t<</if>>\n\n\n\t<</if>><</if>></div>\n\t\t/% Input box %/\n\t\t<div class="row" style="margin-left: 30%;"><p><<textbox "$thought" "" autofocus>><br>\n\t\t<button style="margin-left: 20%;" data-passage="passage()">What's on your mind?</button></p></div>\n\t</div>
<<set $scena.DebugLock = 1>>/% =============== Event - Nais %/\n/% -------- Don't run persistent effects for this passage %/\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n/% ---------- visuals %/<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<switch $scena.Action>>/% ---------- %/\n/% ---------- %/ <<case "Give">><<set _discardMode = 1>>\n\t<<switch $scenaInv.Action>>\n\t\t<<case 3>><div class="row centerRow" style="width: 100%;"><<include Inv:DiscardItem>></div>\n\t\t<<default>><div class="row centerRow" style="width: 100%; margin-right: 4%;"><p>You rummage through your belongings for suitable things to offer to the //nais.//</p></div>\n\t<</switch>>\t\n\n<div id="invPages" class="row centerRow" style="margin-top: -1.2rem; margin-bottom: 0.3rem; width: 100%;">\n<div class="col layoutColumn" style="display: flex; justify-content: center;">\n\t<<if ndef $scenaInv.Page>><<set $scenaInv.Page = 0; $scenaInv.perPage = 64>><</if>>\n\t<<if $scenaInv.Page eq 0>><<set $invPageStart = 0>><<else>><<set $invPageStart = $scenaInv.Page * $scenaInv.perPage>><</if>><<set _itmDisplayed = 0>>\n\n<<set $invPaginate = ($scenaInv.Carried.length / $scenaInv.perPage)>><<for _iPage to 0; _iPage < $invPaginate; _iPage++>>\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Page = " + _iPage + "'>" + (_iPage + 1) + "</button>">><</for>></div>\n\n\t<div id="pageDisplay" class="row centerRow" style="width: 100%; margin-left: auto; margin-right: 4%;">''Page <<print $scenaInv.Page + 1>>''</div>\n</div>\n\n<div id="naisPool" class="col menuColumn" style="display: flex; justify-content: center; margin-right: 8%; padding-left: 3%; padding-right: 3%;">\n<div class="row centerRow" style="margin-top: 0.1rem; margin-bottom: 0.3rem;">\n\n\t/% For loop of current carried inventory; each button should open a confirmation dialogue, after which the item is transferred to the active Nais pool. %/\n\t<<for _i to $invPageStart; _i < $scenaInv.Carried.length; _i++>>\n\n\t<<if $scenaInv.Carried[_i].Type eq "Clothing">>\n\t\t<<if $scenaInv.Carried[_i].Worn eq 1>><<continue>>/% You can't give away something you're wearing! i don't wanna deal with the logistics of that lol %/\n\t\t\t<<else>><<if $scenaInv.Carried[_i].Burst eq 1>><<set _butType = "iButBurst"; _iName = $scenaInv.Carried[_i].Color + " " + $scenaInv.Carried[_i].BurstDisplay>>\n\t\t\t\t<<else>><<set _butType = "iBut"; _iName = $scenaInv.Carried[_i].Color + " " + $scenaInv.Carried[_i].Display>><</if>>\n\t\t<</if>>\n\t<<else>><<set _butType = "iBut"; _iName = $scenaInv.Carried[_i].Display>>\n\t\t<<if ($scenaInv.Carried[_i].Color neq 0) and ($scenaInv.Carried[_i].Color neq "")>><<set _iName = $scenaInv.Carried[_i].Color + " " + _iName>><</if>><</if>>\n\n\t<<print "<button class='" + _butType +"' data-passage='passage()' data-setter='$scenaInv.Action = 2; $scenaInv.Active = " + _i + "'>\n\t\t<<print _iName>><<if $scenaInv.Carried[_i].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[_i].Qt>><</if>></button>">>\n\n\t<<set _itmDisplayed++>><<if _itmDisplayed gte $scenaInv.perPage>><<break>><</if>>\n\t<</for>></div>\n</div>\n\n\t<<switch $scenaInv.Action>>\n\t\t<<case 2>><div class="row centerRow" style="width: 100%;"><<set _discardMode = 1>><<include Inv:DiscardItem>></div>\n\t<</switch>>\n/% ---------- %/<<default>>\t\t\n\n<<if $scenaInv.Action eq 1>>\n\t\t\t<<set _incomingItem = $scenaInv.naisPool[$scenaInv.naisID]; _addQt = _incomingItem.Qt>>\n\t\t\t\t\t<<include Inv:AddItem>>\n\t\t\t\t<<set $scenaInv.naisPool.deleteAt($scenaInv.naisID); $scenaInv.Action = ""; $scenaInv.naisID = -1>><</if>>\n\n\n<<if $scenaInv.naisPool.length gt 0>>\n<div class="row centerRow" style="width: 100%; margin-right: 4%;"><p>The //Naisie// smiles and squeaks warmly as you approach, leaning in to chat happily with you as you search through the day's offerings.</p></div>\n\n\t/% For loop of active Nais inventory pool; buttons allow player to take what they like. %/\n\n<div id="naisPool" class="col menuColumn" style="display: flex; justify-content: center; margin-right: 8%; padding-left: 3%; padding-right: 3%;">\n<div class="row centerRow" style="margin-top: 0.1rem; margin-bottom: 0.3rem;">\n\n\t<<for _i to 0; _i < $scenaInv.naisPool.length; _i++>>\n\t\t<<print "<button class='iBut' data-passage='Ev:Nais' data-setter='$scenaInv.Action = 1; $scenaInv.naisID = " + _i + "'>\n\t\t\t<<if $scenaInv.naisPool[_i].Color neq 0>><<print $scenaInv.naisPool[_i].Color>><</if>>\n\t\t\t<<print $scenaInv.naisPool[_i].Display>>\n\t\t\t<<if $scenaInv.naisPool[_i].Qt gt 1>><mini>x</mini><<print $scenaInv.naisPool[_i].Qt>><</if>></button>">>\n\t\t<<if _i gte $scenaInv.perPage>><<break>><</if>>\n\t<</for>></div>\n</div>\n\n<<elseif $scenaInv.naisPool.length eq 0>>/% ---------- %/\n\n<div class="row centerRow" style="width: 100%; margin-right: 4%;"><p>The //Naisie// plaps the empty //nais// bin pointedly with a giggle.<br>\n\tUnless you have something you might like to offer, there's nothing more to be had here today but conversation.</p></div>\n\n<</if>><</switch>>\n\n</div></div>\n</div>/% Passage Menu Output ---------- %/ <div id="menu" class="row" style="order: 99;">\n\n<<if $scena.Action neq "Give">>♦<a id="navG" class='btnClick' data-passage="Ev:Nais" data-setter="$scena.Action = 'Give'; $scenaInv.Page = 0;">G)ive Items.</a>\n<<elseif $scenaInv.naisPool.length gt 0>>♦<a id="navB" class='btnClick' data-passage="Ev:Nais" data-setter="$scena.Action = 'Browse';">B)rowse Items.</a><</if>>\n ♦<a id="navS" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.naisInit = 0; _discardMode = 0; $scenaInv.Page = 0;">S)ay Goodbye.</a>\n\n</div>/% ---------- %/<<display Footer>></div>
<<switch $menuStyle>>\n<<case "noHotkeys">>\n\n\n<div id="menuBar" class="row" style="order: 98;">/% ---------- %/\n/% ---------- Exploration %/\n<span>♦<a class='btnClick' data-passage="Explore" data-setter="$scena.Action = 'explore'; $scena.Event = ''">E)xplore!</a> </span>\n\n/% ---------- Dynamic Menu Outputs %/\n<<if $scena.Action eq "explore">><span><<include EventLinks>> </span><</if>>\n\n/% ---------- Rest %/\n\n<span>♦<a class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">R)est.</a> </span>\n<span>♦ <a data-passage="Explore" data-setter="$scena.Action = 'restFor'; $scena.Menu = 'restFor'; $menuStyle = 'noHotkeys'; $activeShard = 0;">Rest for...</a> </span>\n\n/% ---------- Regional Menu Additions %/<<include RegionalMenu>>\n\n</div>/% ---------- Special Options %/\n<div id="menu" class="row" style="order: 99;">\n\n<span>♦<a class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">1) Inventory.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">2) Crafting.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $bellyBreaths = 0; $activeShard = 0;">3) Shardbody.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="Wardrobe" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">4) Wardrobe.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">8) Donsair.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="Aetherport" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">9) Aetherport.</a> </span>\n\n<span>♦<a class='btnClick' data-passage="Vista" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">0) Vista Mode.</a> </span>\n\n/% ---------- %/</div><<set $menuStyle = "">>\n<<default>>\n\n<div id="menuBar" class="row" style="order: 99;">/% ---------- %/\n/% ---------- Exploration %/\n<span>♦<a id="navE" class='btnClick' data-passage="Explore" data-setter="$scena.Action = 'explore'; $scena.Event = ''; $activeShard = 0;">E)xplore!</a> </span>\n\n/% ---------- Dynamic Menu Outputs %/\n<<if $scena.Action eq "explore">><span><<include EventLinks>> </span><</if>>\n\n\n\n/% ---------- Fa(s)t Travel %/\n\n<<if ($torsoTraits.includesAny("Bat Wings","Beetle Wings","Butterfly Wings","Dragonfly Wings","Energy Wings","Feathered Wings","Locust Wings","Hummingbird Wings","Gossamer Wings","Moth Wings","Mothfly Wings","Raven Wings","Vulture Wings","Owl Wings","Leaf Wings"))>>\n<<if $scenaStats.Movement lt 7>>\n\t<span>♦<a class='btnClick' data-passage="FastTravel" data-setter="$scena.Action = ''; $scena.Event = ''; $activeShard = 0;">Fly!</a> </span>\n<<elseif $scenaStats.Movement gte 7>>\n\t<<if def $flapRand>><<if $flapRand eq 1>><<set $scenaStats.Strength++; $scenaPers.PrintQueue.pushUnique('You feel a little bit stronger...');>><</if>><<unset $flapRand>><</if>>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scenaPers.PrintQueue.pushUnique('You flap your wings with all your might, but your great, fat body only jiggles animatedly in place!'); $flapRand = random(1,24); $activeShard = 0;">Fly!</a> </span>\n<</if>><</if>>\n\n/% ---------- Rest %/\n\n<span>♦<a id="navR" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scena.Event = '';">R)est.</a> </span>\n<span>♦ <a data-passage="Explore" data-setter="$scena.Action = 'restFor'; $scena.Menu = 'restFor'; $menuStyle = 'noHotkeys'; $scenaTime.Pause = 1; $activeShard = 0;">Rest for...</a> </span>\n\n/% ---------- Regional Menu Additions %/<<include RegionalMenu>>\n\n</div>/% ---------- Special Options %/\n<div id="menu" class="row" style="order: 99;">\n\n\n<span>♦<a id="nav1" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Active = -1;">1) Inventory.</a> </span>\n\n<span>♦<a id="nav2" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Active = -1;">2) Crafting.</a> </span>\n\n<span>♦<a id="nav3" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $bellyBreaths = 0; $activeShard = 0;">3) Shardbody.</a> </span>\n\n<span>♦<a id="nav4" class='btnClick' data-passage="Wardrobe" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Active = -1;">4) Wardrobe.</a> </span>\n\n\n<span>♦<a id="nav8" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = '';">8) Donsair.</a> </span>\n\n<span>♦<a id="nav9" class='btnClick' data-passage="Aetherport" data-setter="$scena.Action = ''; $scena.Event = '';">9) Aetherport.</a> </span>\n\n<span>♦<a id="nav0" class='btnClick' data-passage="Vista" data-setter="$scena.Action = ''; $scena.Event = '';">0) Vista Mode.</a> </span>\n\n/% ---------- %/</div>\n\n<</switch>>
<<set $scena.DebugLock = 1>>/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex. %/ \n/% =============== Crafting %/\n\n\t<<set $scenaInv.Recipes = ["recipe:testItem","recipe:testConsumable"]>>\n\n/% Record items and thingTypes in inventory for reference %/\n\t<<set $invNames = []; $invQuants = []; $invThingTypes = [];>> \n\t<<for _i to 0; _i < $scenaInv.Carried.length; _i++>>\n\t<<set $invNames.push($scenaInv.Carried[_i].Display)>>\n\t\t<<set _thingSet = $scenaInv.Carried[_i].thingTypes; $invThingTypes.push(_thingSet)>>\n\t<<set $invQuants.push($scenaInv.Carried[_i].Qt)>><</for>>\n\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex"><<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-bottom: 1rem; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Crafting''</div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Active Recipe Tray? %/<div class="row" style="margin-left: 2rem;">\n/% Clicking a recipe reloads the page to show a detailed description and a menu of relevant options for that recipe. %/\n\n<<if $scenaInv.Active gt -1>>\n\t<<set _callRecipe = $scenaInv.Recipes[$scenaInv.Active]>><<include DB:Recipes>>\n\t<<set $scenaInv.activeRef = _newRecipe>>\n\t<div id="activeRecipe" class="col invTray" style="margin: 1.5rem; margin-left: 5%; margin-right: 20%; padding: 1rem; padding-left: 2rem; min-height: 150px;"><<if $scenaInv.Active gt -1>>\n\t\t\n\t\t<<include Crafting:RecipeDisplay>>\t\t\n\n\t/% ------------ Crafting Functions %/\n\t<<if $scenaInv.Action neq "">><div id="craftFunctions" class="row" style="display: flex; justify-content: center; flex-wrap: wrap; width: 100%;">\n\t<<set _callItem = $scenaInv.activeRef.Call>>\n\t\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\t\t<<switch $scenaInv.Action>>\n\t\t\t<<case "craft">>\n\t\t\t<<case "craftx5">>\n\t\t\t<<case "craftx10">>\n\t\t<</switch>></div><</if>>\n\t<</if>>\n\t</div>\n<</if>>\n\n\n<div class="row" style="margin-top: 1rem; border-top: 1px solid #00ABFF57;"></div>\n/% ---------- Recipe Tray %/\n<div id="recipeTray" class="row" style="display: flex; width: 100%; justify-content: center; flex-wrap: wrap; margin-bottom: 1rem;">\n\n\t<<for _i to 0; _i < $scenaInv.Recipes.length; _i++>>\n\t\t<<set _callRecipe = $scenaInv.Recipes[_i]>><<include DB:Recipes>>\n\t\t<<print "<button class='iBut' data-passage='Crafting' data-setter='$scenaInv.Active = " + _i + "'>_newRecipe.Display</button>">>\n\t<</for>>\n</div>\n\n</div>/% Passage Menu Output ---------- %/ <<include Crafting:Menu>>\n/% ---------- %/<<display Footer>></div>\n</div></div>
\t<<if $activeShard.fatBack gte $LGranularScale.Int[8]>><<set _shardBackPrint = $LGranularScale.String[8] + " Backrolls">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[7]>><<set _shardBackPrint = $LGranularScale.String[7] + " Backrolls">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[6]>><<set _shardBackPrint = $LGranularScale.String[6] + " Backrolls">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[5]>><<set _shardBackPrint = $LGranularScale.String[5] + " Backrolls">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[4]>><<set _shardBackPrint = $LGranularScale.String[4] + " Backrolls">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[3]>><<set _shardBackPrint = $LGranularScale.String[3] + " Back">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[2]>><<set _shardBackPrint = $LGranularScale.String[2] + " Back">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[1]>><<set _shardBackPrint = $LGranularScale.String[1] + " Back">>\n\t<<elseif $activeShard.fatBack gte $LGranularScale.Int[0]>><<set _shardBackPrint = $LGranularScale.String[0] + " Back">><</if>>\n\t\t<<if _shardBackPrint eq undefined>><<set _shardBackPrint = "">><</if>>\n\t\t<<if $activeShard.fatBack gte $LGranularScale.Int[0]>><<set _shardBackPrint += " (" + $activeShard.fatBack.toFixed(1) + ")">><</if>>
\t<<if $activeShard.fatNeck gte $granularScale.Int[10]>><<set _shardNeckPrint = $granularScale.StringB[10]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[9]>><<set _shardNeckPrint = $granularScale.StringB[9]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[8]>><<set _shardNeckPrint = $granularScale.StringB[8]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[7]>><<set _shardNeckPrint = $granularScale.StringB[7]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[6]>><<set _shardNeckPrint = $granularScale.StringB[6]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[5]>><<set _shardNeckPrint = $granularScale.StringB[5]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[4]>><<set _shardNeckPrint = $granularScale.StringB[4]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[3]>><<set _shardNeckPrint = $granularScale.StringB[3]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[2]>><<set _shardNeckPrint = $granularScale.StringB[2]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[1]>><<set _shardNeckPrint = $granularScale.StringB[1]>>\n\t<<elseif $activeShard.fatNeck gte $granularScale.Int[0]>><<set _shardNeckPrint = $granularScale.StringB[0]>><</if>>\n\t\t<<if _shardNeckPrint eq undefined>><<set _shardNeckPrint = "">><</if>>\n\t\t<<if $activeShard.fatNeck gte $granularScale.Int[0]>><<set _shardNeckPrint += " Neck (" + $activeShard.fatNeck.toFixed(1) + ")">>\n\t<</if>>
<<set $scenaBiome.New = {\n\t\tID: "system:default", Display: "System Default Biome", Structure: "planetary", Type: "terrestrial", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: [], Weather: [], BG: "crystalforest", \n\t\t\tborderIntro: "a generic template biome opens up before you!",\n\t\tborderStages: ["stage:cherboret","stage:merrevet","stage:darkmirror","stage:thalan","stage:cascade"],\n\t\tborderStellar: ["stage:aetherspace"], borderOrbital: ["stage:aetherspace"], \n\t\tborderAerial: ["stage:stellavista","stage:aetherspace:low"], borderHiAlt: ["hiAlt:mountain:mirazine"],\n\t\tborderTerrestrial: ["terrestrial:crystalforest","terrestrial:pasture:mirazine","terrestrial:groves:mirazine","terrestrial:riverside:mirazine","stage:cherboret","stage:merrevet"], \n\t\tborderAquatic: ["stage:cascade"], borderSubAquatic: ["stage:cascade:deep"],\n\t\tborderSubterranean: ["subterranean:underglade","subterranean:softUnderbelly"], Core: ["subterranean:writhingDark","subterranean:softUnderbelly"],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["Statue","Fountain","CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\t\tAmbient: [],\n\t\t\n\t}>>\n\t\t/% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "basicAmbience">><<display BiomeTools>><<set _biomeSetup = "basicSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "basicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicForage">><<display BiomeTools>>
<div id="footerBar" class="row centerRow" style="order: 99;">\n\n\n/% ---------- Clear the print queue once it's been sent %/\n<<set $scenaPers.PrintQueue = []>>\n\n/% ---------- Flag Resets %/\n\t<<set $scena.Palette = 0>>\n\t<<if not ndef $activeShard>><<set $activeShard.useCard = 0>><</if>>\n\n/% ---------- Debug Call %/\n<<if ndef $scena.DebugLock>><<set $scena.DebugLock = 0>><</if>>\n\n<<if ($scena.DebugLock neq 1) and ($scena.Debug eq 1)>><div class="row debug-bar"><<display DebugMenu>></div>\n<<elseif $scena.DebugLock eq 1>><div class="row centerRow">♦</div>\n<<else>><div class="row centerRow"><a class='btnClick' data-passage="passage()" data-setter="$scena.Debug = 1;">♦</a></div><</if>>\n\n<<set $scena.DebugLock = 0>>\n</div>
<<switch _statusCall>>\n\n/% ---------- Single-Target Bloat %/\n\t<<case "deflate:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDeflate.BellyDuration += _statDur; $fxDeflate.BellyDeflate += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("deflate:belly")>>\n\n\t<<case "deflate:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDeflate.ChestDuration += _statDur; $fxDeflate.ChestDeflate += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("deflate:chest")>>\n\n\t<<case "deflate:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDeflate.ThighDuration += _statDur; $fxDeflate.ThighDeflate += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("deflate:thighs")>>\n\n\t<<case "deflate:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDeflate.TailDuration += _statDur; $fxDeflate.TailDeflate += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("deflate:tail")>>\n\n/% ---------- Multi-Target Deflation %/\n\t<<case "deflate:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDeflate.BellyDuration += _statDur; $fxDeflate.BellyDeflate += _statPot>>\n\t\t<<set $fxDeflate.ChestDuration += _statDur; $fxDeflate.ChestDeflate += _statPot>>\n\t\t<<set $fxDeflate.ThighDuration += _statDur; $fxDeflate.ThighDeflate += _statPot>>\n\t\t<<set $fxDeflate.TailDuration += _statDur; $fxDeflate.TailDeflate += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("deflate:belly","deflate:chest","deflate:thighs","deflate:tail")>>\n\n/% ---------- Single-Target Drain %/\n\t<<case "drain:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDrain.BellyDuration += _statDur; $fxDrain.BellyBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("drain:belly")>>\n\n\t<<case "drain:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDrain.ChestDuration += _statDur; $fxDrain.ChestBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("drain:chest")>>\n\n\t<<case "drain:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDrain.ThighDuration += _statDur; $fxDrain.ThighBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("drain:thighs")>>\n\n\t<<case "drain:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDrain.TailDuration += _statDur; $fxDrain.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("drain:tail")>>\n\n/% ---------- Multi-Target Drain %/\n\t<<case "drain:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxDrain.BellyDuration += _statDur; $fxDrain.BellyBloat += _statPot>>\n\t\t<<set $fxDrain.ChestDuration += _statDur; $fxDrain.ChestBloat += _statPot>>\n\t\t<<set $fxDrain.ThighDuration += _statDur; $fxDrain.ThighBloat += _statPot>>\n\t\t<<set $fxDrain.TailDuration += _statDur; $fxDrain.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("drain:belly","drain:chest","drain:thighs","drain:tail")>>\n\n/% ---------- Single-Target Unstuffing %/\n\t<<case "unstuff:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnstuff.BellyDuration += _statDur; $fxUnstuff.BellyStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unstuff:belly")>>\n\n\t<<case "unstuff:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnstuff.ChestDuration += _statDur; $fxUnstuff.ChestStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unstuff:chest")>>\n\n\t<<case "unstuff:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnstuff.ThighDuration += _statDur; $fxUnstuff.ThighStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unstuff:thighs")>>\n\n\t<<case "unstuff:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnstuff.TailDuration += _statDur; $fxUnstuff.TailStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unstuff:tail")>>\n\n/% ---------- Multi-Target Unstuffing %/\n\t<<case "unstuff:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnstuff.BellyDuration += _statDur; $fxUnstuff.BellyStuff += _statPot>>\n\t\t<<set $fxUnstuff.ChestDuration += _statDur; $fxUnstuff.ChestStuff += _statPot>>\n\t\t<<set $fxUnstuff.ThighDuration += _statDur; $fxUnstuff.ThighStuff += _statPot>>\n\t\t<<set $fxUnstuff.TailDuration += _statDur; $fxUnstuff.TailStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\n\n\n\n<</switch>>
/% ----------- Fat Content %/\n<<set _partName = "Thighs">><<if $scenaFat.Thigh gt 0>>\t\n\t<<for _thighScale to $thighScale.String.length-1; _thighScale > -1; _thighScale-->>\n\t\t<<if $scenaFat.Thigh gt $thighScale.Int[_thighScale]>><<set _partSize = $thighScale.String[_thighScale]>><<break>>\n\t\t<<elseif $scenaFat.Thigh lt $thighScale.Int[1]>><<set _partSize = $thighScale.String[0]>><<break>><</if>>\n\t<</for>>\n<</if>><<set $thighFatness = _partSize>>\n\n/% ----------- Air Inflation %/<<if $airPressure.Thigh gte ($scenaFat.Thigh * 0.4)>>\t\n<<if $airPressure.Thigh gte ($scenaFat.Thigh * 1.2)>><<set _partBloat = "Blimped">>\n\t<<elseif $airPressure.Thigh gte ($scenaFat.Thigh * 1)>><<set _partBloat = "Over-Inflated">>\n\t<<elseif $airPressure.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _partBloat = "Ballooned">>\n\t<<elseif $airPressure.Thigh gte ($scenaFat.Thigh * 0.6)>><<set _partBloat = "Bloated">>\n\t<<elseif $airPressure.Thigh gte ($scenaFat.Thigh * 0.5)>><<set _partBloat = "Full">>\n\t<<elseif $airPressure.Thigh gte ($scenaFat.Thigh * 0.4)>><<set _partBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $liqPressure.Thigh gt ($scenaFat.Thigh * 0.4)>>\t\n<<if $liqPressure.Thigh gte ($scenaFat.Thigh * 1.2)>><<set _partLiquid = "Liquid-Blimped">>\n\t<<elseif $liqPressure.Thigh gte ($scenaFat.Thigh * 1)>><<set _partLiquid = "Liquid-Ballooned">>\n\t<<elseif $liqPressure.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _partLiquid = "Swollen">>\n\t<<elseif $liqPressure.Thigh gte ($scenaFat.Thigh * 0.6)>><<set _partLiquid = "Jiggling">>\n\t<<elseif $liqPressure.Thigh gte ($scenaFat.Thigh * 0.5)>><<set _partLiquid = "Sloshing">>\n\t<<elseif $liqPressure.Thigh gte ($scenaFat.Thigh * 0.4)>><<set _partLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $stuffingPressure.Thigh gt ($scenaFat.Thigh * 0.4)>>\t\n<<if $stuffingPressure.Thigh gte ($scenaFat.Thigh * 1.2)>><<set _partStuffing = "Creaking">>\n\t<<elseif $stuffingPressure.Thigh gte ($scenaFat.Thigh * 1)>><<set _partStuffing = "Bloated">>\n\t<<elseif $stuffingPressure.Thigh gte ($scenaFat.Thigh * 0.75)>><<set _partStuffing = "Overstuffed">>\n\t<<elseif $stuffingPressure.Thigh gte ($scenaFat.Thigh * 0.5)>><<set _partStuffing = "Stuffed">>\n\t<<elseif $stuffingPressure.Thigh gte ($scenaFat.Thigh * 0.4)>><<set _partStuffing = "Full">><</if>>\n<</if>>\n/% ----------- Texture Appraisal %/\n\t<<if ($airPressure.Thigh gt $liqPressure.Thigh) and ($airPressure.Thigh gt $stuffingPressure.Thigh)>>\n\t\t<<if def _partBloat>><<set _partTex = _partBloat>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($liqPressure.Thigh gt $airPressure.Thigh) and ($liqPressure.Thigh gt $stuffingPressure.Thigh)>>\n\t\t<<if def _partLiquid>><<set _partTex = _partLiquid>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($stuffingPressure.Thigh gt $airPressure.Thigh) and ($stuffingPressure.Thigh gt $liqPressure.Thigh)>>\n\t\t<<if def _partStuffing>><<set _partTex = _partStuffing>><<else>><<set _partTex = "">><</if>>\n\t<<else>><<set _partTex = "">><</if>>\n\n/% ----------- %/<<switch $scenaTex.Thigh>>/% Todo %/\n<<case "Solid">> \n<<case "Turgid">> \n<<case "Aerated">>\n<<case "Cotton">>\n<<case "Spongy">>\n<<case "Fatty">>\n<<case "Flabby">>\n<<case "Gelatinous">>\n<<default>>/% Fleshy = Standard mode %/<</switch>>\t\n\n/% ----------- Output %/\t\n\t<<if _partTex neq "">>\n\t\t<<set _thighPrint = _partTex + " " + _partSize + " " + _partName + " (" + $scenaFat.Thigh.toFixed(1) + ")">>\n\t<<else>><<set _thighPrint = _partSize + " " + _partName + " (" + $scenaFat.Thigh.toFixed(1) + ")">><</if>>\n\n\t<div class="btn eFat"><<print _thighPrint>></div>\n\n
<<if ndef $scenaFat.BodyScale>>\n<<set $scenaFat.BodyScale = ""; $bodyScale = { \n\tString: ["Hungry","Soft","Chubby","Plump","Round","Fat","Pillowy","Corpulent","Butterball","Spherical","Door-Cramming","Prize-Winning Plumpkin","Couch-Wide","Somnix-Smothering","Bed-Sized","Hallway-Cramming","Room-Filling","Butterblimp","House-Sized","Barn-Wide","Street-Cramming","Bus-Engulfing","Garden-Filling","Courtyard-Cramming","Billetroa-Bursting","Mound-Cramming","Village-Smothering","Town-Engulfing","Satiele-Bursting","Lake-Wide","City-Engulfing","Region-Smothering","Mountain-Engulfing","Ocean-Wide","Moonlike","Sky-Wide","Sun-Eclipsing","World-Smothering","Balon-Etel-Bulging","Galateibon-Cramming","Gas Giant-Engulfing","Star-Smothering","Singularity-Massive","Starsystem-Encompassing","Cosmetoire-Corpulent","Galaxy-Engulfing","Flait-Filling","Mind-Rupturing","Reality-Bulging","Simulation-Bursting"], \n\nInt: [180,200,300,400,500,650,800,950,1250,1500,2000,5000,10000,15000,25000,35000,50000,75000,100000,150000,250000,500000,1000000,1750000,3500000,7000000,15000000,50000000,100000000,500000000,1500000000,5500000000,15000000000,50000000000,200000000000,500000000000,1000000000000,2500000000000,5000000000000,10000000000000,15000000000000,20000000000000,25000000000000,35000000000000,50000000000000,75000000000000,100000000000000,150000000000000,500000000000000],\n}>><</if>>\n\n\t<<if ($scenaFat.Belly gte $scenaFat.Chest) and ($scenaFat.Belly gte $scenaFat.Thigh) and ($scenaFat.Belly gte $scenaFat.Tail)>>\n\t\t<<set $scenaFat.BodyScale = $bellyFatness>>\n\t<<elseif ($scenaFat.Chest gte $scenaFat.Belly) and ($scenaFat.Chest gte $scenaFat.Thigh) and ($scenaFat.Chest gte $scenaFat.Tail)>>\n\t\t<<set $scenaFat.BodyScale = $chestFatness>>\n\t<<elseif ($scenaFat.Thigh gte $scenaFat.Chest) and ($scenaFat.Thigh gte $scenaFat.Belly) and ($scenaFat.Thigh gte $scenaFat.Tail)>>\n\t\t<<set $scenaFat.BodyScale = $thighFatness>>\n\t<<elseif ($scenaFat.Tail gte $scenaFat.Chest) and ($scenaFat.Tail gte $scenaFat.Belly) and ($scenaFat.Tail gte $scenaFat.Thigh)>>\n\t\t<<set $scenaFat.BodyScale = $tailFatness>>\n\t<<else>>\n\t<<for _bodyFat to $bodyScale.String.length-1; _bodyFat > -1; _bodyFat-->>\n\t\t<<if $scenaFat.Weight gte $bodyScale.Int[_bodyFat]>>\n\t\t\t<<set $scenaFat.BodyScale = $bodyScale.String[_bodyFat]>><<break>>\t\n\t\t<<elseif $scenaFat.Weight lt $bodyScale.Int[1]>>\n\t\t\t<<set $scenaFat.BodyScale = $bodyScale.String[0]>><<break>><</if>>\n\t<</for>>\n\t<</if>>\n\t
\t<<if $activeShard.fatSide gte $LGranularScale.Int[8]>><<set _shardSidePrint = $LGranularScale.String[8] + " Siderolls">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[7]>><<set _shardSidePrint = $LGranularScale.String[7] + " Siderolls">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[6]>><<set _shardSidePrint = $LGranularScale.String[6] + " Siderolls">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[5]>><<set _shardSidePrint = $LGranularScale.String[5] + " Siderolls">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[4]>><<set _shardSidePrint = $LGranularScale.String[4] + " Siderolls">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[3]>><<set _shardSidePrint = $LGranularScale.String[3] + " Sides">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[2]>><<set _shardSidePrint = $LGranularScale.String[2] + " Sides">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[1]>><<set _shardSidePrint = $LGranularScale.String[1] + " Sides">>\n\t<<elseif $activeShard.fatSide gte $LGranularScale.Int[0]>><<set _shardSidePrint = $LGranularScale.String[0] + " Sides">><</if>>\n\t\t<<if _shardSidePrint eq undefined>><<set _shardSidePrint = "">><</if>>\n\t\t<<if $activeShard.fatSide gte $LGranularScale.Int[0]>><<set _shardSidePrint += " (" + $activeShard.fatSide.toFixed(1) + ")">><</if>>
/% ---------- Ears %/<<set _printOutput = "Ears">><<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai" "Zamirai">>\n\t\t''<<print _printOutput>>'' <<listbox "$geneSelector.EarNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.MiraiEar>><</listbox>><br>\n\n/% ---------- %/<<case "Karakk">>\n\t\t''<<print _printOutput>>''<<set $geneSelector.EarNo = 2>>\n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.KarakkEar>><</listbox>><br>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''<<print _printOutput>>'' <<listbox "$geneSelector.EarNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.VecEar>><</listbox>><br>\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t''<<print _printOutput>>'' <<listbox "$geneSelector.EarNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.VecEar>><</listbox>><br>\n\n/% ---------- %/<<case "Esque">>\n\t\t''<<print _printOutput>>'' <<listbox "$geneSelector.EarNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.EsqueEar>><</listbox>><br>\n\n/% ---------- %/<<default>>\n\t\t''<<print _printOutput>>'' <<listbox "$geneSelector.EarNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Ear">><<optionsfrom $detailGenes.MiraiEar>><</listbox>><br>\n\n<</switch>>
<<switch _callDonsair>>\n/% ------- %/ <<case "test">> /% ---------------------- %/<<set _newDonsair = { \n\t\t\tID: "species:name", Name: "Test Donsair", Species: "Mirai", Subspecies: "Mirlat", Title: "Suspiciously Familiar", Category: "Crir", Element: ["Mirazin","Fat","Cosmic"], Palette: [],\n\t\t\tHead: ["Long Fluffy Rose-Red Hair","Freckled Fae Face","Big Elf Ears","2 Green Glowing Eyes","Round Pupils"], Cheek: "Freckled", Neck: "", \n\t\t\tTorso: ["Pale Freckled Iridescent Scale-Dusted Skin"], Chest: "Pale Freckled Chest", Belly: "Pale Freckled Scale-Dusted Belly",\n\t\t\tArms: "Magenta Crystal-Studded Arms", ArmNo: 2, Forelimbs: ["Delicate Nimble Paws","Magenta Iridescent Crystalline Claws","Blue Heart-Shaped Pawpads"], \n\t\t\tLegs: "Freckled Scale-Dusted Legs", LegNo: 2, Hindlimbs: ["Soft Paws"], Back: ["Rose-Red Striped Tentacle Mane"], \n\t\t\tTail: "Magenta Crystal-Studded Striped Gecko Tail", TailNo: 1, Tailtip: "", Internal: [], StatusFX: [], StatusDur: [],\t\n\t\t\tWornHead: ["Miracrystalline Rose Hair Ornament"], WornMiddle: [], WornBottom: ["Strained Vecskin Belt","Vecskin HYPOTHESIS Suspension Bottoms"], Trinkets: [], Aspecte: [], Rosuai: [],\t\n\t\t\tRideable: 0, MountSpeed: 0, Meldable: 0, Flying: 0, Comfort: 0, Attack: 0,\n\t\t\tWeight: 0, Fatness: "Chubby", Voracity: 0, bType: "", Gain: 1, queuedFat: 0, bellyBloat: 0, bellyCap: 300,\t\t\t\n\t\t\tbodyTexture: "fleshy", chestMode: "chest", stuffBelly: 0, airChest: 0, airBelly: 0, airThigh: 0, airTail: 0, liqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\t\t\t\n\t\t\tfatMag: 1, stuffMag: 1, airMag: 1, liqMag: 1,\t\t\t\n\t\t\tfatCheek: 30, fatNeck: 45, fatArm: 45, fatChest: 220, fatBelly: 800, fatSide: 0, fatBack: 0, fatThigh: 325, fatTail: 300,\n\t\t\tMilk: "Milk:Revec*ai", Venom: "Croitoxin", Eggs: "", VEggs: ["Ros-Efi","Mimor","Revec*ai"], Clutching: [], hatchTime: 0, vEggSize: 0, vEggRate: 0, \n\t\t\tmilkQt: 0, venomQt: 0, eggQt: 0, milkRate: 0, venomRate: 0, eggRate: 0, stuffDeflRate: 1, airDeflRate: 1, liqDeflRate: 1, \n\t\t\tInteractLink: ["Test Custom Donsair Interaction Link."], InteractPassage: ["Test"], InteractAction: ["Test"], foodLike: [], foodDislike: [], Like: [], Dislike: [],\n\t\t\tArt: "nefshard-HF", gNode: "", BG: "", lastSnapshot: 0, lastWeight: 0,\t\t\n\t\t}>><<include Donsair:TestParams>>\n\n\n/% ------- %/ <<case "slime">> /% ---------------------- %/<<set _newDonsair = { \n\t\t\tID: "slime", Name: "generated slime", Species: "", Subspecies: "", Title: "", Category: "Crir", Element: ["Flesh"], Palette: [],\n\t\t\tHead: [], Cheek: "", Neck: "", Torso: [], Chest: "", Belly: "Squishy Body", Arms: "", ArmNo: 0, Forelimbs: [], Legs: "", LegNo: 0, Hindlimbs: [], Back: [], \n\t\t\tTail: "", TailNo: 0, Tailtip: "", Internal: [], StatusFX: [], StatusDur: [], WornHead: [], WornMiddle: [], WornBottom: [],\n\t\t\tTrinkets: [], Aspecte: [], Rosuai: [], Rideable: 0, MountSpeed: 0, Meldable: 0, Flying: 0, Comfort: 100, Attack: 0,\t\n\t\t\tWeight: 0, Fatness: "Sleek", Voracity: 0, bType: "", Gain: 1, queuedFat: 0, bellyBloat: 0, bellyCap: 40,\t\t\t\n\t\t\tbodyTexture: "fleshy", chestMode: "chest", stuffBelly: 0, airChest: 0, airBelly: 0, airThigh: 0, airTail: 0, liqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\t\t\t\n\t\t\tfatMag: 1, stuffMag: 1, airMag: 1, liqMag: 1, fatCheek: 0, fatNeck: 0, fatArm: 0, fatChest: 0, fatBelly: 0, fatSide: 0, fatBack: 0, fatThigh: 0, fatTail: 0,\n\t\t\tMilk: "species", Venom: "", Eggs: "species", VEggs: [], Clutching: [], hatchTime: 0, vEggSize: 0, vEggRate: 0, \n\t\t\tmilkQt: 0, venomQt: 0, eggQt: 0, milkRate: 0, venomRate: 0, eggRate: 0, stuffDeflRate: 1, airDeflRate: 1, liqDeflRate: 1, \n\t\t\tInteractLink: [], InteractPassage: [], InteractAction: [], foodLike: ["liquid"], foodDislike: [], Like: ["liquid"], Dislike: [],\n\t\t\tArt: "slime_ph", gNode: "", BG: "", lastSnapshot: 0, lastWeight: 0,\t\t\n\t\t}>> <<set _lcRef = $activeShard.Species.toLowerCase()>>\n\n\t\t\t<<set _newDonsair.Name = $combatCrir.Name; _newDonsair.Fatness = $activeShard.Scale>>\n\t\t\t<<set _newDonsair.Species = $activeShard.Species; _newDonsair.Subspecies = $activeShard.Subspecies; _newDonsair.Element = $activeShard.Element; _newDonsair.Eggs = _lcRef>>\n\t\t\t<<set _newDonsair.fatBelly = $activeShard.Girth>>\n\n\n/% ------- %/ <<case "fyynling">> /% ---------------------- %/<<set _newDonsair = { \n\t\t\tID: "fyynling", Name: "Fyynling", Species: "Fyynling", Subspecies: "", Title: "", Category: "Crir", Element: ["Flesh"], Palette: [],\n\t\t\tHead: [], Cheek: "", Neck: "", Torso: [], Chest: "", Belly: "Body", Arms: "", ArmNo: 0, Forelimbs: [], Legs: "", LegNo: 0, Hindlimbs: [], Back: [], \n\t\t\tTail: "", TailNo: 0, Tailtip: "", Internal: [], StatusFX: [], StatusDur: [], WornHead: [], WornMiddle: [], WornBottom: [],\n\t\t\tTrinkets: [], Aspecte: [], Rosuai: [], Rideable: 0, MountSpeed: 0, Meldable: 0, Flying: 0, Comfort: 100, Attack: 0,\t\n\t\t\tWeight: 0, Fatness: "Plump", Voracity: 0, bType: "", Gain: 1, queuedFat: 0, bellyBloat: 0, bellyCap: 40,\t\t\t\n\t\t\tbodyTexture: "fleshy", chestMode: "chest", stuffBelly: 0, airChest: 0, airBelly: 0, airThigh: 0, airTail: 0, liqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\t\t\t\n\t\t\tfatMag: 1, stuffMag: 1, airMag: 1, liqMag: 1, fatCheek: 0, fatNeck: 0, fatArm: 0, fatChest: 0, fatBelly: 0, fatSide: 0, fatBack: 0, fatThigh: 0, fatTail: 0,\n\t\t\tMilk: "", Venom: "", Eggs: "", VEggs: [], Clutching: [], hatchTime: 0, vEggSize: 0, vEggRate: 0, \n\t\t\tmilkQt: 0, venomQt: 0, eggQt: 0, milkRate: 0, venomRate: 0, eggRate: 0, stuffDeflRate: 1, airDeflRate: 1, liqDeflRate: 1, \n\t\t\tInteractLink: [], InteractPassage: [], InteractAction: [], foodLike: ["fat"], foodDislike: [], Like: ["fat"], Dislike: [],\n\t\t\tArt: "fyynling_ph", gNode: "", BG: "", lastSnapshot: 0, lastWeight: 0,\t\t\n\t\t}>> <<set _lcRef = $activeShard.Species.toLowerCase()>>\n\n\t\t\t<<set _newDonsair.Subspecies = $activeShard.Subspecies; _newDonsair.Element = $activeShard.Element>>\n\t\t\t<<set _newDonsair.fatBelly = $activeShard.fatBelly; _newDonsair.fatArm = $activeShard.fatArm; _newDonsair.Head = $activeShard.Head; _newDonsair.Belly = $activeShard.Belly>>\n\t\t\t<<set _newDonsair.Arms = $activeShard.Arms; _newDonsair.ArmNo = $activeShard.ArmNo; _newDonsair.Legs = $activeShard.Legs; _newDonsair.LegNo = $activeShard.LegNo>>\n\n/% ------- %/ <<default>> /% ---------------------- %/<<set _newDonsair = { \n\t\t\tID: "species:name", Name: "generated donsair", Species: "species", Subspecies: "subspecies", Title: "", Category: "Crir", Element: ["Flesh"], Palette: [],\n\t\t\tHead: [], Cheek: "", Neck: "", Torso: [], Chest: "", Belly: "", Arms: "", ArmNo: 2, Forelimbs: [], Legs: "", LegNo: 2, Hindlimbs: [], Back: [], \n\t\t\tTail: "", TailNo: 1, Tailtip: "", Internal: [], StatusFX: [], StatusDur: [], WornHead: [], WornMiddle: [], WornBottom: [],\n\t\t\tTrinkets: [], Aspecte: [], Rosuai: [], Rideable: 0, MountSpeed: 0, Meldable: 0, Flying: 0, Comfort: 0, Attack: 0,\t\n\t\t\tWeight: 0, Fatness: "Sleek", Voracity: 0, bType: "", Gain: 1, queuedFat: 0, bellyBloat: 0, bellyCap: 40,\t\t\t\n\t\t\tbodyTexture: "fleshy", chestMode: "chest", stuffBelly: 0, airChest: 0, airBelly: 0, airThigh: 0, airTail: 0, liqChest: 0, liqBelly: 0, liqThigh: 0, liqTail: 0,\t\t\t\n\t\t\tfatMag: 1, stuffMag: 1, airMag: 1, liqMag: 1, fatCheek: 2, fatNeck: 2, fatArm: 5, fatChest: 2, fatBelly: 12, fatSide: 3, fatBack: 3, fatThigh: 8, fatTail: 5,\n\t\t\tMilk: "species", Venom: "", Eggs: "species", VEggs: [], Clutching: [], hatchTime: 0, vEggSize: 0, vEggRate: 0, \n\t\t\tmilkQt: 0, venomQt: 0, eggQt: 0, milkRate: 0, venomRate: 0, eggRate: 0, stuffDeflRate: 1, airDeflRate: 1, liqDeflRate: 1, \n\t\t\tInteractLink: [], InteractPassage: [], InteractAction: [], foodLike: [], foodDislike: [], Like: [], Dislike: [],\n\t\t\tArt: "nefshard-HF", gNode: "", BG: "", lastSnapshot: 0, lastWeight: 0,\t\t\n\t\t}>> \n<</switch>>\n\t/% Finalization %/\n\n\t<<set _newDonsair.Weight = _newDonsair.fatCheek + _newDonsair.fatNeck + _newDonsair.fatArm + _newDonsair.fatChest + _newDonsair.fatBelly + _newDonsair.fatSide + _newDonsair.fatBack + _newDonsair.fatThigh + _newDonsair.fatTail>>\n\t<<set _newDonsair.lastSnapshot = $scenaTime.Tick; _newDonsair.lastWeight = _newDonsair.Weight>>\n\n\t<<if $storedPalette.current.length gt 0>>\n\t\t<<for _p to 0; _p < $storedPalette.current.length; _p++>><<set _newDonsair.Palette.push($storedPalette.current[_p])>><</for>><</if>>\n\n\n\t/% Todo; analyze + update fatness %/\n\n
<<switch _statusCall>>\n/% ---------- Impregnation Status Effects %/\n\t<<case "impregnate:PH">>\n\n\n<</switch>>
<<set $specsRevecai = {\n all: ["bele-miriet","belmere","candier","croixtophi","databae","devinn","diernos","ein","intere","kaelani","metamorph","mirai","noble","null","occorvi","omniphage","pela","rexaur","ros-efi","saarpoid","spinner","varmir","zamirai"],\n wildEnc: ["belmere","candier","croixtophi","databae","devinn","diernos","ein","intere","kaelani","metamorph","mirai","noble","null","occorvi","pela","rexaur","ros-efi","saarpoid","spinner","varmir","zamirai"],\n wildNoMirai: ["belmere","candier","croixtophi","databae","devinn","diernos","ein","intere","kaelani","metamorph","mirai","noble","null","occorvi","pela","rexaur","ros-efi","saarpoid","spinner","varmir"],\n}>>\n\n\n<<switch _specPick>>\n\t<<case "spawnWild">><<set _specPick = $specsRevecai.wildEnc.random()>>\n\t<<default>>\n<</switch>>
<<set $scenaNode = {\n\n\tSpotter: ["spot","find","note","see","notice"],\n\n\tColor: ["Red","Orange","Brown","Tan","Cream","Golden","Yellow","Lime","Green","Teal","Blue","Indigo","Violet","Magenta","Pink","Black","Gray","Silver","White"], \n\t\t ColorCool: ["Brown","Tan","Cream","Teal","Blue","Indigo","Violet","Magenta","Snow"], \n\t\t ColorWarm: ["Red","Orange","Brown","Golden","Yellow","Lime","Green"], \n\t\t ColorBright: ["Red","Orange","Golden","Yellow","Lime","Green","Teal","Blue","Indigo","Violet","Magenta","Rainbow"], \n\t\t ColorMirEye: ["Red","Golden","Green","Teal","Blue","Indigo","Violet","Magenta","White"], \n\t\t ColorEarthy: ["Brown","Tan","Cream","Golden"], \n\t\t ColorPudding: ["Orange","Brown","Tan","Yellow","Cream","Golden","White","Soft White","Green"], \n\t\t ColorCreamy: ["Tan","Cream","White","Soft White"], \n\t\t ColorMono: ["Black","Slate","Gray","Silver","White"], \n\t\t ColorHair: ["Red","Auburn","Brown","Strawberry","Sandy","Blonde","Golden","Silver","Platinum","Snow","White","Blue-Black","Black"], \n\t\t ColorHairFull: ["Red","Auburn","Brown","Strawberry","Sandy","Blonde","Golden","Silver","Platinum","Snow","White","Blue-Black","Black","Lime","Green","Teal","Blue","Indigo","Violet","Magenta","Pink"], \n\n\n\tFlavor: [], \n\t\tFlavorSweet: [], \n\t\tFlavorCreamy: [], \n\t\tFlavorSavory: [],\n\n\tPattern: [],\n\n\tFat: ["rather plump","delightfully corpulent","generously buttery","fat-bloated","virtually-spherical","astonishingly wide","utterly blimplike","gelatinous","overinflated","air-bloated","jelly-bloated"],\n\t\tBShape: ["Belly","Chest","Thigh","Body","Body","Body","Tail","Round","Guguetelle","Pear","Hourglass","Bottom-Heavy"],\n\n\tRevix: ["Revec*ai","Mirai","Blimpwyrm","Esque","Arka","Karakk","Keldai","Tirix*ai","Lucoir","Alchemai","Metamorph","Vecmirai"],\n\t\tRevixGrammar: ["a","a","a","an","an","a","a","a","a","an","a","a"],\n\tRevixArt: ["Revec*ai","Mirai","Blimpwyrm","Esque","Arka","Karakk","Keldai","Tirix*ai","Lucoir","Alchemai","Metamorph","Mythosi","Vecmirai"],\n\t\tRevixArtGrammar: ["a","a","a","an","an","a","a","a","a","an","a","a","a"],\n}>>\n\t\n\t<<set $scenaNode.Pattern = $scenaGPool.PatSelectorFull>>\n\n/% Opinions of food qualities-- standard OR "bad"-- are not universal!\n\tDonsair who dislike "unfamiliar" ONLY accept things with tags they *like*? If it can be coded in a way that doesn't suck to deal with %/\n<<set $scenaTags = {\n\tFood: ["liquid","raw","prepared","baked","roasted","grilled","fried","charred","smoked","cured","fermented","broth","soup","milk","blood","honeybutter","egg","meat","organ","fish","fat","insect","fruit","vegetal","nut","grain","bread","pastry","sweet","savory","sour","spicy","salty","pungent","astringent","bitter","toasty","crunchy","squishy","crisp","tender","minty","buttery","creamy","smoky","oily","rich","mild","flavorful","gourmet","cold","hot","living"],\n\tFoodBad: ["bland","damp","dry","chalky","tough","lean","leathery","cottony","fibrous","musty","watery","slimy","sickly-sweet","soapy","chemical","hairy","burnt","tainted","spiny","decayed","noxious"],\n\tQuality: ["elegant","ornate","round","fat","unfat","flabby","cute","eldritch","eerie","painted","carved","polished","shiny","gilded","silver","rainbow","sylvan","clockwork","mecha","colorful","whimsical","monochrome","balloon","plushie","slime","viviere","adiposa","ovian","torn","burst","worn","dented","melted","fattening","bloating","unfamiliar","hexed","cursed","enchanted"],\n\tPart: ["snoot","beak","feather","chest","belly","thigh","tail","scale","fur","bone","claw","fang","tentacle","maw","wing","eye","leaf"],\n\tCreature: ["aardvark","allosaur","astar","badger","baryonyx","bat","bear","beardie","beetle","bele-ours","betta","bird","blimpwyrm","boa","bull","butterbat","caecilian","cat","centipede","cheetah","cobra","crocodile","crow","crusson","deer","dino","dog","dragon","draic-somnix","dreusarch","dromaeosaur","eagle","eel","elk","esque","fairyhawk","fatling","fiernet","firefly","fish","fox","frog","fyynling","gecko","gila monster","gulper eel","hawk","honeygorger","horse","hummingbird","iguana","inkling","isopod","kaery","kingsnake","leopard","lion","lizard","mantid","mole","monitor lizard","monster","mutant","mythosi","nebat","nudibranch","orbling","orca","oviraptor","owl","phoenix","pterosaur","python","quaggy","quetzalcoatlus","radragon","rat snake","rattlesnake","raven","revec*ai","rex","salamander","salmon","seal","selka","scorpion","shellshard","slug","snake","spider","stag","swan","synapsid","terreuri","therizine","tiger","tirix*ai","tolani","trilobite","unicorn","velvet worm","viper","vulture","weasel","whale","wolf","wolverine"],\n\tPlant: ["acorn","apple","bellypepper","bleeding-heart","cherry","daylily","flower","greedgrain","iris","lemon","lily","maple","moonflower","nut","oak","orange","peach","plum","plumpkin","rose","sugarseed","swellgrain","tree","zepellon"],\n\tMaterial: ["clay","crystal","damask","fluffy","fossil","fuzzy","glass","diamondglass","glitter","hide","holo","latex","metal","miracrystal","mirasteel","patchwork","plastic","pura crystal","rubber","mirubber","silk","skin","smooth","soft","somnix skin","stone","velvet","vital wood","vitallium","weave","wood"],\n\tStyle: ["eldritch","wildling","rustic","alchemical","elven","victorian","art deco","art nouveau","damask","gothic","western","diesel","industrial","corporate","military","science","raider","halloween","miratech","dreampunk"],\n\tCulture: ["revix","esquan","tirix","thal*ani","gorkhoni","somnix"],\n\tIchor: ["pura","mirazic","mirazin","vital","vitae","inky","silessic","fattenic","distensic","abyssine","cardiauric","harmonic"],\n\tObject: ["boat","bottle","bowl","clock","creature skull","crystal","cup","diamond","gear","heart","jar","knife","moon","plate","somnix skull","spaceship","star","sun","train","vial"],\n\tSpecial: ["anomalous","glitch"],\n}>>\n\n\n
Stamina: \n''<<if $scenaStats.cHP gte ($scenaStats.maxCHP * 0.7)>><green><<print $scenaStats.cHP>></green>\n<<elseif $scenaStats.cHP gte ($scenaStats.maxCHP * 0.4)>><gold><<print $scenaStats.cHP>></gold>\n<<elseif $scenaStats.cHP lte ($scenaStats.maxCHP * 0.4)>><red><<print $scenaStats.cHP>></red><</if>>/ <<print $scenaStats.maxCHP >>''
/% ------------------------ Update Calls %/\n<<if ndef $scenaMod>><<set $scenaMod = {Archetype: 0,}>>\n<<else>><<if $scenaMod.Archetype eq 1>><<display ClassInit>><</if>><</if>>\n/% ------------------------ %/\n''<span style="color: #FF33DD">DREAM♦SHARD</span> ♦ <<print $scenaFlavor.Name>>'s Profile (Menu)''<hr>\n/% =============== %/<div class="col-4"></div><div class="col-7">\n<div class="row"><span>''<<print $scenaFlavor.Name>> '' <mini>the</mini> '' \n<<if $scenaFlavor.Title neq "">><<print $scenaFlavor.Title>> - <</if>>\n<<include BodyScale>>\n<<if $scenaStats.Subtype neq "">><<print $scenaStats.Subtype>> <</if>><<print $scenaShard.Species>>''</span>\n<span> ([[Rename Shard/Manage Art|PCMenu][$scena.Menu = "rename"]] | [[Adoptable Forms Setup|GNodeMenu]])</span></div>\n\n<div class="row centerRow" style="margin-left: 30%; width: 100%;">\n<<print '<img src="../Mira.net/img/art/' + $scenaFlavor.Art + '.png" width=60% float=left style="margin: 0.5rem;">'>></div>\n\n<div class="row centerRow" style="margin-left: 30%; width: 100%;">\n''Active Facade'' <<listbox "$scenaFlavor.Facade" autoselect>><<optionsfrom $scenaCollections.Facades>><</listbox>></div>\n\n</div><div class="col-1"></div>\n\n<div class="row" style="padding-bottom: 0.3rem; border-bottom: 1px solid #FFF;"></div>\n/% ------------------------ %/\n<<display MenuTAD>>\n\n<div class="row" style="padding-bottom: 0.3rem; border-bottom: 1px solid #FFF;"></div>\n/% ------------------------ %/\n<<display MenuAbilities>>\n\n<div class="row" style="padding-bottom: 0.3rem; border-bottom: 1px solid #FFF;"></div>\n\n/% ------------- Popup Menu %/<<if $scena.Menu neq 0>>\n<popScreen><popMenu><div class="col-1"></div><div class="col"><div class="row centerRow">\n<<switch $scena.Menu>>/% ------------- %/\n\t<<case "rename">><<include Rename>>\n\t<<case "archetype">><<set $scenaMod.Archetype = 1>><<include ArcheSelection>>\n<</switch>></div><div class="row centerRow ruleRow"></div><div class="row centerRow">\n<div class="btn eBut">[[Continue|passage()][$scena.Menu = 0]]</div>\n</div></div><div class="col-1"></div></popMenu></popScreen><</if>>\n\n/% ------------- Menu %/\n<div class="row centerRow" style="margin-top: 1rem;">\n<button data-passage="Explore" data-setter="$scena.Action = ''; $scena.Menu = 0">Return to Scenario</button>\n</div>\n\n/%<<display Footer>> ---------- Passage Menu Output %/
\t<<for _armScale to $stringScale.Arm.length-1; _armScale > -1; _armScale-->>\n\t\t<<if $scenaFat.Arm gt $intScale[_armScale]>>\n\t\t\t<<set _armPrint = $scenaDNA.Fore[_fore].No + " " + $stringScale.Arm[_armScale] + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Arm.toFixed(1) + ")">><<break>>\n\t\t<<elseif $scenaFat.Arm lt $intScale[1]>>\n\t\t\t<<set _armPrint = $scenaDNA.Fore[_fore].No + " " + $stringScale.Arm[0] + " " + $scenaDNA.Fore[_fore].Display + " (" + $scenaFat.Arm.toFixed(1) + ")">><<break>><</if>>\n\t<</for>>\n
/% =============================== %/\n/% Database for transitional events %/<<set $scena.EvCat = "trans">>\n/% Be careful! Without setting $scena.Event, _output will not print! Make sure it's set up! %/\n\n<<switch _newPortal>>\n\n/% ----- Region %/\n\n/% ----- Mound Entrances %/\n/% ----- %/<<case "facade" "façade">>\n\t\t<<set $scenaStages.Visited.pushUnique("façade"); $scena.Event = "portal:façade"; $scena.EvDesc = "An Elegant Mound!">>\n\t\t\t<<set _output = "You " + _langOutput + " an entrance into a sprawling garden leading up to a great Cherboreti mound! //Could it be...?//">>\n\n/% ----- %/<<case "frasTavern">>\n\t\t<<set $scena.Event = "portal:frasiersTavern"; $scena.EvDesc = "A Tavern in the Groves!">>\n\t\t\t<<set _output = "You come across a tavern in the broad fields and groves. The roof is moss-covered, and speckled with bright golden and cream flowers.<br> A delightful smell of something cooking wafts through the air through one of the open windows. The door is ajar, inviting you inside..!">>\n\n/% ----- Dungeon Entrances %/\n/% ----- %/<<case "gingermound">>\n\t<<set $scena.Event = "portal:gingerbread"; $scena.EvDesc = "A Gingerbread Mound!">>\n\t\t<<set _callSubzone = "dungeon:gingerbread">><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n\n/% ----- %/<<case "labmound:debug">>\n\t<<set $scena.Event = "portal:labmound:debug"; $scena.EvDesc = "A Curious Doorway!">>\n\t\t<<set _callSubzone = "dungeon:lab:debug">><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "labmound:chem">>\n\t<<set $scena.Event = "portal:labmound:chem"; $scena.EvDesc = "A Curious Doorway!">>\n\t\t<<set _callSubzone = "dungeon:lab:chem">><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n\n/% ----- Subzone Stairs %/\n/% ----- %/<<case "floorDown">>\n\t\t<<set $scena.Event = "portal:floorDown"; $scena.EvCat = "trans"; $scena.EvDesc = "A Path Downstairs">>\n\t\t\t<<set _output = "You " + _langOutput + $scenaBiome.ActiveSub.portalDown>>\n/% ----- %/<<case "floorUp">>\n\t\t<<set $scena.Event = "portal:floorUp"; $scena.EvCat = "trans"; $scena.EvDesc = "A Path Upstairs">>\n\t\t\t<<set _output = "You " + _langOutput + $scenaBiome.ActiveSub.portalUp>>\n\n/% ----- Subzones %/\n/% ----- %/<<case "façade:gardens">><<set $scenaStages.Visited.pushUnique("façade:gardens"); $scena.Event = _newPortal; $scena.EvDesc = "An Ornate Door!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:laboratory">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Elegant Staircase!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:reactor">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Ominous Door...">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:nest">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Ominous Door...">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:kitchen">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Ornate Door!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:library">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Ornate Door!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:gallery">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Elegant Staircase!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n/% ----- %/<<case "façade:menagerie">><<set $scena.Event = _newPortal; $scena.EvDesc = "An Elegant Staircase!">>\n\t\t\t<<set _callSubzone = _newPortal>><<include DB:Subzones>><<set _output = "You " + _langOutput + $scenaBiome.NewSub.zoneIntro>>\n\n/% ----- Generic %/\n\n/% ----- Aetherholes %/\n/% ----- %/<<case "aetherhole:local">>\n\t<<include LocalBiomes>><<set $aetherTarget = _biomeTarget>>\n\t<<set $scena.Event = "portal:Aetherhole"; $scena.EvCat = "trans"; $scena.EvDesc = "A Hole in the Sky!">>\n\t<<set _output = "You " + _langOutput + " a shimmering, glowing hole floating in midair-- rivulets of violently-magenta goo gently trickle from the sides and bottom edges.<br>Drawing closer, you catch a glimpse of another world on the other side...">>\n\n\n/% ----- %/<<case "aetherhole:random">>\n\t\t<<include StagesInit>>\n\t\t<<set _aetherPool = []>>\t\t\n\t\t\t\t<<for _i to 0; _i < $scenaStages.All.length; _i++>><<set _aetherPool.push($scenaStages.All[_i])>><</for>>\t\n\t\t\t\t<<for _i to 0; _i < $scenaStages.allBiomes.length; _i++>><<set _aetherPool.push($scenaStages.allBiomes[_i])>><</for>>\t\n\n\t<<set $aetherTarget = _aetherPool.random()>>\n\t<<set $scena.Event = "portal:aetherhole"; $scena.EvCat = "trans"; $scena.EvDesc = "A Hole in the Sky!">>\n\t<<set _output = "You " + _langOutput + " a shimmering, glowing hole floating in midair-- rivulets of violently-magenta goo gently trickle from the sides and bottom edges.<br>Drawing closer, you catch a glimpse of another world on the other side...">>\n\n/% =============================== System %/\n\t\t/% These ones doesn't come with premade display text; write that custom in the spawnpool! %/\n/% ----- <<case "exit">> ...is this necessary? "Exiting" would only occur in subzones, right...? \n\t\t<<set $scena.Event = "portal:exit"; $scena.EvCat = "trans">> %/\n/% ----- %/<<case "subzoneExit">>\n\t\t<<set $scena.Event = "portal:subzoneExit"; $scena.EvCat = "trans">>\n\t\t\t<<set _output = "You " + _langOutput + $scenaBiome.ActiveSub.zoneExit>>\n/% ----- %/<<case "customExit">>\n\t\t<<set $scena.Event = "portal:customExit"; $scena.EvCat = "trans">> \n\n/% =============================== Boundaries %/\n\n/% ----- %/<<case "biomeBoundary">>\n\t\t<<set $scena.Event = "portal:boundary"; $scena.EvDesc = "Somewhere New!">>\n\t\t<<set _output = "You " + _langOutput + " the border of a new region-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "tunnelEntry">>\n\t\t<<set $scena.Event = "portal:tunnel"; $scena.EvDesc = "A Doorway Into The Earth...">>\n\t\t<<set _output = "You " + _langOutput + " an entrance into a cavern passage-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "tunnelBoundary">>\n\t\t<<set $scena.Event = "portal:tunnel:boundary"; $scena.EvDesc = "A Doorway Into The Earth...">>\n\t\t<<set _output = "You " + _langOutput + " a passage leading deeper into the earth-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "tunnelExit">>\n\t\t<<set $scena.Event = "portal:tunnel:exit"; $scena.EvDesc = "To The Surface!">>\n\t\t<<set _output = "Cool air soothes your face as you glimpse the world outside-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "aquaticEntry">>\n\t\t<<set $scena.Event = "portal:aquatic"; $scena.EvDesc = "An Invitation...">>\n\t\t<<set _output = "You pause to consider the scene unfolding before you-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "aquaticBoundary">>\n\t\t<<set $scena.Event = "portal:aquatic:boundary"; $scena.EvDesc = "Moving With The Currents">>\n\t\t<<set _output = "You " + _langOutput + " a passage leading into a new place-- " + $scenaBiome.New.borderIntro>>\n\n/% ----- %/<<case "aquaticExit">>\n\t\t<<set $scena.Event = "portal:aquatic:exit"; $scena.EvDesc = "To The Surface!">>\n\t\t<<set _output = "You poke your head up above the waters-- " + $scenaBiome.New.borderIntro>>\n\n/% =============================== INDEV/PH %/\n\n/% ----- %/\t<<case "devVillage">>\n\t\t<<set $scena.Event = "portal:village:test"; $scena.EvDesc = "A Village!">>\n\t\t<<set _callSubzone = "dungeon:village:test">><<include DB:Subzones>>\n\t\t<<set _output = "You " + _langOutput + " an idyllic village nearby...">>\n\n/% =============================== %/\n<</switch>>
<<if ndef $scenaLoc>>\n<<set $scenaLoc = {\n\tInit: 1, Display: "", Outdoors: 0,\n\tFloor: 0, topFloor: 0, bottomFloor: 0, exitFloor: 0,\n\tLoadFloor: 0,\t\n}>><</if>>\n\n\n<<if ndef $scenaStages>>\n\t/% Don't forget to update the StageConverter passage to add new Stages with spaces/odd formatting to the list! %/\n<<set $scenaStages = {\n\tBG: "intro",\n\tStart: ["Heitepresse","The Cascade","Cherboret","Dreamhaven","Nighthaven","Thal*an","The Asotir"],\n\tAll: ["Aenesvi","Aetherspace","Aetherstorm","Apothecary","Bed of Roses","The Asotir","The Cascade","Chateaux","Cherboret","Darkmirror","Deeptide","Dreamhaven","Gorkhon*s Mirror","Hartgrove","Heitepresse","Merrevet","Mirastar","Nighthaven","Orchestra","Rose City","Spiral","The Steamcore","Stellavista","Sugarstomp","Thal*an","The Tempest Star"],\n\tSub: ["Low Aetherspace","Deep Cascade","The Rekkage"],\n\n\tallBiomes: [],\n\t\tStellar: [], Orbital: [], Aerial: [],\n\t\tHiAlt: ["hiAlt:mountain:mirazine"],\n\t\tTerrestrial: ["terrestrial:crystalforest"],\n\t\tAgricultural: ["terrestrial:groves:mirazine","terrestrial:pasture:mirazine"],\n\t\tEldritch: ["subterranean:writhingDark","subterranean:softUnderbelly"],\n\t\tMirazine: ["terrestrial:pasture:mirazine","terrestrial:groves:mirazine","terrestrial:riverside:mirazine","hiAlt:mountain:mirazine","subterranean:underglade"],\n\t\tVital: [],\n\t\tWastes: ["terrestrial:endlessWastes","terrestrial:woodland:nuclear"],\n\t\tSubterranean: ["subterranean:flooded","subterranean:underglade","subterranean:crystalCaverns","subterranean:undermarsh","subterranean:writhingDark","subterranean:softUnderbelly"],\n\t\tAquatic: ["DevTunnel"],\n\t\tSubAquatic: ["DevTunnel"],\n\t\tCore: ["core:moltenHeart","core:visceral","core:toxic","core:mutant","core:vital"],\n\n\t\tVisited: [],\n}>>\n\n\t<<for _i to 0; _i < $scenaStages.Stellar.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Stellar[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Aerial.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Aerial[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.HiAlt.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.HiAlt[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Terrestrial.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Terrestrial[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Agricultural.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Agricultural[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Eldritch.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Eldritch[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Mirazine.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Mirazine[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Vital.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Vital[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Wastes.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Wastes[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Subterranean.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Subterranean[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Aquatic.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Aquatic[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.SubAquatic.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.SubAquatic[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaStages.Core.length; _i++>><<set $scenaStages.allBiomes.pushUnique($scenaStages.Core[_i])>><</for>>\n\n<</if>>\n\n<<if ndef $scenaBiome>>\n\t<<set $scenaBiome = {\n\t\tInit: 0, Active: "", Last: "", New: "",\n\t\t\tSubInit: 0, ActiveSub: "", LastSub: "", NewSub: "",\n\t\t}>>\n<</if>>
\n<<switch _callMat>>\n/% safeConsume - genes needed for a PC to safely consume this material.\nunsafeFX - effects activated if a PC consumes the material without the negating genes.\nMin-Max arrays - simulating effect/potency/chance range vectors for status effects.\n\tEach member in the array corresponds to the same array index for the FX array. gd i hope that makes sense %/\n\n\t<<case "microbic water">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Microbic", Display: "Water", \n\t\tType: "Liquid", Cat: "Polluted",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:microbeGutload"], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Clear", Flavor: "Flavorless", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Clear, sparkling water.", \n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:waterDiseases"], \n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "microbic saltwater">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Microbic", Display: "Salt Water", \n\t\tType: "Liquid", Cat: "Polluted",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:microbeGutload"], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Clear", Flavor: "Salty", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Clear, sparkling salt water.", \n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:saltwaterDiseases","PH:saltwaterSick"], \n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "dirty water">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Dirty", Display: "Dirty Water", \n\t\tType: "Liquid", Cat: "Natural", \n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Gray-Brown", Flavor: "Muddy", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Muddy, murky water.", \n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:foodPoisoning","PH:waterDiseases"], \n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0, 0], uFXPotMax: [0, 0], \n\t\tuFXDurMin: [0, 0], uFXDurMax: [0, 0], \n\t\t}>>\n\n\t<<case "irradiated water">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Rad", Display: "Water", \n\t\tType: "Liquid", Cat: "Polluted",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Clear", Flavor: "Flavorless", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Clear, sparkling water.",\n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:rads","PH:waterDiseases"], \n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0, 0], uFXPotMax: [0, 0], \n\t\tuFXDurMin: [0, 0], uFXDurMax: [0, 0], \n\t\t}>>\n\n\t<<case "nuclear jelly">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Nuclear Jelly", Display: "Nuclear Jelly", \n\t\tType: "Liquid", Cat: "Tirixi",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Neon Green", Flavor: "Metallic", \n\t\tScent: "Metallic", Appearance: "Goo",\n\t\tDesc: "Cartoon-style glowing green radioactive goo. They can't show what it'll do to you in the cartoons, though.",\n\t\tsafeConsume: ["lucpai","immune:radiation"],\n\t\tunsafeFX: ["PH:rads","PH:lethalRadPoisoning"], \n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0, 0], uFXPotMax: [0, 0], \n\t\tuFXDurMin: [0, 0], uFXDurMax: [0, 0], \n\t\t}>>\n\n\t<<case "vin hypotesi">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "VinHypotesi", Display: "Vin Hypotesi", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100],\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Blue", Flavor: "Sweet", \n\t\tScent: "Rubbery", Appearance: "Liquid",\n\t\tDesc: "Glittery vin hypotesi, for filling specimen tanks and specimens alike.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [], \n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "vin mir">><<set _newMaterial = { \n\t\tID: "VinMir", Display: "Vin Mir", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.3, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Pink", Flavor: "Sweet", \n\t\tScent: "Sweet", Appearance: "Liquid",\n\t\tDesc: "Vin mir, once known as somnus-- miratoxin diluted by water.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [], \n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "miratoxin">><<set _newMaterial = { \n\t\tID: "Miratoxin", Display: "Miratoxin", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.6, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicWG","PH:mutateBalloon"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0,0], FXPotMax: [0,0], \n\t\tFXDurMin: [0,0], FXDurMax: [0,0], \n\t\tColor: "Pink", Flavor: "Sweet", \n\t\tScent: "Syrupy", Appearance: "Goo",\n\t\tDesc: "Venom of a Revec*ai.",\n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:mutateMirlat","PH:mutateRealize"],\n\t\tunsafeFX: ["PH:mutateRealize","PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t\t<<set _newMaterial.Color = $scenaNode.Color.random()>>\n\n\t<<case "croitoxin">><<set _newMaterial = { \n\t\tID: "Croitoxin", Display: "Croitoxin", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.8, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicWG","PH:mutateBalloon"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0,0], FXPotMax: [0,0], \n\t\tFXDurMin: [0,0], FXDurMax: [0,0], \n\t\tColor: "Pink", Flavor: "Rose", \n\t\tScent: "Floral, Chemical", Appearance: "Goo",\n\t\tDesc: "The monstrously potent miratoxin of Nefirian.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: ["PH:mutateRealize","PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "ink">><<set _newMaterial = { \n\t\tID: "Ink", Display: "Ink", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.6, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicWG","PH:mutateBalloon","PH:mutateGothic"], \n\t\tFXChance: [100, 100, 100], \n\t\tFXPotMin: [0,0,0], FXPotMax: [0,0,0], \n\t\tFXDurMin: [0,0,0], FXDurMax: [0,0,0], \n\t\tColor: "Black", Flavor: "Woodsmoke", \n\t\tScent: "Sweet Woodsmoke", Appearance: "Goo",\n\t\tDesc: "The miratoxin of Kadiel*ir.",\n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:mutateRealize"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "vin noit">><<set _newMaterial = { \n\t\tID: "VinNoit", Display: "Vin Mir", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.3, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], FXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Black", Flavor: "Sweet", \n\t\tScent: "Sweet", Appearance: "Water",\n\t\tDesc: "Vin noit-- ink diluted by water.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [], \n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "ambrosia">><<set _newMaterial = { \n\t\tID: "Ambrosia", Display: "Ambrosia", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicWG","PH:mutateBalloon"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0,0], FXPotMax: [0,0], \n\t\tFXDurMin: [0,0], FXDurMax: [0,0], \n\t\tColor: "Violet", Flavor: "Your Favorite Food", \n\t\tScent: "Your Favorite Food", Appearance: "Goo",\n\t\tDesc: "The fattenium-laced miratoxin of Andreu.",\n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:mutateRealize","PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "vin ambrum">><<set _newMaterial = { \n\t\tID: "VinAmbrum", Display: "Vin Ambrum", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Violet", Flavor: "Sweetened Butter", \n\t\tScent: "Buttery", Appearance: "Water",\n\t\tDesc: "Ambrosia diluted with water.",\n\t\tsafeConsume: ["immune:fattenium"],\n\t\tunsafeFX: ["PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "vin fattenium">><<set _newMaterial = { \n\t\tID: "VinFattenium", Display: "Vin Fattenium", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Golden", Flavor: "Sweetened Butter", \n\t\tScent: "Buttery", Appearance: "Water",\n\t\tDesc: "Liquid fattenium diluted by water... still intensely fattening",\n\t\tsafeConsume: ["immune:fattenium"],\n\t\tunsafeFX: ["PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "fattenium">><<set _newMaterial = { \n\t\tID: "Fattenium", Display: "Fattenium", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["fatten:fullbody"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Golden", Flavor: "Sweetened Butter", \n\t\tScent: "Thick and Buttery", Appearance: "Oil",\n\t\tDesc: "Liquid fattenium, potent enough to fatten careless Revec*ai to bursting.",\n\t\tsafeConsume: ["immune:fattenium"],\n\t\tunsafeFX: ["PH:fatteniumCascade"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0], \n\t\t}>>\n\n\t<<case "vin distensium">><<set _newMaterial = { \n\t\tID: "VinDistensium", Display: "Vin Distensium", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:inflate:fullbody"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Silver", Flavor: "Rubber", \n\t\tScent: "Rubbery", Appearance: "Water",\n\t\tDesc: "Water-diluted distensium, an inflatory agent.",\n\t\tsafeConsume: ["immune:distensium"],\n\t\tunsafeFX: ["PH:mutateBalloon"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "distensium">><<set _newMaterial = { \n\t\tID: "Distensium", Display: "Distensium", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:inflate:fullbody"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Silver", Flavor: "Rubber", \n\t\tScent: "Thick and Rubbery", Appearance: "Oil",\n\t\tDesc: "A curious mirazic liquid that rapidly inflates living organisms.",\n\t\tsafeConsume: ["immune:distensium"],\n\t\tunsafeFX: ["PH:mutateBalloon"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "expansium">><<set _newMaterial = { \n\t\tID: "Expansium", Display: "Expansium", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:inflate:fullbody"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Indigo", Flavor: "Flavorless", \n\t\tScent: "Scentless", Appearance: "Liquid",\n\t\tDesc: "A curious mirazic liquid that expands to fill any container.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: ["PH:perpetualBloat"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "mirazine water">><<set _newMaterial = { \n\t\tID: "Water:Mirazine", Display: "Mirazine Water", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.6, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["expose:mirads"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Magenta", Flavor: "Sweet", \n\t\tScent: "Sweet", Appearance: "Water",\n\t\tDesc: "Water laced with trace amounts of miraplasm.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [], uFXChance: [],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\n\t<<case "miraplasm">><<set _newMaterial = { \n\t\tID: "Miraplasm", Display: "Miraplasm", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.6, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicCascade"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Magenta", Flavor: "Chaos", \n\t\tScent: "Syrupy", Appearance: "Goo",\n\t\tDesc: "Pure mirazic vitriol. Exceptionally dangerous.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [],\n\t\tuFXChance: [0],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "vital water">><<set _newMaterial = { \n\t\tID: "Water:Vital", Display: "Vital Water", \n\t\tType: "Liquid", Cat: "Vital", \n\t\tCal: 1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:vitalRegeneration"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Teal", Flavor: "Mint Tea", \n\t\tScent: "Tea", Appearance: "Water",\n\t\tDesc: "Liquid vitae blended with water, rendering it safe for consumption. A powerful curative.",\n\t\tsafeConsume: [],\n\t\tunsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "vitae">><<set _newMaterial = { \n\t\tID: "Vitae", Display: "Vitae", \n\t\tType: "Liquid", Cat: "Vital", \n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Teal", Flavor: "Mint Tea", \n\t\tScent: "Astringent", Appearance: "Liquid",\n\t\tDesc: "Pure liquid vitae. A bad idea to drink, or touch. Or approach.",\n\t\tsafeConsume: ["immune:vitae"],\n\t\tunsafeFX: ["PH:vitalDissolution"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "slimeJelly">><<set _newMaterial = { \n\t\tID: "Slime:Jelly", Display: "Slime", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.5, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Neon Pink", Flavor: "Cherry", \n\t\tScent: "Odorless", Appearance: "Goo",\n\t\tDesc: "Living mirazic slime. Delicious, and extremely filling.",\n\t\tsafeConsume: ["immune:slime"],\n\t\tunsafeFX: ["PH:mutateSlime"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t\t<<set _newMaterial.Color = $scenaNode.Color.random()>>\n\t\t<<set _callScript = "flavorByColor"; _inputColor = _newMaterial.Color>><<include CommonScript>>\n\t\t<<set _newMaterial.Flavor = _outputFlavor>>\n\n\t<<case "slimePudding">><<set _newMaterial = { \n\t\tID: "Slime:Pudding", Display: "Living Pudding", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.7, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:bellyPudding"], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Brown", Flavor: "Sweet Cream", \n\t\tScent: "Chocolate", Appearance: "Goo",\n\t\tDesc: "Living mirazic pudding. Delicious, and extremely filling.",\n\t\tsafeConsume: ["immune:slime"],\n\t\tunsafeFX: ["PH:mutatePudding"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t\t<<set _newMaterial.Color = $scenaNode.ColorPudding.random()>>\n\t\t<<set _callScript = "flavorByColor"; _inputColor = _newMaterial.Color>><<include CommonScript>>\n\t\t<<set _newMaterial.Flavor = _outputFlavor>>\n\t\t<<set _newMaterial.Scent = _newMaterial.Flavor>>\n\n\t<<case "slimeCreme">><<set _newMaterial = { \n\t\tID: "Slime:Creme", Display: "Creme", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.7, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:chestCreme","PH:milkFatten"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Cream", \n\t\tScent: "Sweet and Milky", Appearance: "Cream",\n\t\tDesc: "Living mirazic creme. Delicious, and extremely filling.",\n\t\tsafeConsume: ["immune:slime"],\n\t\tunsafeFX: ["PH:mutatePudding"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t\t<<set _newMaterial.Color = $scenaNode.ColorCreamy.random()>>\n\t\t<<set _callScript = "flavorByColor"; _inputColor = _newMaterial.Color>><<include CommonScript>>\n\t\t<<set _newMaterial.Flavor = _outputFlavor>>\n\t\t<<set _newMaterial.Scent = _newMaterial.Flavor>>\n\n\t<<case "slimeDough">><<set _newMaterial = { \n\t\tID: "Slime:Dough", Display: "Dough", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 0.7, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:inflate:belly","PH:fatAerate","PH:milkAerate"], \n\t\tFXChance: [100, 100, 100], \n\t\tFXPotMin: [0,0,0], FXPotMax: [0,0,0], \n\t\tFXDurMin: [0,0,0], FXDurMax: [0,0,0], \n\t\tColor: "Tan", Flavor: "Cream", \n\t\tScent: "Sweet and Powdery", Appearance: "Cream",\n\t\tDesc: "Living mirazic dough. Delicious, and extremely filling.",\n\t\tsafeConsume: ["immune:slime"],\n\t\tunsafeFX: ["PH:mutateDough"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t\t<<set _newMaterial.Color = $scenaNode.ColorPudding.random()>>\n\t\t<<set _callScript = "flavorByColor"; _inputColor = _newMaterial.Color>><<include CommonScript>>\n\t\t<<set _newMaterial.Flavor = _outputFlavor>>\n\t\t<<set _newMaterial.Scent = _newMaterial.Flavor>>\n\n\t<<case "honeybutter">><<set _newMaterial = { \n\t\tID: "Honeybutter", Display: "Honeybutter", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 1.8, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent Golden", Flavor: "Salted Honey", \n\t\tScent: "Rich and Sweet", Appearance: "Syrup",\n\t\tDesc: "Delicious and fattening gorger honey.",\n\t\tsafeConsume: ["immune:honeypot"],\n\t\tunsafeFX: ["PH:mutateHoneypot"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "gorger jelly" "royal jelly">><<set _newMaterial = { \n\t\tID: "GorgerJelly", Display: "Royal Gorger Jelly", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 2.5, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Translucent White", Flavor: "Sweet", \n\t\tScent: "Rich and Sweet", Appearance: "Jelly",\n\t\tDesc: "A special product of honeygorgers, used to produce queens. Perfectly safe to eat, probably.",\n\t\tsafeConsume: ["immune:honeygorge"],\n\t\tunsafeFX: ["PH:mutateHoneygorge"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "revec*ai milk">><<set _newMaterial = { \n\t\tID: "Milk:Revec*ai", Display: "Revec*ai Milk", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 2.8, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Sparkling Blue-White", Flavor: "Cream", \n\t\tScent: "Sweet and Milky", Appearance: "Cream",\n\t\tDesc: "Extra-creamy and deliciously fattening Revec*ai milk.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "viviere milk">><<set _newMaterial = { \n\t\tID: "Milk:Viviere", Display: "Viviere Milk", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 2.2, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:lactationBoost","PH:milkFatten"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0,0], FXPotMax: [0,0], \n\t\tFXDurMin: [0,0], FXDurMax: [0,0], \n\t\tColor: "Sparkling White", Flavor: "Cream", \n\t\tScent: "Sweet and Milky", Appearance: "Cream",\n\t\tDesc: "A curious, mirazin-infused milk with unique mutagenic effects.",\n\t\tsafeConsume: ["immune:viviere"],\n\t\tunsafeFX: ["PH:mutateViviere"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "esque milk">><<set _newMaterial = { \n\t\tID: "Milk:Esque", Display: "Esquemilk", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Sparkling Blue-White", Flavor: "Cream", \n\t\tScent: "Sweet and Salty", Appearance: "Slurry",\n\t\tDesc: "Fresh esquemilk, packed with calories for growing succulently corpulent vecs.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "fattening slurry">><<set _newMaterial = { \n\t\tID: "Slurry:Fattening", Display: "Fattening Slurry", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Sweet Cream", \n\t\tScent: "Sweet and Fatty", Appearance: "Slurry",\n\t\tDesc: "A formulation designed for rapid fattening of livestock and vix alike.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "bolstering slurry">><<set _newMaterial = { \n\t\tID: "Slurry:Bolstering", Display: "Bolstering Slurry", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Sweet Cream", \n\t\tScent: "Sweet and Fatty", Appearance: "Slurry",\n\t\tDesc: "A potent formulation designed for increasing constitution as well as weight.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "bulking slurry">><<set _newMaterial = { \n\t\tID: "Slurry:Bulking", Display: "Bulking Slurry", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Sweet Cream", \n\t\tScent: "Sweet and Fatty", Appearance: "Slurry",\n\t\tDesc: "A high-protein formulation designed for increasing muscle mass as well as weight.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "viviere slurry">><<set _newMaterial = { \n\t\tID: "Slurry:Viviere", Display: "Viviere Slurry", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Sweet Cream", \n\t\tScent: "Sweet and Fatty", Appearance: "Slurry",\n\t\tDesc: "A fattening slurry made with viviere milk.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "gluttonous slurry">><<set _newMaterial = { \n\t\tID: "Slurry:Gluttonous", Display: "Gluttonous Slurry", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 5.0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Soft White", Flavor: "Sweet Cream", \n\t\tScent: "Sweet and Fatty", Appearance: "Slurry",\n\t\tDesc: "A formulation designed for increasing appetite as well as weight.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "vecblood">><<set _newMaterial = { \n\t\tID: "Blood:Revec*ai", Display: "Revec*ai Blood", \n\t\tType: "Liquid", Cat: "Visceral", \n\t\tCal: 0.5, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: ["PH:mirazicWG","PH:mutateBalloon"], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Sparkling Blue", Flavor: "Sweet, Savory", \n\t\tScent: "Rich and Meaty", Appearance: "Liquid",\n\t\tDesc: "Blood of a vec, bright and shimmering blue.",\n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:mutateMirlat"],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "somniblood">><<set _newMaterial = { \n\t\tID: "Blood:Somnix", Display: "Somnix Blood", \n\t\tType: "Liquid", Cat: "Visceral", \n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Deep Red", Flavor: "Rich, Coppery", \n\t\tScent: "Metallic", Appearance: "Liquid",\n\t\tDesc: "Blood of a somnix, rich and coppery.",\n\t\tsafeConsume: ["lucpai","vampire","beast"],\n\t\tunsafeFX: ["PH:foodPoisoning","PH:bloodDiseases"],\n\t\tuFXChance: [100, 100],\n\t\tuFXPotMin: [0,0], uFXPotMax: [0,0], \n\t\tuFXDurMin: [0,0], uFXDurMax: [0,0],\n\t\t}>>\n\n\t<<case "starblood">><<set _newMaterial = { \n\t\tID: "Blood:Null", Display: "Starblood", \n\t\tType: "Liquid", Cat: "Visceral", \n\t\tCal: 0.5, Fill: 1, Liq: 0, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Sky Blue", Flavor: "Fire", \n\t\tScent: "Burning", Appearance: "Goo",\n\t\tDesc: "Blood of a null, molten and blazing bright.",\n\t\tsafeConsume: ["lucpai","immune:fire"],\n\t\tunsafeFX: ["PH:internalMelt"],\n\t\tuFXChance: [100], \n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0],\n\t\t}>>\n\n\t<<case "magma" "lava">><<set _newMaterial = { \n\t\tID: "Magma", Display: "Magma", \n\t\tType: "Liquid", Cat: "Natural", \n\t\tCal: 0, Fill: 1, Liq: 0, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Red", Flavor: "Fire", \n\t\tScent: "Burning", Appearance: "Magma",\n\t\tDesc: "Blood of the earth, viscous and scorching.",\n\t\tsafeConsume: ["lucpai","immunity:fire"],\n\t\tunsafeFX: ["PH:internalMelt"],\n\t\tuFXChance: [100], \n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0],\n\t\t}>>\n\t\t<<if _callMat eq "lava">>\n\t\t\t<<set _newMaterial.ID = "Lava"; _newMaterial.Display = "Lava"; _newMaterial.Appearance = "Lava">><</if>>\n\n\t<<case "lucoitoxin">>\n\n\t<<case "pura">>\n\t<<case "abyssine">>\n\t<<case "cardiaurum">>\n\t<<case "harmonium">>\n\n\t<<case "silessence">><<set _newMaterial = { \n\t\tID: "Milk:Silessence", Display: "Silessence", \n\t\tType: "Liquid", Cat: "Mirazic", \n\t\tCal: 2.8, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [0], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Sparkling White", Flavor: "Cream", \n\t\tScent: "Sweet and Milky", Appearance: "Cream",\n\t\tDesc: "The milk of a Cosmetoire, used to shape and fatten new life.",\n\t\tsafeConsume: [], unsafeFX: [],\n\t\tuFXChance: [100],\n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0], \n\t\t}>>\n\n\t<<case "saltwater">>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Salt", Display: "Salt Water", \n\t\tType: "Liquid", Cat: "Natural",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Clear", Flavor: "Salty", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Clear, sparkling salt water.", \n\t\tsafeConsume: [],\n\t\tunsafeFX: [],\n\t\tuFXChance: [100], \n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0],\n\t\t}>>\n\n\t<<case "boiling water">><<set _newMaterial = { \n\t\tID: "Water:Boiling", Display: "Boiling Water", \n\t\tType: "Liquid", Cat: "Natural", \n\t\tCal: 0, Fill: 1, Liq: 0, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100, 100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Glowing Red", Flavor: "Fire", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Hot, boiling water.",\n\t\tsafeConsume: ["lucpai","immunity:fire"],\n\t\tunsafeFX: ["PH:internalBurn"],\n\t\tuFXChance: [100], \n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0],\n\t\t}>>\n\n\t<<default>>/% ---------------- %/<<set _newMaterial = { \n\t\tID: "Water:Clean", Display: "Water", \n\t\tType: "Liquid", Cat: "Natural",\n\t\tCal: 0, Fill: 0, Liq: 1, Inf: 0, \n\t\tFX: [], \n\t\tFXChance: [100], \n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t\tColor: "Clear", Flavor: "Flavorless", \n\t\tScent: "Odorless", Appearance: "Water",\n\t\tDesc: "Clear, sparkling water.", \n\t\tsafeConsume: ["lucpai"],\n\t\tunsafeFX: ["PH:saltwaterSick"],\n\t\tuFXChance: [100], \n\t\tuFXPotMin: [0], uFXPotMax: [0], \n\t\tuFXDurMin: [0], uFXDurMax: [0],\n\t\t}>>\n\n\n\n/% ================================================================= %/\n<</switch>><<set _newMaterial.ID = _callMat>>
/% thighs + tail %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:bottomheavy")>>\n\t<<set $fxFatten.BottomDuration-->>\n\t<<set $scenaFat.Thigh += $fxFatten.BottomGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\t<<set $scenaFat.Tail += $fxFatten.BottomGain * ($scenaFatMag.Tail + $sMod.tailGMag)>>\n\n\t\t<<if $fxFatten.BottomGain gte 5>><<set $scenaPers.PrintQueue.push("You gasp and stagger, struggling to keep your balance as your thighs and tail blimp fatter by the second!")>>\n\t\t<<elseif $fxFatten.BottomGain gte 3>><<set $scenaPers.PrintQueue.push("You squish your paws into your rapidly-fattening thighs, curling your tail arond to watch it billowing thicker!")>>\n\t\t<<elseif $fxFatten.BottomGain gte 2>><<set $scenaPers.PrintQueue.push("Your thighs expand steadily, your tail inflating in time!")>>\n\t\t<<elseif $fxFatten.BottomGain gte 1>><<set $scenaPers.PrintQueue.push("Your thighs widen and bulge as your tail grows heavier!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your thighs and tail feel puffy and heavy...")>><</if>>\n\t<<if $fxFatten.BottomDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:bottomheavy")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n<</if>>\n
<<include InitFat>>\n<<display SpeciesInit>>\n<div class="col" style="min-height:150px; flex-wrap: wrap; margin-bottom: 0.3rem;">\n<div class="row" style="border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;">''SHARD CREATION''</div>\n/% ----- %/\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">\n<p>Use the selectors below to customize your shard to your liking.<br>\nWhen finished, click "Next".<br><br>\n\n <red>''Warning:''</red> Returning to Species Selection will reset all genes!</p>\n\n</div><div class="row" style="border-top: 1px solid #FFF; margin-bottom: 0.8rem;"></div>\n/% ========================================= %/<div class="row" style="margin-left: 2rem;">\n\n<<include GeneModding>>\n\n</div>/% ========================================= %/\n<div class="row" style="border-top: 1px solid #FFF; margin-top: 0.8rem;">\n\n''♦ [[Back|SpeciesSelect]]'' \n''♦ [[Next|CreationCombat][$geneSelector.Process = 1]]''</div>\n\n/% ----- %/</div>
<div class="col" style="margin-top: 1rem;">\n<div class="row" style="border-top: 1px solid #00ABFF57; margin-top: 0.3rem;"></div>\n<div class="row centerRow" style="margin-top: 0.5rem;">\n/% ----------------- %/\n<<include GeneAnalyzer>><<include BodyScale>><<include PCWeight>>\n<<include CardArt>>/% ----------------- %/\n\n<div class="row centerRow">\n<span id="nametag" style="margin-left: 2rem; margin-right: 2rem;"><b><<print $scenaFlavor.Name>></b> <mini style="position: relative; top: -.5em;">the</mini> <b style="margin-left:0.3rem;"><<print $scenaFat.BodyScale>>\n<<if $scenaFlavor.Title neq "">><<print $scenaFlavor.Title>> \n(<<if $scenaStats.Subtype neq "">><<print $scenaStats.Subtype>> <</if>><<print $scenaShard.Species>>)<<else>><<print $scenaStats.Class>> \n<<if $scenaStats.Subtype neq "">><<print $scenaStats.Subtype>> <</if>><<print $scenaShard.Species>><</if>>\n</b></span></div>/% ----------------- %/\n\n</div>/% ------------------ %/<div class="row" style="border-top: 1px solid #00ABFF57; margin-top: 0.5rem;"></div>\n<div class="row centerRow" style="margin-top: 0.3rem;"><p><shardcard>/% --------- %/\n\n<<include WoundsCheck>><br>\n\n<span>Tactic: <b><<print $scenaStats.Tactic>></b> </span>\n<span>Attack: <b><<print $scenaStats.Attack>></b>\n\n<<if $scenaStats.Attack eq "Stealth">>+<<print $scenaStats.Stealth>>\n<<elseif $scenaStats.Attack eq "Magic">>+<<print $scenaStats.Magic>>\n<<else>>+<<print $scenaStats.Physical>><</if>></span><br>\n\n<span>Defense: <b><<print $scenaStats.Defense>> \n<<if $scenaStats.Defense eq "Evasion">>+<<print $scenaStats.Evasion>>\n<<elseif $scenaStats.Defense eq "Ward">>+<<print $scenaStats.Ward>>\n<<else>>+<<print $scenaStats.Armor>><</if>></b></span>\n\n</shardcard></p></div>/% ------------------ %/<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="row centerRow" style="margin-top: 0.3rem;"><p><shardcard>/% --------- %/\n<<include CardGenetics>>\n\n</shardcard></p></div>/% ------------------ %/\n<<if $scenaFlavor.CompanName neq "">><div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="row centerRow" style="margin-top: 0.3rem;"><p><shardcard>/% --------- %/\n\n<sup>//Accompanied by//</sup><br> \n<b><<print $scenaFlavor.CompanName>></b> <sup>the</sup> <span><b><<print $scenaFlavor.CompanSpecies>></b></span>\n\n</shardcard></p></div><</if>>/% ----------------- %/<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n\n<div class="row centerRow" style="margin-top: 1rem;">\n<button data-passage="PCMenu" data-setter="$scena.Action = ''; $scena.Menu = 0">Profile/Menu</button>\n</div>/% ----------------- %/</div>\n\n
/% To help me easily access useful code chunks while I work! %/\n\n
/% =============================== %/\n♦<<switch $scena.Event>>\n/% =============================== Curios %/\n\n/% ------------ Treasure %/\n\t<<case "Curio:Treasure">><a id="navO" class='btnClick' data-passage="Ev:TreasureChest" data-setter="$scenaInv.Action = '';">O)pen!</a>\n\n/% ------------ Liquids %/\n\t<<case "Curio:Pool" "Curio:Well">>\n\t<a id="navX" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Examine'; $scena.ActiveMat = _newMaterial;">X) Examine</a> \n\t♦<a id="navD" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Drinking'; $scena.ActiveMat = _newMaterial;">D)rink!</a>\n\n/% ------------ Forage %/\n/% ------ %/ <<case "Curio:Tendrilgrass">><a id="navA" class='btnClick' data-passage="Ev:Graze" data-setter="$scena.Action = 'Eat';">A) Eat!</a>\n\n/% ------ %/ <<case "Curio:BerryBush" "Curio:MushCluster">>\n\t<a id="navA" class='btnClick' data-passage="Ev:Forage" data-setter="$scena.Action = 'Eat';">A) Eat!</a>\n\t♦<a id="navP" class='btnClick' data-passage="Ev:Forage" data-setter="$scena.Action = 'Pick';">P)ick!</a>\n\n/% ------ %/ <<case "Curio:RoseBush">>\n\t<a id="navS" class='btnClick' data-passage="Ev:RoseBush" data-setter="$scena.Action = 'Scent';">S)mell!</a>\n\t♦<a id="navP" class='btnClick' data-passage="Ev:RoseBush" data-setter="$scena.Action = 'Pick';">P)ick!</a>\n\t♦<a id="navA" class='btnClick' data-passage="Ev:RoseBush" data-setter="$scena.Action = 'Eat';">A) Eat!</a>\n\n/% ------------ Statuary %/\n/% ------ %/ <<case "Curio:Statue">><a id="navT" class='btnClick' data-passage="Ev:Statue" data-setter="$scena.Action = _statueMode; $touchTick = 1;">T)ouch!</a>\n/% ------ %/ <<case "Curio:Fountain">><a id="navS" class='btnClick' data-passage="Ev:Fountain" data-setter="$scena.Action = 'Drinking';">S)ip!</a>\n/% ------ %/ <<case "Curio:Idol">>\n\t<a id="navT" class='btnClick' data-passage="Ev:Idol" data-setter="$scena.Action = 'Touch';">T)ouch!</a>\n\t♦<a id="navA" class='btnClick' data-passage="Ev:Idol" data-setter="$scena.Action = 'Eat';">A) ...Eat!</a> \n\n/% ------ %/ <<case "Curio:OminousAltar">>\n\t<a id="navL" class='btnClick' data-passage="Ev:OminousAltar" data-setter="$scena.Action = '';">L)ay Down...</a>\n\n/% ------------ Crystals %/\n/% ------ %/ <<case "Curio:CrysCluster">><a id="navX" class='btnClick' data-passage="Ev:Crystals" data-setter="$scena.Action = '';">X) Examine</a>\n/% ------ %/ <<case "Curio:CrystalMirror">><a id="navX" class='btnClick' data-passage="Ev:CrystalMirror" data-setter="$scena.Action = '';">X) Examine</a>\n\n/% ------------ Tech %/\n/% ------ %/ <<case "Curio:FeederMachine">>\n\t\t<a id="navA" class='btnClick' data-passage="Ev:FeederMachine" data-setter="$scena.Action = ''; $multi = 1;">A) Eat!</a>\n\n/% ------------ Service %/\n/% ------ %/ <<case "Curio:Fatiere">><a id="navN" class='btnClick' data-passage="Ev:Fatiere" data-setter="$scena.Action = '';">N) Enter!</a>\n/% ------ %/ <<case "Curio:Nais">><a id="navG" class='btnClick' data-passage="Ev:Nais" data-setter="$scena.Action = '';">G)reet!</a>\n\n/% ------------ Misc %/\n\n/% ------ %/ <<case "Curio:Tendrilvine">><a id="navM" class='btnClick' data-passage="Ev:Tendril" data-setter="$activeShard.Subspecies = 'vine'; $scena.Action = ''; $multi = 1;">M) Embrace!</a>\n\n\n/% ============= %/<</switch>>
<<if $scenaDonsair.Denizens[$scenaDonsair.Active].queuedFat gte 1>> \n\t<<set _bType = $scenaDonsair.Denizens[$scenaDonsair.Active].bType>><<include Donsair:BTypes>><</if>>\n<<set $scenaDonsair.Denizens[$scenaDonsair.Active].queuedFat = 0>>\n\n\t<<if $scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly gt 0>> \n\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly = Math.round(($scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly * 0.25) * $scenaDonsair.Denizens[$scenaDonsair.Active].stuffDeflRate)>><</if>>\n\t<<if $scenaDonsair.Denizens[$scenaDonsair.Active].airBelly gt 0>> \n\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].airBelly = Math.round(($scenaDonsair.Denizens[$scenaDonsair.Active].airBelly * 0.5) * $scenaDonsair.Denizens[$scenaDonsair.Active].airDeflRate)>><</if>>\n\t<<if $scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly gt 0>> \n\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly = Math.round(($scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly * 0.3) * $scenaDonsair.Denizens[$scenaDonsair.Active].liqDeflRate)>><</if>>\n
/% -------- New game initializations %/ <<if (passage() is "Explore") && ($scenaInit.PC == 0)>><<display SpeciesInit>><<set $scenaInit.PC = 1>><</if>>\n\n/% -------- Header Printout Setup %/\n\n\t<<set $scenaLoc.Display = "<b>" + $scenaBiome.Active.Display + "</b> ">>\n\t<<if $scenaBiome.ActiveSub neq "">><<set $scenaLoc.Display += " " + $scena.Nugget + " " + $scenaBiome.ActiveSub.Display>><</if>>\n\t<<if ($scena.Event neq "") and ($scena.Event neq "nullresult/rest")>><<set $scenaLoc.Display += ": " + $scena.EvDesc>><</if>>\n\n\n/% ========= %/<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n\n/% LOCATION ($scena.Loc.Display) is a printout of your current location in full-- flait, stage, zone, etc; as granularly as is appropriate, with a few flourishes. %/\n\n <mira>♦</mira> <<print $scenaLoc.Display>>\n<<if passage() eq "Vista">> <mira>♦ Vista Mode</mira><</if>>\n</div>
<<switch _metaProcess>>\n\t<<case "gain">>\n\t<<switch $scenaFat.BType>>\n/% --------- %/<<case "Pot-Bellied">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Busty">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Chest += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Blimp-Chested">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Thick-Thighed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Barrel-Thighed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Fat-Tailed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Blimp-Tailed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.1)>>\n\n/% --------- %/<<case "Hourglass">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Guguetelle">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Round">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Spherical">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Pear">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Blimpear">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Bottom-Heavy">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Blimp-Bottomed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.2)>>\n\n/% --------- %/<<case "Viviere">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.7)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Boviete">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.9)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Blimpcow">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.8)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)))>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.5)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.8)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Overstuffed">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.9)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.9)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.9)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Billetroa">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.1)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.5)>>\n\n/% --------- %/<<case "Pudding">>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 1.2)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.5)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.5)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 1.5)>>\n\t\t\t<<set $scenaFat.Chest += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Belly += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Thigh += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 0.6)>>\n\t\t\t<<set $scenaFat.Tail += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag)) * 0.6)>>\n\n/% --------- %/<<default>>\n\t\t\t<<set $scenaFat.Cheek += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Neck + $sMod.neckGMag)) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Arm + $sMod.armGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Side += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Side + $sMod.sideGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Back += ((($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Back + $sMod.backGMag)) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += (($scenaMetabolic.Gain + $sMod.metaGain) * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n\t<</switch>>\n\t<<case "burn">><<set _metaDeflate = random(0.8,1.1)>>\n\t<<switch $scenaFat.BType>>\n/% --------- %/<<case "Pot-Bellied">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Busty">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Blimp-Chested">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Thick-Thighed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Barrel-Thighed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Fat-Tailed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Blimp-Tailed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.4)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Hourglass">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Guguetelle">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Round">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Spherical">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Pear">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\n/% --------- %/<<case "Blimpear">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.1)>>\n\n/% --------- %/<<case "Bottom-Heavy">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Blimp-Bottomed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Tail -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.2)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Viviere">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.6)>>\n\t\t\t<<set $scenaFat.Back -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Boviete" "Blimpcow">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.6)>>\n\t\t\t<<set $scenaFat.Back -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Overstuffed">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<case "Billetroa">>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Belly -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Chest -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Thigh -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.3)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\n/% --------- %/<<default>>\n\t\t\t<<set $scenaFat.Cheek -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Neck -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Arm -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Side -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Back -= ((($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate) * 0.5)>>\n\t\t\t<<set $scenaFat.Chest -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Belly -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Thigh -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t\t\t<<set $scenaFat.Tail -= (($scenaMetabolic.Burn + $sMod.metaBurn) * _metaDeflate)>>\n\t<</switch>>\n\n\n<</switch>>
/% ---------- Forelimbs %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai" "Zamirai">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $limbGenes.MiraiFore>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $limbGenes.MiraiForepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "beanOptions">><<include CustomGenesCommon>>\n\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Zamirai">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $limbGenes.MiraiFore>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $limbGenes.ZamiraiForepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "beanOptions">><<include CustomGenesCommon>>\n\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Karakk">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $limbGenes.KarakkFore>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $limbGenes.MiraiForepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.Max4Start2>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $limbGenes.TirixFore>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $scenaGPool.Forepaw>><</listbox>> <br>\n\n\t\t''Extra Forelimbs'' <<listbox "$geneSelector.AddForelimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForelimb">><<optionsfrom $limbGenes.TirixAddFore>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForepaw">><<optionsfrom $scenaGPool.Forepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "beanOptions">><<include CustomGenesCommon>>\n\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Esque">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.Max4Start2>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $scenaGPool.Forelimb>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $limbGenes.EsquePaws>><</listbox>> <br>\n\n\t\t''Extra Forelimbs'' <<listbox "$geneSelector.AddForelimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForelimb">><<optionsfrom $scenaGPool.Forelimb>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForepaw">><<optionsfrom $limbGenes.EsquePaws>><</listbox>> <br>\n\t\t<<set _selectorCall = "beanOptions">><<include CustomGenesCommon>>\n\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.Max4Start2>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $limbGenes.VecLimbs>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $scenaGPool.Forepaw>><</listbox>> <br>\n\n\t\t''Extra Forelimbs'' <<listbox "$geneSelector.AddForelimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForelimb">><<optionsfrom $limbGenes.VecLimbs>><</listbox>> \n\t\t <<listbox "$geneSelector.AddForepaw">><<optionsfrom $scenaGPool.Forepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "beanOptions">><<include CustomGenesCommon>>\n\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<default>>\n\t\t''Forelimbs'' <<listbox "$geneSelector.ForelimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Forelimb">><<optionsfrom $scenaGPool.Forelimb>><</listbox>> \n\t\t <<listbox "$geneSelector.Forepaw">><<optionsfrom $scenaGPool.Forepaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "armFat">><<include CustomGenesCommon>>\n\n<</switch>>
<<set $scena.DebugLock = 1>>\n/% =============== Aetherporting %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Aetherporting''</div><div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div><div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n\n<div id="art" class="row centerRow" align="center" style="width: 100%; margin-top: 2rem;"><img src="../Mira.net/img/props/aetherhole.png" width=200></div>\n\n<div class="row" style="width: 100%; margin-top: 2rem; margin-left: 5%;">\n\t<p>You lift a paw and tear a shimmering aetherhole, all of the Dream opening wide before you!<br>\n\t ''Where would you like to travel to?''</p>\n</div>\n\n/% ---------- Options Tray %/\n<div id="destinationTray" class="row" style="width: 80%;"><div class="col menuColumn" style="margin-left: 10%; margin-right: -10%; justify-content: center; display: flex;">\n\t<div class="col" style="flex: 2;"><div class="row" style="width: 100%;">''Stages''</div>\n\t\t<<for _i to 0; _i < $scenaStages.All.length; _i++>>\n\t\t<span>♦ <<print "[['" + $scenaStages.All[_i] + "'|Explore][$callBiome = '" + $scenaStages.All[_i] + "'; $scenaBiome.Init = 0; $callStage = 1]]">></span> \n\t\t<</for>></div>\n</div>\n\n</div>/% Passage Menu Output ---------- %/ <div id="menuBar" class="row" style="order: 99; border-top: 1px solid #20C0FFC7; margin-top: 2rem;">\n\n<span>♦<a id="navR" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">R)eturn to Scenario.</a></span>\n\n</div>/% ---------- %/</div>\n</div><<display Footer>></div>
<<switch $menuStyle>>\n<<case "noHotkeys">>/% Just for show while a popup is visible %/\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="">1) Watch <<print $activeShard.Name>>.</a> </span>\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="">2) Feed <<print $activeShard.Name>>.</a> </span>\n\n\t<span>♦<<if $activeShard.Comfort gte 10>><a class='btnClick' data-passage="Donsair:Interact" data-setter="">3) Interact with <<print $activeShard.Name>>.</a>\n\t<<else>> //<<print $activeShard.Name>> is shying away from you.//<</if>> </span>\n\n\t<span>♦<<if $activeShard.Comfort gte 10>><a class='btnClick' data-passage="passage()" data-setter="">4) Use Item on <<print $activeShard.Name>>.</a>\n\t<<else>> //<<print $activeShard.Name>> won't let you use items on it.//<</if>> </span>\n\t\n\t/% Donsair-specific interactions outputs %/\n\n\t<<if $activeShard.InteractLink.length gt 0>>\n\t<<for _i to 0; _i < $activeShard.InteractLink.length; _i++>>\n\t\t<span>♦ <<print "[['" + $activeShard.InteractLink[_i] + "'|passage()][$scenaDonsair.Action = 'Use'; $scena.Action = '" + $activeShard.InteractAction[_i] +"'; $usePassage = '" + $activeShard.InteractPassage[_i] + "']]">></span> <</for>><</if>>\n\n\t<<if $activeShard.Comfort gte 10>>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="">Give Trinket.</a>\n\t<<if $activeShard.Trinkets.length gt 0>>/<a class='btnClick' data-passage="passage()" data-setter="">Remove Trinket.</a><</if>> </span><</if>>\n\n\t<<if ($activeShard.Rideable eq 1) and ($activeShard.Comfort gte 35)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="">Set As Mount.</a> </span><</if>>\n\t<<if $activeShard.Comfort gte 35>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'doCompanion';">Set As Combat Companion.</a> </span><</if>>\n\n\t<<if $activeShard.Meldable eq 1>><span>♦ <a data-passage="passage()" data-setter="">Temporarily Mindmeld with <<print $activeShard.Name>>. (NYI)</a> </span><</if>>\n\n\t<span>♦<a data-passage="passage()" data-setter="">8) <<print $activeShard.Name>>'s Options Menu.</a> </span>\n\n\t<span style="color: #FF0000; margin-right: 1rem;">♦<a style="color: #FF0000;" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'confirmRelease';">R)elease <<print $activeShard.Name>> From Donsairship.</a></span>\n\n\t<span style="color: #FF0000; margin-right: 1rem;">♦<a style="color: #FF0000;" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'confirmProcess';">P)rocess <<print $activeShard.Name>> for Resources.</a></span>\n\n\t<span>♦<a class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scenaDonsair.Action = ''; $usePassage = ''; $scenaDonsair.Active = -1; $scenaTime.Pause = 1;">0) View All Donsair.</a></span>\n\n\n<<default>>/% This one is actually meant to be functional %/\n\n\t<span>♦<a id="nav1" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = '';">1) Watch <<print $activeShard.Name>>.</a> </span>\n\n\t<span>♦<<if $scenaDonsair.Denizens[$scenaDonsair.Active].bellyBloat lt $activeShard.bellyCap>><a id="nav2" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'feed';">2) Feed <<print $activeShard.Name>>.</a>\n\t<<else>> //<<print $activeShard.Name>>'s bloated belly looks ready to pop!//<</if>> </span>\n\n\t<span>♦<<if $activeShard.Comfort gte 10>><a id="nav3" class='btnClick' data-passage="Donsair:Interact" data-setter="$scenaDonsair.Action = '';">3) Interact with <<print $activeShard.Name>>.</a>\n\t<<else>> //<<print $activeShard.Name>> is shying away from you.//<</if>> </span>\n\n\t<span>♦<<if $activeShard.Comfort gte 15>><a id="nav4" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'useItem';">4) Use Item on <<print $activeShard.Name>>.</a>\n\t<<else>> //<<print $activeShard.Name>> won't let you use items on it.//<</if>> </span>\n\n\t/% Donsair-specific interactions outputs %/\n\n\t<<if $activeShard.InteractLink.length gt 0>>\n\t<<for _i to 0; _i < $activeShard.InteractLink.length; _i++>>\n\t\t<span>♦ <<print "[['" + $activeShard.InteractLink[_i] + "'|passage()][$scenaDonsair.Action = 'Use'; $scena.Action = '" + $activeShard.InteractAction[_i] +"'; $usePassage = '" + $activeShard.InteractPassage[_i] + "']]">></span> <</for>><</if>>\n\n\t<<if $activeShard.Comfort gte 10>>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'giveTrinket';">Give Trinket.</a>\n\t<<if $activeShard.Trinkets.length gt 0>>/<a class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'removeTrinket';">Remove Trinket.</a><</if>> </span><</if>>\n\n\t<<if ($activeShard.Rideable eq 1) and ($activeShard.Comfort gte 35)>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = '';">Set As Mount.</a> </span><</if>>\n\t<<if $activeShard.Comfort gte 35>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'doCompanion';">Set As Combat Companion.</a> </span><</if>>\n\n\t<<if $activeShard.Meldable eq 1>><span>♦ <a data-passage="passage()" data-setter="">Temporarily Mindmeld with <<print $activeShard.Name>>. (NYI)</a> </span><</if>>\n\n\t<span>♦<a id="nav8" class='btnClick' data-passage="passage()" data-setter="$scena.Menu = 'donsair'; $menuStyle = 'noHotkeys'; $scenaDonsair.Action = '';">8) <<print $activeShard.Name>>'s Options Menu.</a> </span>\n\n\t<span style="color: #FF0000; margin-right: 1rem;">♦<a id="navR" style="color: #FF0000;" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'confirmRelease';">R)elease <<print $activeShard.Name>> From Donsairship.</a></span>\n\n\t<span style="color: #FF0000; margin-right: 1rem;">♦<a id="navP" style="color: #FF0000;" class='btnClick' data-passage="passage()" data-setter="$scenaDonsair.Action = 'confirmProcess';">P)rocess <<print $activeShard.Name>> for Resources.</a></span>\n\n\t<span>♦<a id="nav0" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scenaDonsair.Action = ''; $usePassage = ''; $scenaDonsair.Active = -1; $scenaTime.Pause = 1; $activeShard = 0;">0) View All Donsair.</a></span>\n\n\n<</switch>>
/% Prep for CSS parsing %/\n\n\t<<if $genColor.Ink eq "FFF">>\n\t\t<<if ($genColor.r gte 170) and ($genColor.g gte 170)>><<set $genColor.Ink = "000">>\n\t\t<<elseif ($genColor.g gte 170) and ($genColor.b gte 170)>><<set $genColor.Ink = "000">>\n\t\t<<elseif ($genColor.r gte 170) and ($genColor.b gte 170)>><<set $genColor.Ink = "000">><</if>>\n\n\t<<elseif $genColor.Ink eq "000">>\n\t\t<<if ($genColor.r lte 50) and ($genColor.g lte 50)>><<set $genColor.Ink = "FFF">>\n\t\t<<elseif ($genColor.g lte 50) and ($genColor.b lte 50)>><<set $genColor.Ink = "FFF">>\n\t\t<<elseif ($genColor.r lte 50) and ($genColor.b lte 50)>><<set $genColor.Ink = "FFF">>\n\t\t<<elseif ($genColor.r lte 100) and ($genColor.g gte 100) and ($genColor.b gte 150)>><<set $genColor.Ink = "FFF">><</if>><</if>>\n\n\t<<if $genColor.r lt 0>><<set $genColor.r = 0>><</if>>\n\t<<if $genColor.g lt 0>><<set $genColor.g = 0>><</if>>\n\t<<if $genColor.b lt 0>><<set $genColor.b = 0>><</if>>\n\n\t<<if $genColor.r gt 255>><<set $genColor.r = 255>><</if>>\n\t<<if $genColor.g gt 255>><<set $genColor.g = 255>><</if>>\n\t<<if $genColor.b gt 255>><<set $genColor.b = 255>><</if>>\n\n\t<<if $genColor.r lt 10>><<set $genColor.r = "00" + $genColor.r + "">>\n\t<<elseif $genColor.r lt 100>><<set $genColor.r = "0" + $genColor.r + "">><</if>>\n\t<<if $genColor.g lt 10>><<set $genColor.g = "00" + $genColor.g + "">>\n\t<<elseif $genColor.g lt 100>><<set $genColor.g = "0" + $genColor.g + "">><</if>>\n\t<<if $genColor.b lt 10>><<set $genColor.b = "00" + $genColor.b + "">>\n\t<<elseif $genColor.b lt 100>><<set $genColor.b = "0" + $genColor.b + "">><</if>>\n\n\t/% Store swatch %/ <<set _newColor = { r:0, g:0, b:0 }>>\n\t\t<<set _newColor.r = $genColor.r; _newColor.g = $genColor.g; _newColor.b = $genColor.b>>\n\t\t<<set $storedPalette.current.push(_newColor)>>\n\n<<print "<div class='btn' style='background-color:rgb(" + $genColor.r + "," + $genColor.g + "," + $genColor.b + "); color: #" + $genColor.Ink + ";'>" + $genColor.r + "," + $genColor.g + "," + $genColor.b + "</div>">>\n\n
/% =============== Event - Statue %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<if $touchTick eq 1>><p>You gaze in admiration at the statue, before reaching out to press your paw against it...</p><</if>>\n\n/% Randomizer for statues that haven't been pre-set %/\n<<if $scena.Action eq "">><<set _statueRand = ["Belly","Belly","Chest","Thigh","Body"]>><<set $scena.Action = _statueRand.random()>><</if>>\n\n/% Default status effect caller - increments upwards with additional interactions %/ \n\n\t\n\t\t<<set $sfxRange = { potency: [0.1,0.2], duration: [1,2], }>>\n\t\t<<set $sfxRange.potency[1] = random(0.3,0.5)>>\n\n\t<<if $touchTick gt 1>>\n\t\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] + ($touchTick * 0.33); $sfxRange.potency[1] = $sfxRange.potency[1] + ($touchTick * 0.33)>>\n\t\t<<set $sfxRange.duration = [1,3]>>\n\t<</if>>\n\t\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Cheeks">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your cheeks puff-- then begin to grow rounder and softer, quaking as they swell with fat!\n\t<<else>>Your cheeks continue to fatten with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:cheeks">><<include SetStatus>>\n\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Cheek += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Neck">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your chin puffs-- then grow softer and flabbier, jiggling as it swells with fat!\n\t<<else>>Your neck continues to fatten with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:neck">><<include SetStatus>>\n\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Neck += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Arms">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your arms puff-- then grow heavier and softer, quaking as they begin to billow with fat!\n\t<<else>>Your arms continue to billow with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:arms">><<include SetStatus>>\n\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Arm += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Sides">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your sides puff-- then grow wider and flabbier, quaking as they begin to billow with fat!\n\t<<else>>Your sides continue to billow with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:sides">><<include SetStatus>>\n\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Side += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Belly">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your belly gurgles low-- then grows heavier, wobbling as it begins to swell fatter!\n\t<<else>>Your belly continues to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:belly">><<include SetStatus>>\n\t<<set _statusCall = "bloat:belly">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\n\t<<if (ndef $scenaFat.BType) or ($scenaFat.BType eq "")>><<set $scenaFat.BType = "Pot-Bellied">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Chest">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your <<print $scenaFat.ChestType.toLowerCase()>> begins to feel strangely puffy... then wobbles as it begins to swell fatter and heavier!\n\t<<else>>Your <<print $scenaFat.ChestType.toLowerCase()>> continues to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\t<<set _statusCall = "bloat:chest">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<if (ndef $scenaFat.BType) or ($scenaFat.BType eq "")>><<set $scenaFat.BType = "Busty">>\n\t<<elseif $scenaFat.BType eq "Busty">>\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFat.BType = "Blimp-Chested">><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Thigh">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your thighs begin to feel warm... and then they begin to swell wider, cramming with extra fat!\n\t<<else>>Your thighs continue to wobble and widen with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:thighs">><<include SetStatus>>\n\t<<set _statusCall = "bloat:thighs">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<if (ndef $scenaFat.BType) or ($scenaFat.BType eq "")>><<set $scenaFat.BType = "Thick-Thighed">>\n\t<<elseif $scenaFat.BType eq "Thick-Thighed">>\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFat.BType = "Barrel-Thighed">><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Tail">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your tail begins to feel warm... and then it wobbles and bobs as it begins to swell fatter!\n\t<<else>>Your tail continues to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:tail">><<include SetStatus>>\n\t<<set _statusCall = "bloat:tail">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<if (ndef $scenaFat.BType) or ($scenaFat.BType eq "")>><<set $scenaFat.BType = "Fat-Tailed">>\n\t<<elseif $scenaFat.BType eq "Fat-Tailed">>\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFat.BType = "Blimp-Tailed">><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Round">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your <<print $scenaFat.ChestType.toLowerCase()>> and belly begin to feel warm... and then they wobble and bob as they begin to swell fatter!\n\t<<else>>Your <<print $scenaFat.ChestType.toLowerCase()>> and belly continue to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:round">><<include SetStatus>>\n\t<<set _statusCall = "bloat:chest">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<set _statusCall = "bloat:belly">><<include SetStatus>>\n\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Round">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Guguetelle">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your belly begins to feel warm... and then it wobbles and bobs as it begins to swell fatter!\n\t<<else>>Your belly continues to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:guguetelle">><<include SetStatus>>\n\t<<set _statusCall = "bloat:belly">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Guguetelle">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Pear">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your belly and thighs begin to feel warm... and then they wobble and bob as they begin to swell fatter!\n\t<<else>>Your belly and thighs continue to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:pear">><<include SetStatus>>\n\t<<set _statusCall = "bloat:belly">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<set _statusCall = "bloat:thighs">><<include SetStatus>>\n\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Pear">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Hourglass">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your <<print $scenaFat.ChestType.toLowerCase()>> and thighs begin to feel warm... and then they wobble and bob as they begin to swell fatter!\n\t<<else>>Your <<print $scenaFat.ChestType.toLowerCase()>> and thighs continue to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:hourglass">><<include SetStatus>>\n\t<<set _statusCall = "bloat:chest">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<set _statusCall = "bloat:thighs">><<include SetStatus>>\n\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Hourglass">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\n/% ---------- %/<<case "Bottom-Heavy">>\n<p><<if $touchTick eq 1>>And as your paw touches the cool marble surface of the statue, your thighs and tail begin to feel warm... and then they wobble and bob as they begin to swell fatter!\n\t<<else>>Your thighs and tail continue to expand with increasing rapidity as the statue's power courses through you...<</if>></p>\n\n\t<<set _statusCall = "fatten:bottomheavy">><<include SetStatus>>\n\t<<set _statusCall = "bloat:thighs">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<<set _statusCall = "bloat:tail">><<include SetStatus>>\n\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Bottom-Heavy">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>><</if>>\n\n\n/% ---------- %/<<default>>\n<p>And as your paw touches the cool marble surface of the statue, your body puffs, beginning to expand!</p>\n\n<<if $bodyFatten eq "">><<set $bodyFatten = either("fatter","fatter","fatter","round","gugue","pear","hglass","bottom")>><</if>>\n\t<<switch $bodyFatten>>\n\t\t<<case "gugue">>\n\t\t\t<<set _statusCall = "fatten:guguetelle">><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:belly">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t\t\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Pot-Bellied">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,8)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\n\t\t<<case "round">>\n\t\t\t<<set _statusCall = "fatten:round">><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:chest">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:belly">><<include SetStatus>>\n\t\t\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Round">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>><</if>>\n\n\t\t<<case "pear">>\n\t\t\t<<set _statusCall = "fatten:pear">><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:belly">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:thighs">><<include SetStatus>>\n\t\t\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Pear">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\n\t\t<<case "hglass">>\n\t\t\t<<set _statusCall = "fatten:hourglass">><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:chest">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:thighs">><<include SetStatus>>\n\t\t\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Hourglass">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\n\t\t<<case "bottom">>\n\t\t\t<<set _statusCall = "fatten:bottomheavy">><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:tail">>\n\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t\t\t<<set _statusCall = "bloat:thighs">><<include SetStatus>>\n\t\t\t<<if ndef $scenaFat.BType>><<set $scenaFat.BType = "Bottom-Heavy">><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>><</if>>\n\t<<if $touchTick gt 1>><<set _rand = random(1,16)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>><</if>>\n\n\t\t<<case "fatter">>\n\t\t\t<<set _statusCall = "fatten:fullbody">><<include SetStatus>>\n\t\t\t\t<<set _statusCall = "bloat:all">>\n\t\t\t\t<<set $sfxRange.potency[0] = $sfxRange.potency[0] * 1.5; $sfxRange.potency[1] = $sfxRange.potency[1] * 1.5>><<include SetStatus>>\n\t<</switch>>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''">C)ontinue</a> \n♦<a id="navK" class='btnClick' data-passage="Ev:Statue" data-setter="$touchTick++;">K)eep your paw steady...</a>\n\n/% ---------- %/<<display Footer>></div></div>
/% ---------- %/ <<if $scenaPers.Active.includes("bloat:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxBloat.BellyDuration--; $scenaAir.Belly += $fxBloat.BellyBloat>>\n\t\n\t<<if not $scenaPers.Active.includesAll("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\n\t\t<<if $fxBloat.BellyBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks as it rapidly balloons!")>>\n\t\t<<elseif $fxBloat.BellyBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " wobbles gently as it swells rounder and tighter!")>>\n\t\t<<elseif $fxBloat.BellyBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " expands slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels tight and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloat.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:belly")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped inflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:chest")>>\t\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxBloat.ChestDuration--; $scenaAir.Chest += $fxBloat.ChestBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\t\t\n\t\t<<if $fxBloat.ChestBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks as it rapidly balloons!")>>\n\t\t<<elseif $fxBloat.ChestBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " wobbles gently as it swells rounder and tighter!")>>\n\t\t<<elseif $fxBloat.ChestBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " expands slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feels tight and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloat.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:chest")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped inflating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:thighs")>>\n\t<<set _refWord = "thighs">>\n\t<<set $fxBloat.ThighDuration--; $scenaAir.Thigh += $fxBloat.ThighBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\t\t\n\t\t<<if $fxBloat.ThighBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creak as they rapidly inflate!")>>\n\t\t<<elseif $fxBloat.ThighBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " wobble and bob as they swell rounder and tighter!")>>\n\t\t<<elseif $fxBloat.ThighBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " expand slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " feel tight and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloat.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:thighs")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seem to have stopped inflating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:tail")>>\n\t<<set $fxBloat.TailDuration--; $scenaAir.Tail += $fxBloat.TailBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\t\t\n\t\t<<if $fxBloat.TailBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your tail creaks as it rapidly balloons!")>>\n\t\t<<elseif $fxBloat.TailBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your tail wobbles gently as it swells rounder and tighter!")>>\n\t\t<<elseif $fxBloat.TailBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail expands slowly...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your tail feels tight and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloat.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:tail")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped inflating.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your entire body wobbles and bobs as it balloons rounder and tighter!")>><</if>>\n\n
<<switch _callBiome>>\n/% ----- %/<<case "subterranean:crystalCaverns">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Crystalline Caverns", Structure: "planetary", Type: "subterranean", Elements: ["mirazin"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist","bright"], BG: "crystalCave", Weather: [],\n\t\t\tborderIntro: "water drips melodically from the cavern's sparkling mouth as cool air flows from within.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "cavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:underglade">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Underglades", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","vitae"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","vital","moist","dark"], BG: "crystalforest", Weather: [],\n\t\t\tborderIntro: "gentle woodland sounds echo up from the gloomy depths, accompanied by the fresh scent of dew-moistened plants...!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0,\n\n\t\tAmbient: ["You take a moment to rest.","You pause to take in your surroundings.","Water drips melodically somewhere nearby.","The tunnel is cool, dark, and quiet."],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "cavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:flooded">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Flooded Caverns", Structure: "planetary", Type: "subterranean", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "water drips melodically from the rocky ceiling like rain.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:undermarsh">><<set $scenaBiome.New = {\n\t\tID: "", Display: "The Undermarshes", Structure: "planetary", Type: "subterranean", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "the scent of rich, dense mosses and damp earth tickles your snoot.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:lake">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Subterranean Lake", Structure: "planetary", Type: "subterranean", Elements: ["liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "water", FX: [], breathFX: [], Environment: ["wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "the sound of roaring falls echoes from the dark!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tTable: "General", Spawner: [], Mounds: [], pendingMonsterNests: ["esqueLair"], monsterNests: [], Dungeons: [],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "cascadiStages">><<display BiomeTools>><<set _biomeSetup = "cascadiLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiLiquids">><<display BiomeTools>><<set _biomeSetup = "cascadiForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "cascadiCurios">><<display BiomeTools>><<set _biomeSetup = "cascadiLife">><<display BiomeTools>>\n\n\n/% ----- %/<<case "subterranean:crystalCaverns:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Crystalline Caverns", Structure: "planetary", Type: "subterranean", Elements: ["mirazin"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","vital","moist","bright"], BG: "crystalCave", Weather: [],\n\t\t\tborderIntro: "water drips melodically from the cavern's sparkling mouth as cool air flows from within.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair"],\n\t\tmonsterNests: [], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "cavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:underglade:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Underglades", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","vitae"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist","dark"], BG: "crystalforest", Weather: [],\n\t\t\tborderIntro: "gentle woodland sounds echo up from the gloomy depths, accompanied by the fresh scent of dew-moistened plants...!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "cavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:flooded:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Flooded Primordial Caverns", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "water drips melodically from the rocky ceiling like rain.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair","esqueLair"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:undermarsh:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Undermarshes", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "the scent of rich, dense mosses and damp earth tickles your snoot.",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair","esqueLair"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:lake:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Subterranean Lake", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","liquid"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "water", FX: [], breathFX: [], Environment: ["mirazic","wet","dark"], BG: "dampCave", Weather: [],\n\t\t\tborderIntro: "the sound of roaring falls echoes from the dark!",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair","esqueLair"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\t\tpendingCurios: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: [], ambiLivingPM: [], Living: [], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "aquaCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n/% ----- %/<<case "subterranean:fossil:primordial">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Primordial Fossil Caverns", Structure: "planetary", Type: "subterranean", Elements: ["mirazin","vitae"], Outdoors: 0, Underground: 1,\n\t\tTemp: "warm", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist","dark"], BG: "crystalforest", Weather: [],\n\t\t\tborderIntro: "musical chitters and the sound of claws scraping against stone echo out from the depths...",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["dino","avadoniCamp","spiralTolaniCamp","mythosiLair"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "spiralStages">><<display BiomeTools>><<set _biomeSetup = "spiralLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "cavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "basicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "spiralCurios">><<display BiomeTools>><<set _biomeSetup = "spiralLife">><<display BiomeTools>>\n\n\n\n/% ================================ Deep/Core Biomes %/\n\n/% ----- %/<<case "subterranean:softUnderbelly">><<set $scenaBiome.New = {\n\t\tID: "", Display: "Soft Underbelly", Structure: "planetary", Type: "subterranean", Elements: ["mirazin"], Outdoors: 0, Underground: 1,\n\t\tTemp: "cool", Atmosphere: "air", FX: [], breathFX: [], Environment: ["mirazic","moist","dark","chilly"], BG: "cave", Weather: [],\n\t\t\tborderIntro: "strange, slithering echoes and soft whispers call out to you from the shadow-shrouded passage...",\n\t\tborderStages: [], borderStellar: [], borderOrbital: [], borderAerial: [], borderHiAlt: [],\n\t\tborderTerrestrial: [], borderAquatic: [], borderSubAquatic: [], borderSubterranean: [], Core: [],\n\n\t\tSpawner: [], Table: "General", Mounds: [], pendingMonsterNests: ["slimePool","adiCoven","adiCoven","mythosiLair"],\n\t\tmonsterNests: ["devVillage"], Dungeons: ["gingermound","labmound:chem"],\n\t\tBodies: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [], Berries: [], Mushrooms: [],\n\n\t\tCurios: ["CrysCluster"], CuriosPM: [], rareCurios: ["CrystalMirror"], rareCuriosPM: [],\n\t\tambiLiving: ["Nebat","Quaggy"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [], Mutations: [], mutPerc: 0, zoneFat: 0, fatPerc: 0, Ambient: [],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.New.ID = _callBiome>>\n\t\t<<set _biomeSetup = "mirazicStages">><<display BiomeTools>><<set _biomeSetup = "mirazicLands">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "caveAmbience">><<display BiomeTools>><<set _biomeSetup = "deepCavernSpawner">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicLiquids">><<display BiomeTools>><<set _biomeSetup = "mirazicMicrobes">><<display BiomeTools>>\n\t\t<<set _biomeSetup = "mirazicForage">><<display BiomeTools>>\n\n\n\n\n/% ================ %/<<default>><<include DefaultBiome>>/% ================ %/<</switch>>\n\n\n\n
\n/% --------- Mane %/<<set _manePool = []>>\n\t<<set _newMane = { Slot: "Head", Display: "Fluffy Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Woolly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Curly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wiry Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Flowing Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wild Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Lion*s Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Wiry Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Curly Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Flowing Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Wild Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Spiked Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Short Spiked Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Spiky Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Long Spiky Mohawk", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Feather Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Tentacle Mane", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Fluffy Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Flowing Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Wild Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Spiked Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\t<<set _newMane = { Slot: "Head", Display: "Curly Crest", Cat: "", Color: "", Mode: "HairDye", }; _manePool.push(_newMane)>>\n\n\t<<set $scenaDNA.Head.delete(_shardMane)>>\n\t<<set _shardMane = _manePool.random(); $scenaDNA.Head.pushUnique(_shardMane)>>\n\n/% --------- Head %/<<set _headPool = []>>\n\t<<set _newHead = { Slot: "Head", Display: "Sharp Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Jagged Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Hooked Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Short Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Broad Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Little Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\t<<set _newHead = { Slot: "Head", Display: "Tri-Beak", Cat: "", Color: "", Mode: "", }; _headPool.push(_newHead)>>\n\n\t<<set $scenaDNA.Head.delete(_shardHead)>>\n\t<<set _shardHead = _headPool.random(); $scenaDNA.Head.pushUnique(_shardHead)>>\n\n/% --------- Horns %/<<set _hornPool = []>>\n\t<<set _newHorns = { Slot: "Head", Display: "Curved Horns", Cat: "", Color: "", Mode: "", }>>\n\t\t<<set _hornPool.push(_newHorns); _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Straight Horns", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Spike Horns", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Bull Horns", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Antlers", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Head Quills", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Head Spikes", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Head Thorns", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\t<<set _newHorns = { Slot: "Head", Display: "Head Needles", Style: "", Cat: "", Color: "", Mode: "", }; _hornPool.push(_newHorns)>>\n\n\t<<set _shardHorns = _hornPool.random(); _shardHorns.Color = $scenaNode.Color.random(); _shardHorns.Style = either("Striped","Striped","Striped","")>>\n\t\t<<switch _shardHorns.Display>>\n\t\t\t<<case "Bull Horns">><<set _shardHorns.No = either(2,2,2,2,2,4)>>\n\t\t\t<<case "Antlers">><<set _shardHorns.No = either(2,2,2,2,2,3,4)>>\n\t\t\t<<case "Quills" "Spikes" "Thorns" "Needles">><<set _shardHorns.No = either(6,8,12,16,24)>>\n\t\t\t<<default>><<set _shardHorns.No = either(2,2,2,2,2,3,4,4,4,6,8)>>\n\t\t<</switch>>\n\t<<set $scenaDNA.Head.delete(_shardHorns)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardHorns)>>\n\n/% --------- Eyes %/\n\t<<set _shardEyes = { Slot: "Head", Display: "Inky Eyes", Cat: "", Color: "Black", No: 2, Mode: "Count", }>>\n\n\t<<set _shardEyes.No = either(2,2,2,2,2,3,4,4,4,6,8)>>\n\t<<set $scenaDNA.Head.delete(_shardEyes)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardEyes)>>\n\n/% --------- Pupils %/<<set _pupilPool = []>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Pupils", Cat: "", Color: "", No: 2, Mode: "", }>>\n\t\t<<set _pupilPool.push(_newPupil); _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Slit Pupils", Cat: "", Color: "", No: 2, Mode: "", };>>\n\t\t<<set _pupilPool.push(_newPupil); _pupilPool.push(_newPupil); _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Diamond Pupils", Cat: "", Color: "", No: 2, Mode: "", }; _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing X-Pupils", Cat: "", Color: "", No: 2, Mode: "", }; _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Skull Pupils", Cat: "", Color: "", No: 2, Mode: "", }; _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Trefoil Pupils", Cat: "", Color: "", No: 2, Mode: "", }; _pupilPool.push(_newPupil)>>\n\t<<set _newPupil = { Slot: "Head", Display: "Glowing Heart Pupils", Cat: "", Color: "", No: 2, Mode: "", }; _pupilPool.push(_newPupil)>>\n\n\t<<set _shardPupils = _pupilPool.random(); _shardPupils.Color = $scenaNode.ColorBright.random();>>\n\t<<set $scenaDNA.Head.delete(_shardPupils)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardPupils)>>\n\n/% --------- Ears %/<<set _earPool = []>>\n\t<<set _newEar = { Slot: "Head", Display: "Fluffy Ears", Cat: "", No: 2, Mode: "Count",}>>\n\t\t<<set _earPool.push(_newEar); _earPool.push(_newEar); _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Tufted Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Winged Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Bat Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Elf Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\t<<set _newEar = { Slot: "Head", Display: "Ribbon Ears", Cat: "", No: 2, Mode: "Count",}; _earPool.push(_newEar)>>\n\n\t<<set _shardEars = _earPool.random();>>\n\t<<set $scenaDNA.Head.delete(_shardEars)>><<set $scenaDNA.Head.pushUnique(_shardEars)>>\n\n/% --------- Coating %/<<set _SkinPool = []>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Thick Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Dense Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Shaggy Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Curly Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Soft Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Fluffy Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Smooth Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Slick Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Spiny Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Iridescent Feathers", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Patchy Feathers and Scales", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Inflatable Toy Body", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Jelly Body", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Slime Body", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Glowing Slime Body", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Writhing Tentacle Body", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Sharp Scales", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Thorny Scales", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Dragon Scales", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\t<<set _newSkin = { Slot: "Torso", Display: "Fish Scales", Cat: "", Color: "", Mode: "", }; _SkinPool.push(_newSkin)>>\n\n\t<<set _shardCoating = _SkinPool.random(); _shardCoating.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Torso.delete(_shardCoating)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardCoating)>>\n\n/% --------- Aura %/<<set _AuraPool = []>>\n\t<<set _newAura = { Slot: "Torso", Display: "Radioactive Aura", Cat: "", Color: "", Mode: "", }>>\n\t\t<<set _AuraPool.push(_newAura); _AuraPool.push(_newAura); _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Fattening Aura", Cat: "", Color: "", Mode: "", }>>\n\t\t<<set _AuraPool.push(_newAura); _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Ballooning Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\t\t<<set _AuraPool.push(_newAura); _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Engorging Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Dizzying Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Hallucenogenic Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Sickening Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\t<<set _newAura = { Slot: "Torso", Display: "Oxidizing Aura", Cat: "", Color: "", Mode: "", }; _AuraPool.push(_newAura)>>\n\n\t<<set _shardAura = _AuraPool.random();>>\n\t<<set _rand = random(4)>><<if _rand eq 1>><<set _shardAura.Color = $scenaNode.ColorBright.random();>><</if>>\n\t<<set $scenaDNA.Torso.delete(_shardAura)>>\n\t<<set $scenaDNA.Torso.pushUnique(_shardAura)>>\n\n/% --------- Primary Arms (Wings) %/<<set _ArmPool = []>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Wings", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\t\t<<set _ArmPool.push(_newArms); _ArmPool.push(_newArms); _ArmPool.push(_newArms)>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Bat Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Tentacle Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Arms", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\n\t<<set _shardArms = _ArmPool.random(); _shardArms.No = either(2,2,2,2,2,2,2,2,4,4,4,4,6)>>\n\t<<set $scenaDNA.Forelimbs.delete(_shardArms)>>\n\t<<set $scenaDNA.Forelimbs.pushUnique(_shardArms)>>\n\n<<if _shardArms.Display eq "Arms">>\n/% --------- Forepaws %/<<set _FpawPool = []>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Long-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Massive-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Zygodactyl Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Tentacle Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Mantis Blades", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Nightmare Talons", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t<<set _shardFPaws = _FpawPool.random(); $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\n<</if>>\n\n/% --------- Secondary Arms %/<<set _ArmPool = []>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Arms", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\t<<set _newArms = { Slot: "Forelimbs", Display: "Tentacles", Cat: "", Color: "", No: 2, Mode: "Count", }; _ArmPool.push(_newArms)>>\n\n\t<<set _shardSecArms = _ArmPool.random(); _shardSecArms.No = either(0,0,0,0,0,0,0,2,2,2,4)>>\n\t<<if _shardSecArms.No eq 0>>/% No secondary arms %/\n\t<<else>>\n\t\t<<set $scenaDNA.Forelimbs.delete(_shardSecArms)>>\n\t\t<<set $scenaDNA.Forelimbs.pushUnique(_shardSecArms)>><</if>>\n\n<<if (_shardSecArms.No gt 0) and (_shardSecArms.Display eq "Arms")>>\n/% --------- Forepaws %/<<set _FpawPool = []>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Long-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Massive-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Zygodactyl Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Tentacle Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Mantis Blades", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Maw Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Stingers", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Injectors", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Nightmare Talons", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t<<set _shardFPaws = _FpawPool.random(); $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\n<</if>>\n\n/% --------- Belly %/<<set _bellyGenePool = []>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Scuted Belly", Cat: "", Color: "", Mode: "", }>>\n\t\t<<set _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Vial Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Inflatable Toy Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\n\t<<set _shardBelly = _bellyGenePool.random(); _shardBelly.Color = $scenaNode.Color.random();>>\n\t<<set $scenaDNA.Torso.delete(_shardBelly)>><<set $scenaDNA.Torso.pushUnique(_shardBelly)>>\n\n/% --------- Tail %/<<set _tailPool = []>>\n\t<<set _newTail = { Slot: "Tail", Display: "Striped Thick Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }>>\n\t\t<<set _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail)>>\n\t\t<<set _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail); _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Crocodile Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Dragon Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Gecko Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Whiptail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Serpent-Headed Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rat Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Cat Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Tuft-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Star-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Heart-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Gem-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Short Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Long Fluffy Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fish Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Whale Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Winged Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rose Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Floral Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Thorny Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Club-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Spike-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Sting-Tipped Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Capsule Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Tentacle Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Vial Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Paddle Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Hose Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Injector Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Long Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Peacock Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Swallowtail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Fluffy-Feathered Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Rooster Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Bird of Paradise Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Machine Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Cable Bundle Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Horsetail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t<<set _newTail = { Slot: "Tail", Display: "Worm Tail", Cat: "", Color: "", No: 1, Mode: "gtOne", }; _tailPool.push(_newTail)>>\n\t\n\t<<set _shardTail = _tailPool.random(); _shardTail.Color = $scenaNode.Color.random();>>\n\t<<set _shardTail.Style = either("Striped","Striped","",)>>\n\t<<set _shardTail.No = either(1,1,1,1,1,1,2,2,3,4,6,8,9,12)>>\n\t<<set $scenaDNA.Hindlimbs.delete(_shardTail)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardTail)>>\n\n/% --------- Legs %/\n\t<<set _shardLegs = { Slot: "Hindlimbs", Display: "Fluffy Digitigrade Legs", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\n\t<<set _shardLegs.No = either(2,2,2,2,2,2,2,2,4,4,4,4,6,8)>>\n\t<<set $scenaDNA.Hindlimbs.delete(_shardLegs)>>\n\t<<set $scenaDNA.Hindlimbs.pushUnique(_shardLegs)>>\n\n/% --------- Hindpaws %/<<set _HpawPool = []>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Three-Taloned Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Four-Taloned Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Zygodactyl Hindpaws", Style: "Fluffy", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Hooves", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Cloven Hooves", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Soft Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\t<<set _newHPaw = { Slot: "Hindlimbs", Display: "Furry Hindpaws", Cat: "", Color: "", Mode: "", }; _HpawPool.push(_newHPaw)>>\n\n\t<<set $scenaDNA.Hindlimbs.delete(_shardPaws)>>\n\t<<set _shardHPaws = _HpawPool.random(); $scenaDNA.Hindlimbs.pushUnique(_shardHPaws)>>\n\n
\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\n/% ----------- Slime/Pudding/Creme %/\n/% Moisture Absorption %/\n<<if def $scenaBiome.ActiveSub.Environment>><<if $scenaBiome.ActiveSub.Environment.includesAny("moist","subaquatic")>>\t\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "slime") or ($fxParasite.chestParasites[_i] eq "pudding") or ($fxParasite.chestParasites[_i] eq "creme")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt += Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if ($fxParasite.bellyParasites[_i] eq "slime") or ($fxParasite.bellyParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt += Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your guts are bubbling and churning....")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if ($fxParasite.thighParasites[_i] eq "slime") or (if $fxParasite.thighParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt += Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs are gently bubbling and expanding from within...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if ($fxParasite.tailParasites[_i] eq "slime") or ($fxParasite.tailParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt += Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail is gently bubbling and expanding from within...")>><</if>><</for>>\n<</if>>\n<<elseif $scenaBiome.Active.Environment.includesAny("moist","subaquatic")>>\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "slime") or ($fxParasite.chestParasites[_i] eq "pudding") or ($fxParasite.chestParasites[_i] eq "creme")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt += Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if ($fxParasite.bellyParasites[_i] eq "slime") or ($fxParasite.bellyParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt += Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your guts are bubbling and churning....")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if ($fxParasite.thighParasites[_i] eq "slime") or (if $fxParasite.thighParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt += Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs are gently bubbling and expanding from within...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if ($fxParasite.tailParasites[_i] eq "slime") or ($fxParasite.tailParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt += Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail is gently bubbling and expanding from within...")>><</if>><</for>>\n<</if>>\n\n/% Evaporation %/\n<<if def $scenaBiome.ActiveSub.Environment>><<if $scenaBiome.ActiveSub.Environment.includesAny("dry")>>\t\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "slime") or ($fxParasite.chestParasites[_i] eq "pudding") or ($fxParasite.chestParasites[_i] eq "creme")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt -= Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if ($fxParasite.bellyParasites[_i] eq "slime") or ($fxParasite.bellyParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt -= Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your gut...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if ($fxParasite.thighParasites[_i] eq "slime") or (if $fxParasite.thighParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt -= Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your thighs...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if ($fxParasite.tailParasites[_i] eq "slime") or ($fxParasite.tailParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt -= Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your tail...")>><</if>><</for>>\n<</if>>\n<<elseif $scenaBiome.Active.Environment.includesAny("dry")>>\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "slime") or ($fxParasite.chestParasites[_i] eq "pudding") or ($fxParasite.chestParasites[_i] eq "creme")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt -= Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if ($fxParasite.bellyParasites[_i] eq "slime") or ($fxParasite.bellyParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt -= Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your gut...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if ($fxParasite.thighParasites[_i] eq "slime") or (if $fxParasite.thighParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt -= Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your thighs...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if ($fxParasite.tailParasites[_i] eq "slime") or ($fxParasite.tailParasites[_i] eq "pudding")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt -= Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your tail...")>><</if>><</for>>\n<</if>>\n\n/% ----------- Dough %/\n/% Rising %/\n<<if def $scenaBiome.ActiveSub.Environment>><<if $scenaBiome.ActiveSub.Environment.includesAny("warm","sugary")>>\t\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if $fxParasite.chestParasites[_i] eq "dough">><<set $fxParasite.Chest[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "dough">><<set $fxParasite.Belly[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "dough">><<set $fxParasite.Thigh[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "dough">><<set $fxParasite.Tail[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n<</if>>\n<<elseif $scenaBiome.Active.Environment.includesAny("warm","sugary")>>\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if $fxParasite.chestParasites[_i] eq "dough">><<set $fxParasite.Chest[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "dough">><<set $fxParasite.Belly[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "dough">><<set $fxParasite.Thigh[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "dough">><<set $fxParasite.Tail[_i].Qt += either(0,0,0,0,0,0.5)>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside you...")>><</if>><</for>>\n<</if>>\n\n\n/% ----------- Mousse/Mallow %/\n/% Low-Pressure Expansion %/\n<<if def $scenaBiome.ActiveSub.Environment>><<if $scenaBiome.ActiveSub.Environment.includesAny("low pressure","vaccuum")>>\t\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "mallow") or ($fxParasite.chestParasites[_i] eq "mousse")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt += Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt += Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your guts are bubbling and churning....")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt += Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs are gently bubbling and expanding from within...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt += Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail is gently bubbling and expanding from within...")>><</if>><</for>>\n<</if>>\n<<elseif $scenaBiome.Active.Environment.includesAny("low pressure","vaccuum")>>\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "mallow") or ($fxParasite.chestParasites[_i] eq "mousse")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt += Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Something is gently expanding inside your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt += Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your guts are bubbling and churning....")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt += Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs are gently bubbling and expanding from within...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt += Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail is gently bubbling and expanding from within...")>><</if>><</for>>\n<</if>>\n\n/% Pressurization %/\n<<if def $scenaBiome.ActiveSub.Environment>><<if $scenaBiome.ActiveSub.Environment.includesAny("high pressure")>>\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "mallow") or ($fxParasite.chestParasites[_i] eq "mousse")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt -= Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt -= Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your gut...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt -= Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your thighs...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt -= Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your tail...")>><</if>><</for>>\n<</if>>\n<<elseif $scenaBiome.Active.Environment.includesAny("high pressure")>>\t\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if ($fxParasite.chestParasites[_i] eq "mallow") or ($fxParasite.chestParasites[_i] eq "mousse")>>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Chest[_i].Qt -= Math.round($fxParasite.Chest[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your " +_refWord + "...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Belly[_i].Qt -= Math.round($fxParasite.Belly[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your gut...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Thigh[_i].Qt -= Math.round($fxParasite.Thigh[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your thighs...")>><</if>><</for>>\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "mallow">>\n\t\t<<set _rand = random(1,6)>>\n\t\t\t<<if _rand eq 1>><<set $fxParasite.Tail[_i].Qt -= Math.round($fxParasite.Tail[_i].Qt * 0.01)>><</if>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("You feel an unnameable, subtle sensation from within your tail...")>><</if>><</for>>\n<</if>>\n
<<if $scenaMod.Archetype eq 1>><<display ClassInit>><</if>><<display SpeciesInit>><div class="col" style="min-height:150px; flex-wrap: wrap; margin-bottom: 0.3rem;">\n<div class="row" style="border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;">''COMPANION CREATION''</div>\n/% ----- %/\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">A companion will give you a ''free bonus (modified by //flentse// difficulty) to Success Chance in combat.''</div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 4%;">And also a friend, which is nice!</div>\n<div class="row" style="margin-top: 0.8rem; border-bottom: 1px solid #FFF; margin-bottom: 0.8rem;"></div>\n\n/% ----- %/\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">\n What is your companion's name?</div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 11%;"><<textbox "$scenaFlavor.CompanName" "Donsair" autofocus>></div>\n/% ----- %/\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">\n And its species? (It can be anything you like!)</div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 11%;"><<textbox "$scenaFlavor.CompanSpecies" "Mysterious Beast">></div>\n/% ----- %/\n\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 2%;">\n Finally, feel free to describe your companion in further detail below:</div>\n<div class="row" style="margin-bottom: 0.3rem; margin-left: 11%;"><br><<textarea "$scenaFlavor.CompanDesc" "">></div>\n/% ----- %/\n\n\n<div class="row" style="border-top: 1px solid #FFF; margin-top: 0.8rem;">\n ''♦ [[Back|CreationCombat]]''\n ''♦ [[Finish Up|CreationFinal]]''</div>\n\n/% ----- %/</div>
/% ==================== <<set $a = 0; $b = 0; $c = 0>> %/\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t<<set $genColor.g = random($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\n<<include PrintPalette>>/% ==================== %/
''Abilities''<br>\n/% ------------------------ %/\n\n<div class="row" style="margin-left: 2rem;">\n\t<<for _i to 0; _i < $scenaStats.Ability.length; _i++>>\n\t\t<div class="btn eAbility"><<print $scenaStats.Ability[_i]>></div>\n\t<</for>>\n</div>
/% Display the recipe name, the item it will create, and the materials necessary to craft it. %/\n\n\t<<if $takeItem gt -1>>/% Run crafting scripts %/\n\n\t\t<<if ($scenaInv.Carried[$takeItem].Stacks eq 1) and ($scenaInv.Carried[$takeItem].Qt gt 1)>>\n\t\t\t<<set $scenaInv.Carried[$takeItem].Qt-->>\n\t\t\t<<else>><<set $scenaInv.Carried.deleteAt($takeItem)>><</if>>\n\n\t\t<<if $scenaInv.activeRef.yieldRange gt 0>><<set _craftYield = Math.round(random($scenaInv.activeRef.Yield,$scenaInv.activeRef.yieldRange) * $craftQt)>>\n\t\t<<else>><<set _craftYield = $scenaInv.activeRef.Yield * $craftQt>><</if>>\n\n\t\t<<set _callItem = $scenaInv.activeRef.Result>><<set _incomingItem = _newItem; _addQt = _craftYield>>\n\t\t/% Final Output %/\n\t\t\t<<include Inv:AddItem>>\n\n\t<div class="center craftBanner">\n\n\tYou crafted ''<<print $scenaInv.activeRef.Display>> <mini>x</mini><<print _craftYield>>!''\n\n\t</div>\n\n\t<<set $takeItem = -1>>\n\t<</if>>\n\n\t\n\t<div class="row" style="margin-left: 1%;">''Recipe: <<print $scenaInv.activeRef.Display>>''</div>\n\t/% Item info %/\n\t<div class="row" style="margin-left: 3%;">''Type:'' <<print $scenaInv.activeRef.Type>> \n\t\t<<if $scenaInv.activeRef.Type eq "Clothing">> ''Slot:'' <<print $scenaInv.activeRef.Slot>><</if>>\n\t\t<<if $scenaInv.activeRef.Type eq "Consumable">>\n\t\t\t<<if $scenaInv.activeRef.Cal gt 0>> ''Calories:'' <<print $scenaInv.activeRef.Cal>> <</if>>\n\t\t\t<<if $scenaInv.activeRef.Fill gt 0>> ''Bloat:'' <<print $scenaInv.activeRef.Fill>> <</if>>\n\t\t\t<<if $scenaInv.activeRef.Liq gt 0>> ''Liquid:'' <<print $scenaInv.activeRef.Liq>> <</if>>\n\t\t\t<<if $scenaInv.activeRef.Inf gt 0>> ''Inflation:'' <<print $scenaInv.activeRef.Inf>> <</if>>\n\t\t\t<<if $scenaInv.activeRef.En gt 0>> ''Energy:'' <<print $scenaInv.activeRef.En>> <</if>>\n\t\t<</if>>\n\t</div>\n\n\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\n\t<div class="row" style="margin-left: 5%;">//<<print $scenaInv.activeRef.Desc>>//</div>\n\n\t<div class="row centerRow" style="margin-top: 1rem; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\t\n\t/% Ingredients Selector %/\n\t<div class="row" style="margin-left: 5%;">\n\t\t<div class="col centerCol"><<set _callRecipe = $scenaInv.activeRef.ID>><<include DB:RecipeMats>></div>\n\t</div>\n\t\n\n
/% ---------- Torso Details + Hindlimbs %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai">>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.WingNo">><<optionsfrom $scenaGPool.Max4Start2>><</listbox>> \n\t\t<<set _selectorCall = "wingOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Wings">><<optionsfrom $detailGenes.MiraiWings>><</listbox>> <br>\n\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $limbGenes.MiraiHind>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $limbGenes.MiraiHindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Zamirai">>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.WingNo">><<optionsfrom $scenaGPool.Max8Start2>><</listbox>> \n\t\t<<set _selectorCall = "wingOptions">><<include CustomGenesCommon>><br>\n\t\t''Aura'' <<listbox "$geneSelector.Aura">><<optionsfrom $detailGenes.RevixAura>><</listbox>> <br>\n\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $limbGenes.MiraiHind>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $limbGenes.MiraiHindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Karakk">>\n\t\t''Wings''<<set $geneSelector.WingNo = 2>>\n\t\t <<listbox "$geneSelector.Wings">><<optionsfrom $detailGenes.KarakkWings>><</listbox>> <br>\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $limbGenes.MiraiHind>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $limbGenes.KarakkHindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.Wings">><<optionsfrom $scenaGPool.Wings>><</listbox>> <br>\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven12>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $scenaGPool.Hindlimb>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $scenaGPool.Hindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Esque">>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.Wings">><<optionsfrom $scenaGPool.Wings>><</listbox>> <br>\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven12>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $scenaGPool.Hindlimb>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $limbGenes.EsquePaws>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.Min0Even6>><</listbox>> \n\t\t <<listbox "$geneSelector.Wings">><<optionsfrom $scenaGPool.Wings>><</listbox>> <br>\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven12>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $limbGenes.VecLimbs>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $scenaGPool.Hindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<default>>\n\t\t''Back'' <<listbox "$geneSelector.Back">><<optionsfrom $scenaGPool.Back>><</listbox>> <br>\n\t\t''Wings'' <<listbox "$geneSelector.Wings">><<optionsfrom $scenaGPool.Wings>><</listbox>> \n\t\t<<set _selectorCall = "wingOptions">><<include CustomGenesCommon>><br>\n\n\t\t''Hindlimbs'' <<listbox "$geneSelector.HindlimbNo">><<optionsfrom $scenaGPool.NoEven6>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindlimb">><<optionsfrom $scenaGPool.Hindlimb>><</listbox>> \n\t\t <<listbox "$geneSelector.Hindpaw">><<optionsfrom $scenaGPool.Hindpaw>><</listbox>> <br>\n\t\t<<set _selectorCall = "thighFat">><<include CustomGenesCommon>>\n\n<</switch>>
/% belly + thighs %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:pear")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxFatten.PearDuration-->>\n\t<<set $scenaFat.Belly += $fxFatten.PearGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.PearGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\t<<set $scenaFat.Side += ($fxFatten.PearGain * 0.3) * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t\t<<if $fxFatten.PearGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs quake, creaking softly as they rapidly blow up fatter and fatter!")>>\n\t\t<<elseif $fxFatten.PearGain gte 3>><<set $scenaPers.PrintQueue.push("You watch in astonishment as your " + _refWord + " and thighs bulge and fatten, rapidly growing wider and heavier before your eyes!")>>\n\t\t<<elseif $fxFatten.PearGain gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs wobble and quake as they steadily swell fatter!")>>\n\t\t<<elseif $fxFatten.PearGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobbles as it gently protrudes farther, your thighs widening and puffing rounder!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs feel odd and puffy...")>><</if>>\n\t<<if $fxFatten.PearDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:pear")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n<</if>>\n
/% SC = Simulated Consciousness, because we're vix, dammit %/\n<<switch _donsairMode>>\n/% --------------- %/<<case "weightGain">>\n\t/% Todo; by bodytype + preference;\n\tOutputs for ferals, outputs for crir/somnix. %/\n\n\t<<switch $activeShard.bType>>\n\t<<case "busty">>\n\t\tYou find <<print $activeShard.Name>> squidging their softened <<print $activeShard.chestMode>> appraisingly.\n\t<<case "thickThighed" "hourglass">>\n\t\tYou find <<print $activeShard.Name>> squidging their softened thighs appraisingly.\n\t<<case "fatTailed" "bottomHeavy">>\n\t\tYou find <<print $activeShard.Name>> squidging their softened tail appraisingly. \n\t<<default>>\n\t\tYou find <<print $activeShard.Name>> prodding at their softened belly.\n\t<</switch>> They've put on a bit of weight!\t\t\n\n/% --------------- %/<<case "massiveWeightGain">>\n\t<<switch $activeShard.bType>>\n\t<<case "busty">>\n\t\tYou find <<print $activeShard.Name>> sitting down, hefting their jiggling, expanded <<print $activeShard.chestMode>>.\n\t<<case "thickThighed" "hourglass">>\n\t\tYou find <<print $activeShard.Name>> sitting down, squidging their paws into their swollen, greatly-expanded thighs.\n\t<<case "fatTailed" "bottomHeavy">>\n\t\tYou find <<print $activeShard.Name>> sitting down, hugging their bloated, fattened tail in their lap.\t\n\t<<default>>\n\t\tYou find <<print $activeShard.Name>> sitting down, squidging their paws into their jiggling, expanded gut.\n\t<</switch>> They've fattened up considerably since the last time you saw them!\n\n/% --------------- %/<<case "extremeWeightGain">>\n\n\t<<switch $activeShard.bType>>\n\t<<case "busty">>\n\t\tYou find <<print $activeShard.Name>> flopped into a corner, watching their fat-swollen <<print $activeShard.chestMode>> jiggle and quake.\n\t<<case "thickThighed" "hourglass">>\n\t\tYou find <<print $activeShard.Name>> flopped into a corner, watching their fat-swollen, rolling thighs jiggle and quake.\n\t<<case "fatTailed" "bottomHeavy">>\n\t\tYou find <<print $activeShard.Name>> flopped into a corner, watching their fat-swollen tail jiggle and quake.\n\t<<default>>\n\t\tYou find <<print $activeShard.Name>> flopped into a corner, watching their blobby, fat-swollen belly jiggle and quake.\n\t<</switch>> They're really blowing up!\n\t\n\n/% --------------- %/<<case "feeding">>\n\n\t/% Todo; donsair may refuse foods with one or more "disliked" tags; donsair gains Comfort from foods with one or more "liked" tags.\n\tvoracious donsair may ignore tags altogether in favor of eating anything. %/\n\n\t<<print $activeShard.Name>> eats it hungrily with no complaints.\n<<if $scenaDonsair.Denizens[$scenaDonsair.Active].bellyBloat gte ($activeShard.bellyCap * 0.6)>><br>\n\tTheir <<print either("belly","gut")>> protrudes impressively...!<</if>>\n\n\n/% --------------- %/<<default>>\n<<set _donsairWiggles = []>>\n\n\t/% Todo; Actions for ferals, actions for crir/somnix. %/\n\n<<if $activeShard.Comfort lte 5>>\n\t<<set _donsairWiggles.push($activeShard.Name + " growls softly, looking you dead in the eyes.")>><</if>>\n\n<<if $activeShard.Comfort lt 10>>\n\t<<set _donsairWiggles.push($activeShard.Name + " watches you closely, holding still.",$activeShard.Name + " lays down, keeping an eye on you.")>><</if>>\n\n<<if $activeShard.Comfort gte 50>>\n\t<<set _donsairWiggles.push($activeShard.Name + " fidgets about, looking happy!")>>\n<<elseif $activeShard.Comfort gte 30>>\n\t<<set _donsairWiggles.push($activeShard.Name + " fidgets about, looking content.")>>\n<<elseif $activeShard.Comfort gte 10>>\n\t<<set _donsairWiggles.push($activeShard.Name + " fidgets about, looking calm.")>><</if>>\n\n<<if $activeShard.Trinkets.length gt 0>>\n\n\t/% Todo; donsair may (pointedly) ignore or sulk about items with one or more "disliked" tags; donsair gains Comfort from and will favor items with one or more "liked" tags.\n\t\tDonsair may randomly consume consumable items that are not disliked (how likely?-- higher chance for liked items?) %/\n\n\n\t<<set _playTrinket = $activeShard.Trinkets.random()>>\n\t<<if (_playTrinket.Color neq 0) and (_playTrinket.Color neq "")>><<set _playTrinketName = _playTrinket.Color + " " + _playTrinket.Display>>\n\t<<else>><<set _playTrinketName = _playTrinket.Display>><</if>>\n\t<<set _donsairWiggles.push($activeShard.Name + " cuddles their " + _playTrinketName + " close!", $activeShard.Name + " is playing contentedly with their " + _playTrinketName + "!")>><</if>>\n\n\n\n\t<<print _donsairWiggles.random()>>\n\n\n\n<</switch>>\n
<div id="menuBar" class="row" style="border-top: 1px solid #20C0FFC7; margin-top: 2rem; width: 100%;">\n<span>♦<a id="nav1" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scena.Event = ''; $activeShard = 0;">1) Inventory.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scenaInv.Action = ''; $scena.Event = '';">2) Shardbody.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scena.Event = '';">3) Donsair.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = ''; $scenaInv.activeRef = ''; $scenaTime.Pause = 0; $usePassage = ''; $itemMode = '';">0) Return to Scenario.</a></span>\n</div>
\t<<if ndef $scenaSlime>><<set $scenaSlime = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>> /% Liquid slime trackers %/\n\t<<set $scenaDough = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>> /% Stuffing slime trackers %/\n\t<<set $scenaFoam = { Chest: 0, Belly: 0, Thigh: 0, Tail: 0,}>> /% Aero slime trackers %/<</if>>\n\n\t<<set $scenaSlime.Chest = 0; $scenaSlime.Belly = 0; $scenaSlime.Thigh = 0; $scenaSlime.Tail = 0>>\n\t<<set $scenaFoam.Chest = 0; $scenaFoam.Belly = 0; $scenaFoam.Thigh = 0; $scenaFoam.Tail = 0>>\n\t<<set $scenaDough.Chest = 0; $scenaDough.Belly = 0; $scenaDough.Thigh = 0; $scenaDough.Tail = 0>>\n\n\t<<for _i to 0; _i < $fxParasite.chestParasites.length; _i++>>\n\t\t<<if $fxParasite.chestParasites[_i] eq "slime">><<set $scenaSlime.Chest += $fxParasite.Chest[_i].Qt>>\n\t\t<<elseif $fxParasite.chestParasites[_i] eq "pudding">><<set $scenaSlime.Chest += $fxParasite.Chest[_i].Qt>>\n\t\t<<elseif $fxParasite.chestParasites[_i] eq "dough">><<set $scenaDough.Chest += $fxParasite.Chest[_i].Qt>>\n\t\t<<elseif $fxParasite.chestParasites[_i] eq "mallow">><<set $scenaFoam.Chest += $fxParasite.Chest[_i].Qt>>\n\t\t\t<<elseif $fxParasite.chestParasites[_i] eq "creme">><<set $scenaSlime.Chest += $fxParasite.Chest[_i].Qt>>\n\t\t\t<<elseif $fxParasite.chestParasites[_i] eq "mousse">><<set $scenaFoam.Chest += $fxParasite.Chest[_i].Qt>>\n\t<</if>><</for>>\n\n\n\t<<for _i to 0; _i < $fxParasite.bellyParasites.length; _i++>>\n\t\t<<if $fxParasite.bellyParasites[_i] eq "slime">><<set $scenaSlime.Belly += $fxParasite.Belly[_i].Qt>>\n\t\t<<elseif $fxParasite.bellyParasites[_i] eq "pudding">><<set $scenaSlime.Belly += $fxParasite.Belly[_i].Qt>>\n\t\t<<elseif $fxParasite.bellyParasites[_i] eq "dough">><<set $scenaDough.Belly += $fxParasite.Belly[_i].Qt>>\n\t\t<<elseif $fxParasite.bellyParasites[_i] eq "mallow">><<set $scenaFoam.Belly += $fxParasite.Belly[_i].Qt>>\n\t<</if>><</for>>\n\n\t<<for _i to 0; _i < $fxParasite.thighParasites.length; _i++>>\n\t\t<<if $fxParasite.thighParasites[_i] eq "slime">><<set $scenaSlime.Thigh += $fxParasite.Thigh[_i].Qt>>\n\t\t<<elseif $fxParasite.thighParasites[_i] eq "pudding">><<set $scenaSlime.Thigh += $fxParasite.Thigh[_i].Qt>>\n\t\t<<elseif $fxParasite.thighParasites[_i] eq "dough">><<set $scenaDough.Thigh += $fxParasite.Thigh[_i].Qt>>\n\t\t<<elseif $fxParasite.thighParasites[_i] eq "mallow">><<set $scenaFoam.Thigh += $fxParasite.Thigh[_i].Qt>>\n\t<</if>><</for>>\n\n\t<<for _i to 0; _i < $fxParasite.tailParasites.length; _i++>>\n\t\t<<if $fxParasite.tailParasites[_i] eq "slime">><<set $scenaSlime.Tail += $fxParasite.Tail[_i].Qt>>\n\t\t<<elseif $fxParasite.tailParasites[_i] eq "pudding">><<set $scenaSlime.Tail += $fxParasite.Tail[_i].Qt>>\n\t\t<<elseif $fxParasite.tailParasites[_i] eq "dough">><<set $scenaDough.Tail += $fxParasite.Tail[_i].Qt>>\n\t\t<<elseif $fxParasite.tailParasites[_i] eq "mallow">><<set $scenaFoam.Tail += $fxParasite.Tail[_i].Qt>>\n\t<</if>><</for>>\n\n\n/% ----------- Slime %/\n/% causes 'permanent' bloat until removed. Slime accumulation increases slowly in moist environments or when consuming/absorbing liquids.\n High slime accumulation ticks slime mutations -- flavors milk, softens body texture, color shift to bright + translucent colors, weight gain w/moisture exposure %/\n\n\t<<if $fxParasite.bellySlime gte 5>><<set $scenaPers.Active.pushUnique("parasite:slime:belly")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + either("belly","belly","gut") + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.bellySlime lte 0>><<set $scenaPers.Active.delete("parasite:slime:belly")>>\n\t<</if>>\n\n\t<<if $fxParasite.chestSlime gte 5>><<set $scenaPers.Active.pushUnique("parasite:slime:chest")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.chestSlime lte 0>><<set $scenaPers.Active.delete("parasite:slime:chest")>>\n\t<</if>>\n\n\t<<if $fxParasite.thighSlime gte 5>><<set $scenaPers.Active.pushUnique("parasite:slime:thigh")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your thighs wobble and pulsate gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.thighSlime lte 0>><<set $scenaPers.Active.delete("parasite:slime:thigh")>>\n\t<</if>>\n\n\t<<if $fxParasite.tailSlime gte 5>><<set $scenaPers.Active.pushUnique("parasite:slime:tail")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.tailSlime lte 0>><<set $scenaPers.Active.delete("parasite:slime:tail")>>\n\t<</if>>\n\n<<if $fxParasite.slimeLoad gte Math.round($scenaFat.Weight * 0.20)>><<set $scenaPers.Active.pushUnique("tf:slime")>><</if>>\n\n\n/% ----------- Pudding %/\n/% slowly converts into fat in the containing body region (a small amount remains). \n Pudding accumulation increases slowly in moist environments or when consuming/absorbing liquids.\n High pudding accumulation ticks pudding mutations -- flavors milk, softens body texture, color shift to creamy colors, central or pear body fat shaping, weight gain w/moisture exposure %/\n\n\t<<if $fxParasite.bellyPudding gte 5>>\n\t\t<<set $scenaPers.Active.pushUnique("parasite:pudding:belly")>>\n\t\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<elseif $fxParasite.bellyPudding lte 0>><<set $scenaPers.Active.delete("parasite:pudding:belly")>><</if>>\n\n\t<<if $fxParasite.chestPudding gte 5>>\n\t\t<<set $scenaPers.Active.pushUnique("parasite:pudding:chest")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\t\t<<elseif $fxParasite.chestPudding lte 0>><<set $scenaPers.Active.delete("parasite:pudding:chest")>><</if>>\n\n\t<<if $fxParasite.thighPudding gte 5>>\n\t\t<<set $scenaPers.Active.pushUnique("parasite:pudding:thigh")>>\n\t\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t\t<<elseif $fxParasite.thighPudding lte 0>><<set $scenaPers.Active.delete("parasite:pudding:thigh")>><</if>>\n\n\t<<if $fxParasite.tailPudding gte 5>>\n\t\t<<set $scenaPers.Active.pushUnique("parasite:pudding:tail")>>\n\t\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Tail += 0.01>><</if>>\n\t\t<<elseif $fxParasite.tailPudding lte 0>><<set $scenaPers.Active.delete("parasite:pudding:tail")>><</if>>\n\n<<if $fxParasite.puddingLoad gt Math.round($scenaFat.Weight * 0.20)>><<set $scenaPers.Active.pushUnique("tf:pudding")>><</if>>\n\n\n/% ----------- Creme %/\n/% accumulates in chest region, causing 'permanent' bloat until removed, and slowly increasing milkfat. \n Creme accumulation increases slowly in moist environments or when consuming/absorbing liquids.\n High creme accumulation ticks slime mutations -- flavors milk, softens body texture, color shift to pale colors, chest body fat shaping, chest weight gain w/moisture exposure %/\n\n\t<<if $fxParasite.chestCreme gte 5>><<set $scenaPers.Active.pushUnique("parasite:creme")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\t\t<<elseif $fxParasite.chestCreme lte 0>><<set $scenaPers.Active.delete("parasite:creme")>><</if>>\n\n<<if $fxParasite.chestCreme gt Math.round($scenaFat.Chest * 0.20)>><<set $scenaPers.Active.pushUnique("tf:creme")>><</if>>\n\n\n/% ----------- Mousse %/\n/% accumulates in chest region, causing 'permanent' bloat until removed, and slowly increasing milk aeration. \n Mousse accumulation increases slowly in low/no pressure environments or when consuming/absorbing gases.\n High mousse accumulation ticks mousse mutations -- flavors milk, aerates body texture, color shift to creamy colors, bloat gain w/vaccuum exposure %/\n\n\t<<if $fxParasite.chestMousse gte 5>><<set $scenaPers.Active.pushUnique("parasite:mousse")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\t\t<<elseif $fxParasite.chestMousse lte 0>><<set $scenaPers.Active.delete("parasite:mousse")>><</if>>\n\n<<if $fxParasite.chestMousse gt Math.round($scenaFat.Chest * 0.20)>><<set $scenaPers.Active.pushUnique("tf:mousse")>><</if>>\n\n\n/% ----------- Dough %/\n/% slowly converts into fat in the containing body region (a small amount remains). \n Dough accumulation increases slowly in warm environments or when consuming/absorbing sweet foods.\n High dough accumulation ticks dough mutations -- aerates body fat, weight gain w/heat exposure %/\n\n\t<<if $fxParasite.bellyDough gte 5>><<set $scenaPers.Active.pushUnique("parasite:dough:belly")>>\n\t\t<<elseif $fxParasite.bellyDough lte 0>><<set $scenaPers.Active.delete("parasite:dough:belly")>><</if>>\n\n\t<<if $fxParasite.chestDough gte 5>><<set $scenaPers.Active.pushUnique("parasite:dough:chest")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.chestDough lte 0>><<set $scenaPers.Active.delete("parasite:dough:chest")>><</if>>\n\n\t<<if $fxParasite.thighDough gte 5>><<set $scenaPers.Active.pushUnique("parasite:dough:thigh")>>\n\t\t<<elseif $fxParasite.thighDough lte 0>><<set $scenaPers.Active.delete("parasite:dough:thigh")>><</if>>\n\n\t<<if $fxParasite.tailDough gte 5>><<set $scenaPers.Active.pushUnique("parasite:dough:tail")>>\n\t\t<<elseif $fxParasite.tailDough lte 0>><<set $scenaPers.Active.delete("parasite:dough:tail")>><</if>>\n\n<<if $fxParasite.doughLoad gt Math.round($scenaFat.Weight * 0.20)>><<set $scenaPers.Active.pushUnique("tf:dough")>><</if>>\n\n\n/% ----------- Mallow %/\n/% causes 'permanent' bloat until removed. \n Mallow accumulation increases slowly in low pressure environments or when consuming/absorbing gases.\n High mallow accumulation ticks mallow mutations -- flavors milk, aerates body texture, central body fat shaping, color shift to pearlescent colors, bloat gain w/vaccuum exposure %/\n\n\t<<if $fxParasite.bellyMallow gte 5>><<set $scenaPers.Active.pushUnique("parasite:mallow:belly")>>\n\t\t<<elseif $fxParasite.bellyMallow lte 0>><<set $scenaPers.Active.delete("parasite:mallow:belly")>><</if>>\n\n\t<<if $fxParasite.chestMallow gte 5>><<set $scenaPers.Active.pushUnique("parasite:mallow:chest")>>\n\t\t<<set _rand = random(1,8)>>\n\t\t\t<<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + $scenaFat.ChestType.toLowerCase() + " wobbles and pulsates gently as you watch...!")>><</if>>\n\t\t<<elseif $fxParasite.chestMallow lte 0>><<set $scenaPers.Active.delete("parasite:mallow:chest")>><</if>>\n\n\t<<if $fxParasite.thighMallow gte 5>><<set $scenaPers.Active.pushUnique("parasite:mallow:thigh")>>\n\t\t<<elseif $fxParasite.thighMallow lte 0>><<set $scenaPers.Active.delete("parasite:mallow:thigh")>><</if>>\n\n\t<<if $fxParasite.tailMallow gte 5>><<set $scenaPers.Active.pushUnique("parasite:mallow:tail")>>\n\t\t<<elseif $fxParasite.tailMallow lte 0>><<set $scenaPers.Active.delete("parasite:mallow:tail")>><</if>>\n\n<<if $fxParasite.mallowLoad gt Math.round($scenaFat.Weight * 0.20)>><<set $scenaPers.Active.pushUnique("tf:mallow")>><</if>>\n\n\n/% Slime Interactions %/ \n<<include Parasite:Slime:Blend:Chest>><<include Parasite:Slime:Blend:Belly>><<include Parasite:Slime:Blend:Thigh>><<include Parasite:Slime:Blend:Tail>>\n/% Subtype Effects - NYI\n <<include Parasite:Slime:Subtypes>> %/\n/% Environmental Effects %/ <<include Parasite:Slime:Environments>>\n\n\n/% Bloat floor = slime accumulation total\n\n\t<<if $scenaContents.Chest lt ($fxParasite.chestSlime + $fxParasite.chestCreme)>>\n\t\t<<set $scenaLiquid.Chest = ($fxParasite.chestSlime + $fxParasite.chestCreme)>><</if>>\n\t<<if $scenaAir.Chest lt ($fxParasite.chestMousse + $fxParasite.chestMallow + $fxParasite.chestDough)>>\n\t\t<<set $scenaAir.Chest = ($fxParasite.chestMousse + $fxParasite.chestMallow + $fxParasite.chestDough)>><</if>>\n\n\t<<if $scenaLiquid.Belly lt ($fxParasite.bellySlime + $fxParasite.bellyPudding)>>\n\t\t<<set $scenaLiquid.Belly = ($fxParasite.bellySlime + $fxParasite.bellyPudding)>><</if>>\n\t<<if $scenaAir.Belly lt ($fxParasite.bellyMallow + $fxParasite.bellyDough)>>\n\t\t<<set $scenaAir.Belly = ($fxParasite.bellyMallow + $fxParasite.bellyDough)>><</if>>\n\n\t<<if $scenaLiquid.Thigh lt ($fxParasite.thighSlime + $fxParasite.thighPudding)>>\n\t\t<<set $scenaLiquid.Thigh = ($fxParasite.thighSlime + $fxParasite.thighPudding)>><</if>>\n\t<<if $scenaAir.Thigh lt ($fxParasite.thighMallow + $fxParasite.thighDough)>>\n\t\t<<set $scenaAir.Thigh = ($fxParasite.thighMallow + $fxParasite.thighDough)>><</if>>\n\n\t<<if $scenaLiquid.Tail lt ($fxParasite.tailSlime + $fxParasite.tailPudding)>>\n\t\t<<set $scenaLiquid.Tail = ($fxParasite.tailSlime + $fxParasite.tailPudding)>><</if>>\n\t<<if $scenaAir.Tail lt ($fxParasite.tailMallow + $fxParasite.tailDough)>>\n\t\t<<set $scenaAir.Tail = ($fxParasite.tailMallow + $fxParasite.tailDough)>><</if>>\n %/\n
<<switch $activeShard.Subspecies>>\n\t<<case "inflator">>\n\t\t<<set $scenaAir.Belly += ($tendrilPressure * $multi)>>\n\n\t<<default>>\n\t\t<<set $scenaLiquid.Belly += ($tendrilPressure * $multi); $scenaMetabolic.Load += ($tendrilPressure * $multi)>>\n<</switch>>\n\n/% Additional Effects %/\n<<switch $activeShard.Subspecies>>\n\t<<case "feeder">>\n\t\t/% Chance of body type fattening, belly fattening, gain rate increase, satiety threshold increase %/\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\n\t<<case "fattener">>\n\t\t<<set $scenaMetabolic.Load += (2.0 * ($tendrilPressure * $multi))>>\n\t\t/% Chance of body type fattening, belly fattening, gain rate increase, burn rate decrease, satiety threshold increase, voracity increase %/\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\n\t<<case "vine">>\n\t\t/% Chance of gain rate increase, satiety threshold increase %/\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\n\t<<case "slurry">>\n\t\t<<set $scenaMetabolic.Load += (1.5 * ($tendrilPressure * $multi))>>\n\t\t/% Chance of body type fattening, belly fattening, gain rate increase, satiety threshold increase, voracity increase %/\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\n\t<<case "milky">>\n\t\t<<set $scenaMetabolic.Load += (1.2 * ($tendrilPressure * $multi))>>\n\t\t/% Chance of body type fattening, satiety threshold increase %/\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<include Shaper:FattenBType>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\n\t<<case "jelly">>\n\t\t<<set _slimeLoad = { ID: "slime", Qt: 0, Subtype: "", Flavor: "", }>>\t\n\t\t/% Todo - select slime flavor by tendril color %/\n\t\t<<if def $activeShard.Flavor>><<set _slimeLoad.Flavor = $activeShard.Flavor>><</if>>\n\t\t<<set _newCritter = "slime:Slime">><<include DB:Living:Slimes>><<include SlimeLoader>>\n\t\t/% Fix this so it doesn't redirect to a slime event? %/<<set $scena.Event = "Critter:Tendril">>\n\n\t\t/% Chance of belly fattening, gain rate increase, burn rate decrease, satiety threshold increase %/\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\n\t<<case "inflator">>/% Just air for now. More effects later? %/\n<</switch>>
/% Calculates and manages base HP %/\n\n/% Combat HP %/\n<<set $scenaStats.maxCHP = Math.round(($scenaShard.baseHP * $scenaStats.Constitution) * 0.15)>>\n<<if ($scenaStats.cHP eq null) or (ndef $scenaStats.cHP)>><<set $scenaStats.cHP = $scenaStats.maxCHP>><</if>>\n\n/% Stretch + Burst HP %/\n<<set $scenaStretch.Base = (($scenaStretch.Belly + $scenaStretch.Chest + $scenaStretch.Thigh + $scenaStretch.Tail) * 0.10).toFixed(1)>>\n<<set $scenaStats.maxBurstHP = Math.round(($scenaStats.maxCHP * $scenaStretch.Base) * 15)>>\n\n<<if $scenaStats.burstHP lt 0>><<set $scenaStats.burstHP = 0>><</if>>\n<<if $scenaStats.burstHP gte ($scenaStats.maxBurstHP + $sMod.burstHP)>><<set $scenaStats.burstHP = $scenaStats.maxBurstHP>><</if>>\n\n/% -------- Natural HP Recovery %/\n<<if ($scenaStats.cHP gt 0) and ($scenaStats.cHP lt ($scenaStats.maxCHP + $sMod.cHP))>>\n\t<<set _cHeal = Math.round($scenaStats.maxCHP * 0.1)>><<if _cHeal lt 1>><<set _cHeal = 1>><</if>>\n\t<<set $scenaStats.cHP += either(0,0,0,_cHeal)>><</if>>\n\n/% Burst HP Regeneration %/\n<<if ($scenaContents.Belly lt (_bellyStretch * 1.2)) and ($scenaContents.Chest lt (_chestStretch * 1.2)) and ($scenaContents.Thigh lt (_thighStretch * 1.2)) and ($scenaContents.Tail lt (_tailStretch * 1.2))>>\n <<if $scenaStats.burstHP lt ($scenaStats.maxBurstHP + $sMod.burstHP)>>\n\t<<if Math.round($scenaStats.maxBurstHP * 0.02) gt 1>>\n\t\t<<set _hpRestore = Math.round($scenaStats.maxBurstHP * 0.02)>>\n\t<<else>><<set _hpRestore = 1>><</if>>\n\t\t<<set $scenaStats.burstHP += either(0,0,0,_hpRestore)>>\t\n <</if>>\n<</if>>\n\n/% Todo - implement overhealing -> calorie accumulation %/\n
/% ================= All Genes %/<<set $scenaGPool = {\n\tNoMax3: [1,2,3],\n\tMin0Max3: [0,1,2,3],\n\tMax3Start2Inc: [2,1,3],\n\tMax4Start2: [2,3,4],\n\tNoEven6: [2,4,6],\n\tMin0Even6: [0,2,4,6],\n\tMin0Max6: [0,1,2,3,4,5,6],\n\tNoMax6: [1,2,3,4,5,6],\n\tMax6Start2: [2,3,4,5,6],\n\tMax6Start2Inc: [2,1,3,4,5,6],\n\tNoMax8: [1,2,3,4,5,6,7,8],\n\tMax8Start2: [2,3,4,5,6,8],\n\tNoEven12: [2,4,6,8,10,12],\n\tNoMax12: [1,2,3,4,5,6,7,8,9,10,11,12],\n\tNoEven24: [2,4,6,8,10,12,14,16,18,20,22,24],\n\n\tBodyType: ["Default","Pot-Bellied","Busty","Thick-Thighed","Fat-Tailed","Hourglass","Round","Pear","Bottom-Heavy"],\n\tChestStyle: ["Vivriere","Chest","Breast"],\n\tChestLoc: ["Belly","Chest"],\n\n\tBeans: ["No Beans","Soft Pawpads","Bubble Pawpads","Heart-Shaped Pawpads","Star-Shaped Pawpads"],\n\n\tEarAll: ["Bat Ears","Cat Ears","Ungulate Ears","Big Elf Ears","Butterfly Wing Ears","Detached Floating Ears","Elf Ears","Fluffy Ears","Long Elf Ears","Pointed Ears","Ribbon Ears","Round Ears","Sharp Elf Ears","Lop Ears","Speaker Ears","Spiral Ears","Split Ears","Salamander Gills","Tufted Ears","Webbed Ears","Winged Ears","Tendril Ears","Mandible Ears"], Ear: [],\n\n\tHornAll: ["Antelope Horn","Antler","Tree Branch Antler","Bat-Winged Brow","Bull Horn","Bushy Brow","Capsule Horn","Capsule Antler","Capsule-Tipped Horn","Curled Horn","Curved Horn","Energy Antenna","Feather Brow","Feather-Winged Brow","Fused O-Horn","Head Needle","Head Quill","Head Spike","Head Thorn","Heart-Tipped Antenna","Orb-Tipped Horn","Ribbon","Smooth Antenna","Smooth Brow","Spike Horn","Spiral Horn","Star-Tipped Antenna","Straight Horn","Crystalline Antler","Crystalline Horn","Winged Horn","Bat-Winged Horn"], Horn: [], HeadDecor: [],\n\n\tMane: ["No Mane","Curly Mane","Feather Mane","Flowing Mane","Fluffy Mane","Kelp Mane","Leafy Mane","Lion's Mane","Long Curly Mane","Long Flowing Mane","Long Mohawk","Long Spiked Mane","Long Spiky Mohawk","Long Wild Mane","Long Wiry Mane","Mohawk","Short Spiked Mane","Spiky Mohawk","Tentacle Mane","Wild Mane","Wiry Mane","Woolly Mane","Webbed Mane","Vine Mane","Cotton Candy Mane","Cloud Mane","Foam Mane","Lacy Mane"],\n\n\tHead: ["Angler Face","Astronaut Helmet","Bat Face","Blunt Snout","Bovine Face","Broad Beak","Canine Face","Catfish Face","Cervid Face","Cetacean Face","Crocodilian Jaws","Crushing Beak","Crushing Jaws","Draconic Face","Dromaeosaur Head","Dunkleosteus Face","Equine Head","Eel Snout","Fae Face","Faelien Face","Featureless Face","Feline Face","Fish Face","Flat Face","Frog Mouth","Hooked Beak","Insectoid Mouth","Isopod Head","Jagged Beak","Lamprey Mouth","Leonine Face","Little Beak","Masked Face","Machine Head","Monitor Head","Mustelid Face","Octopus Face","Porcine Snout","Rex Head","Robot Head","Seal Face","Serpentine Face","Shark Jaws","Sharp Beak","Short Beak","Skull Face","Soft Snout","Squid Face","Tentacled Maw","Tri-Beak","Trunk","Turtle Head","Vulpine Face","Iguana Face","Plant Head","Rosebud Head","Welding Helmet"],\n\n\tEye: ["Standard Eye","Glowing Eye","Solid Eye","Round Eye","Fish Eye","Aperture Eye","Compound Eye","Mechanical Eye","Digital Eye","Button Eye","Beady Eye","Painted Eye","Eyestalk","Hollow Socket"],\n\n\tPupil: ["Round Pupil","Diamond Pupil","Heart Pupil","Ovoid Pupil","Rectangular Pupil","Skull Pupil","Slit Pupil","Star Pupil","Trefoil Pupil","X-Pupil","No Pupil"],\n\n\tTongue: ["Fleshy Tongue","Forked Tongue","Rough Tongue","Sticky Tongue"],\n\n\tNeck: ["Standard Neck","Long Neck","Serpentine Neck"],\n\n\tCoat: ["Armored Hide","Bumpy Skin","Candied Body","Cake Body","Chitin","Curly Feathers","Cotton Candy Coat","Curly Fur","Downy Feathers","Dense Feathers","Dense Fur","Dragon Scales","Feathers","Fish Scales","Fluffy Feathers","Fluffy Fur","Foam Body","Inflatable Toy Body","Iridescent Feathers","Long Fur","Metal Armor Coat","Jelly Body","Pastry Body","Patchy Feathers and Scales","Patchy Feathers","Plastic Shell","Plush Body","Pudding Body","Porcelain Shell","Ragdoll Body","Rough Skin","Rubber Skin","Scaly Skin","Segmented Armor Plates","Shaggy Feathers","Shaggy Fur","Sharp Scales","Short Fur","Slick Feathers","Slime Body","Smooth Feathers","Smooth Skin","Soft Feathers","Soft Fur","Skeletal Armor","Soft Flesh","Spiny Feathers","Spongy Skin","Sugar Body","Taffy Body","Thorny Scales","Thick Feathers","Thick Fur","Thick Rubber","Thorny Skin","Velvet Fur","Wispy Body","Wiry Fur","Writhing Tentacle Body","Skinless","Whipped Cream Coat","Gummi Body","Snowglobe Body","Stone Hide"], \n\n\tnaturalCoat: ["Armored Hide","Bumpy Skin","Chitin","Curly Feathers","Curly Fur","Downy Feathers","Dense Feathers","Dense Fur","Dragon Scales","Feathers","Fish Scales","Fluffy Feathers","Fluffy Fur","Iridescent Feathers","Long Fur","Patchy Feathers and Scales","Patchy Feathers","Rough Skin","Scaly Skin","Shaggy Feathers","Shaggy Fur","Sharp Scales","Short Fur","Slick Feathers","Smooth Feathers","Smooth Skin","Soft Feathers","Soft Fur","Soft Flesh","Spiny Feathers","Spongy Skin","Thorny Scales","Thick Feathers","Thick Fur","Velvet Fur","Wiry Fur"], \n\n\tfurCoat: ["Curly Fur","Dense Fur","Fluffy Fur","Long Fur","Shaggy Fur","Short Fur","Soft Fur","Velvet Fur","Wiry Fur"], \n\n\tfeatherCoat: ["Curly Feathers","Downy Feathers","Dense Feathers","Feathers","Fluffy Feathers","Iridescent Feathers","Patchy Feathers and Scales","Patchy Feathers","Shaggy Feathers","Slick Feathers","Smooth Feathers","Soft Feathers","Spiny Feathers","Thick Feathers"], \n\n\tscaleCoat: ["Armored Hide","Dragon Scales","Fish Scales","Patchy Feathers and Scales","Scaly Skin","Sharp Scales","Thorny Scales"], \n\n\tskinCoat: ["Bumpy Skin","Rough Skin","Scaly Skin","Smooth Skin","Soft Flesh","Spongy Skin","Thorny Skin"], \n\n\texoCoat: ["Armored Hide","Chitin","Skeletal Armor","Segmented Armor Plates"], \n\n\tarmorCoat: ["Armored Hide","Chitin","Metal Armor Coat","Plastic Shell","Porcelain Shell","Skeletal Armor","Stone Hide"], \n\n\teldritchCoat: ["Skeletal Armor","Chitin","Fish Scales","Patchy Feathers and Scales","Patchy Feathers","Soft Flesh","Thorny Skin","Writhing Tentacle Body","Skinless","Putty Body"], \n\n\tcandyCoat: ["Candied Body","Cake Body","Cotton Candy Coat","Jelly Body","Pastry Body","Pudding Body","Sugar Body","Taffy Body","Whipped Cream Coat","Gummi Body"], \n\n\ttoyCoat: ["Foam Body","Inflatable Toy Body","Plastic Shell","Plush Body","Porcelain Shell","Ragdoll Body","Rubber Skin","Thick Rubber","Snowglobe Body"], \n\n\tForelimb: ["Arms","Legs","Tendrils","Fins","Flippers","No Limbs"],\n\n\tForepaw: ["Beetle Paws","Clawed Paws","Cloven Hooves","Digging Paws","Fluffy Zygodactyl Paws","Four-Clawed Paws","Furry Paws","Hooves","Long-Taloned Paws","Mantis Blades","Massive-Clawed Paws","Massive-Taloned Paws","Maw Paws","Needle Tip","Nightmare Talons","Retractile-Clawed Paws","Soft Paws","Spike Tip","Taloned Paws","Tentacle Paws","Three-Clawed Paws","Webbed Paws","Zygodactyl Paws","Delicate Paws","Nimble-Fingered Paws"],\n\n\tBelly: ["Standard","Bloodbelly","Cake Belly","Candy Belly","Capsule Belly","Feathered Belly","Filigree-Framed Belly","Filigree-Framed Scuted Belly","Foam Belly","Fur-Framed Belly","Fur-Framed Scuted Belly","Furry Belly","Inflatable Toy Belly","Jelly Belly","Maw-Scuted Belly","Pastry Belly","Plushie Belly","Rainbelly","Scaly Belly","Scuted Belly","Scuted Bloodbelly","Scuted Capsule Belly","Scuted Vial Belly","Vial Belly","Woolly Belly","Chalkboard Belly","Whiteboard Belly","Aquarium Belly","Terrarium Belly","Mirror Belly","Armor-Plated Belly","Metal-Plated Belly","Gumdrop Belly","Speaker Belly","Monitor Belly","Drawer Belly","Door Belly","Fabric Belly","Mecha Belly","Circuit Belly","Clockwork Belly","Fleshy Belly","Maw Belly","Tentacle-Scuted Belly","Bubble Belly","Cage Belly","Garden Belly","Woven Vine Belly","Gummi Belly","Neon Tube Belly","Putty Belly","Snowglobe Belly","Lava Lamp Belly","Fan Belly","Factory Belly","Clock Belly","Bone-Armored Belly","Glow Belly","Display Case Belly","Vent Belly","Refrigerator Belly","Heater Belly","3D Printer Belly","Freezer Belly","Crystal Belly","Toybox Belly","Gingerbread Belly","Quilted Belly"],\n\n\tInterior: ["Fleshy Interior","Balloon Cavities","Biomechanical Interior","Cake-Stuffed","Candy-Stuffed","Chocolate-Stuffed","Clay and Clockwork Interior","Clay and Stone Interior","Clay and Vine Interior","Clay Interior","Cloudy Interior","Cotton and Clockwork Interior","Cotton-Filled","Cream-Filled","Crystal-Studded Fleshy Interior","Donut-Stuffed","Fatty Interior","Flesh and Clockwork Interior","Flower-Stuffed","Foam Interior","Glitter-Stuffed","Heart-Stuffed","Icing-Stuffed","Internal Aquarium","Internal Garden","Internal Musculotendrils","Internal Tentacles and Clockwork","Internal Tentacles","Internal Terrarium","Internal Vines","Jelly-Filled","Liquid and Glitter Interior","Liquid Interior","Mechanical Interior","Pudding-Stuffed","Slime-Filled","Sprinkle-Stuffed","Star-Stuffed","Starry Void Interior","Void Interior"],\n\n\tHindlimb: ["Legs","Arms","Tendrils","Fins","Flippers","No Limbs"],\n\n\tHindpaw: ["Beetle Paws","Clawed Paws","Cloven Hooves","Digging Paws","Fluffy Zygodactyl Paws","Four-Clawed Paws","Furry Paws","Hooves","Long-Taloned Paws","Mantis Blades","Massive-Clawed Paws","Massive-Taloned Paws","Maw Paws","Needle Tip","Nightmare Talons","Retractile-Clawed Paws","Soft Paws","Spike Tip","Taloned Paws","Tentacle Paws","Three-Clawed Paws","Webbed Paws","Zygodactyl Paws"],\n\n\tBack: ["No Back Detail","Back Sail","Back Spikes","Back Spines","Billowing Clouds","Billowing Nebulae","Billowing Smoke","Fluffy Foliage","Curly Mane","Feather Mane","Flowering Vines","Giant Plant","Hungry Tentacles","Long Mane","Plated Spines","Stitched Spine","Tentacle Mane","Thick Mane","Thorny Mane","Vine Tangle","Cable Tangle","Zipper Spine","Miniature Forest","Miniature Garden","Miniature Mountain","Cotton Candy Clouds","Marshmallow Fluff","Thick Icing","Chocolate Drizzle","Candy Shell","Lollipop Spine","Candy-Studded Spine","Sour Straw Spines","Chocolate Shavings","Fancy Bowl","Whipped Cream and Sprinkles","Icing and Sprinkles","Ice Cream Sundae","Cage","Giant Capsule","Monitor","Monitor Stack","Speaker","Speaker Stack","Fairy Lights","Miniature Mound","Armor Plating","Stormclouds","Smoke Clouds","Grasping Claws","Glitter Trail","Rainbow Trail","Glass Tubing","Chemistry Set","Slime Mane","Aetherhole","Peacock Feather Mane","Tinsel Mane","Air Pump","Liquid Pump","Fatiere Pump","Ornate Display Case","Pillow Nest","Carriage Compartment","Cargo Hold","Oven","Bone Spine","Bone Cage","Bone Pile","Coral Reef","Gingerbread House","Dollhouse","Toybox","Globe","Model Galaxy","Factory Spine","Foggy Back","Miniature Pond"],\n\n\tAura: ["No Aura","Ballooning Aura","Dizzying Aura","Engorging Aura","Fattening Aura","Gluttonous Aura","Hallucenogenic Aura","Oxidizing Aura","Radioactive Aura","Sickening Aura"],\n\n\tWings: ["No Wings","Bat Wings","Beetle Wings","Butterfly Wings","Dragonfly Wings","Energy Wings","Feathered Wings","Locust Wings","Hummingbird Wings","Gossamer Wings","Moth Wings","Mothfly Wings","Raven Wings","Vulture Wings","Owl Wings","Leaf Wings"],\n\n\tTail: ["No Tail","Bee Tail","Betta Tail","Bird of Paradise Tail","Bushy Tail","Cable Bundle Tail","Capsule Tail","Cat Tail","Crocodile Tail","Dragon Tail","Dragonfly Tail","Feathered Tail","Fish Tail","Eel Tail","Firefly Tail","Flaming Tail","Floral Tail","Fluffy Tail","Fluffy-Feathered Tail","Gecko Tail","Gem-Tipped Tail","Grasshopper Tail","Horsetail","Hose Tail","Injector Tail","Long Feathered Tail","Long Fluffy Tail","Machine Tail","Manatee Tail","Mawtail","Moth Tail","Paddle Tail","Peacock Tail","Rat Tail","Rooster Tail","Rose Tail","Seal Tail","Serpent Tail","Short Fluffy Tail","Shark Tail","Smooth Tail","Spider Tail","Swallowtail","Tentacle Tail","Thick Tail","Thorny Tail","Vial Tail","Wasp Tail","Worm Tail","Whale Tail","Whiptail","Winged Tail"],\n\n\tTailtip: ["None","Bubble Tailtip","Candy Tailtip","Capsule Tailtip","Cloudy Tailtip","Club Tailtip","Crystal Cluster Tailtip","Crystal Point Tailtip","Cupcake Tailtip","Feathered Tailtip","Flag Tailtip","Flower Tailtip","Fruit Tailtip","Gem Tailtip","Glowing Tailtip","Heart Tailtip","Icing Bag Tailtip","Injector Tailtip","Leaf Tailtip","Lollipop Tailtip","Lure Tailtip","Mace Tailtip","Maw Tailtip","Nozzle Tailtip","Paintbrush Tailtip","Pen Tailtip","Plug Tailtip","Pump Tailtip","Rose Tailtip","Scythe Tailtip","Sickle Tailtip","Snake-Head Tailtip","Spade Tailtip","Spike Tailtip","Star Tailtip","Stinger Tailtip","Tendril-Tuft Tailtip","Tuft Tailtip","Lacy Tailtip","Arrow Tailtip","Clock-Hand Tailtip"],\n\n\tColorManeSelector: ["Red","Auburn","Brown","Strawberry","Sandy","Blonde","Golden","Silver","Platinum","Snow","White","Blue-Black","Black","Lime","Green","Teal","Blue","Sky Blue","Indigo","Violet","Magenta","Pink","Rose-Red","Random"], \n\tColorSkinSelector: ["Nondescript"], \n\tColorSelectorOptional: ["Default"], \n\tColorSelector: ["Red","Orange","Brown","Tan","Cream","Golden","Yellow","Lime","Green","Teal","Blue","Sky Blue","Indigo","Violet","Magenta","Pink","Rose-Red","Black","Gray","Silver","Snow","White","Random"], \n\n\tPatSelector: ["Solid","Crystalline","Filigreed","Freckled","Glittery","Gradient","Iridescent","Piebald","Rainbow","Runed","Speckled","Spotted","Starry","Striped","Tiger-Striped","Translucent"],\n\tPatBeans: ["Solid","Crystalline","Freckled","Glittery","Glowing","Iridescent","Piebald","Rainbow","Speckled","Spotted","Starry","Striped","Translucent"],\n\tPatSelectorFull: ["Solid","Badger-Marked","Bar-Striped","Bioluminescent","Biomecha","Calico","Circuited","Cloudy","Cow-Spotted","Crystalline","Filigreed","Flame-Kissed","Floral","Freckled","Glittery","Glowing","Gradiented","Holo","Iridescent","Lateral-Striped","Mecha","Mottled","Nebulaic","Orca-Marked","Pied","Rainbow","Rosetted","Runed","Speckled","Spotted","Stained Glass","Starry","Striped","Tabby","Tiger-Striped","Translucent","Wolf-Marked"],\n\n\tWeightSelector: ["Default","Soft","Plump","Plumper","Fat","Fatter","Overstuffed","Huge"],\n\tWeightSelectorChest: ["Flat","Soft","Plump","Plumper","Fat","Fatter","Overstuffed","Huge"],\n\tWeightSelectorFace: ["Default","Soft","Plump","Plumper","Fat","Fatter","Overstuffed","Pillowy"],\n\tWeightSelectorTrunk: ["Default","Soft","Plump","Plumper","Fatty","Fattier","Flabby","Buttery","Rippling"],\n\n}>>\n\t<<set $scenaGPool.Horn.pushUnique("No Horn"); $scenaGPool.HeadDecor.pushUnique("No Decor"); $scenaGPool.Ear.pushUnique("No Ears")>>\n\t<<for _i to 0; _i < $scenaGPool.HornAll.length; _i++>>\n\t\t<<set $scenaGPool.Horn.pushUnique($scenaGPool.HornAll[_i])>>\n\t\t<<set $scenaGPool.HeadDecor.pushUnique($scenaGPool.HornAll[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaGPool.EarAll.length; _i++>><<set $scenaGPool.Ear.pushUnique($scenaGPool.EarAll[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaGPool.ColorSelector.length; _i++>><<set $scenaGPool.ColorSkinSelector.pushUnique($scenaGPool.ColorSelector[_i])>>\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<<set $scenaGPool.ColorSelectorOptional.pushUnique($scenaGPool.ColorSelector[_i])>><</for>>\n\t\n\n/% ================= Heads %/<<set $headGenes = {\t\n\tMirai: ["Fae Face"], Zamirai: ["Faelien Face"],\n\tKarakk: ["Sharp Beak","Jagged Beak","Hooked Beak","Crushing Beak","Short Beak","Broad Beak"],\n\tTirix: ["Jagged Beak","Sharp Beak","Hooked Beak","Crushing Beak","Short Beak","Broad Beak","Little Beak","Tri-Beak","Fae Face","Faelien Face","Skull Face"],\n\tEsque: ["Blunt Snout","Angler Face","Catfish Face","Crocodilian Jaws","Crushing Jaws","Crushing Beak","Dunkleosteus Face","Eel Snout","Fish Face","Frog Mouth","Lamprey Mouth","Octopus Face","Shark Jaws","Skull Face","Squid Face","Tentacled Maw","Turtle Head"],\n\tAnfaer: [],\n}>>\n\n/% ================= Limbs %/<<set $limbGenes = {\n\tMiraiFore: ["Arms"], MiraiForepaw: ["Clawed Paws","Taloned Paws","Long-Taloned Paws","Nightmare Talons"],\n\tZamiraiForepaw: ["Clawed Paws","Massive-Clawed Paws","Taloned Paws","Massive-Taloned Paws","Long-Taloned Paws","Digging Paws","Tentacle Paws","Zygodactyl Paws","Mantis Blades","Maw Paws","Nightmare Talons"],\n\tMiraiHind: ["Legs"], MiraiHindpaw: ["Three-Clawed Paws","Four-Clawed Paws","Massive-Clawed Paws","Taloned Paws","Massive-Taloned Paws","Long-Taloned Paws","Digging Paws","Tentacle Paws","Hooves","Cloven Hooves","Soft Paws","Furry Paws","Zygodactyl Paws","Fluffy Zygodactyl Paws"],\n\n\tKarakkFore: ["Wing-Arms"], \tKarakkForepaw: ["Taloned Paws","Long-Taloned Paws"],\n\tKarakkHindpaw: ["Three-Clawed Paws","Four-Clawed Paws","Zygodactyl Paws","Fluffy Zygodactyl Paws"],\n\n\tVecLimbs: ["Tendrils","Wing-Tendrils","Fins","Flippers"],\n\n\tEsquePaws: ["Retractile-Clawed Paws","Webbed Paws","Clawed Paws","Digging Paws","Long-Taloned Paws","Massive-Clawed Paws","Massive-Taloned Paws","Nightmare Talons","Taloned Paws","Tentacle Paws"],\n\n\tTirixFore: ["Feathered Wings","Wing-Arms","Wing-Tendrils","Bat Wings","Arms","Legs","Tendrils","Fins","Flippers"],\n\tTirixAddFore: ["No Limbs","Wing-Arms","Arms","Feathered Wings","Bat Wings","Legs","Tendrils","Fins","Flippers"],\n}>>\n\n/% ================= Details %/<<set $detailGenes = {\n\tBasicTongue: ["Fleshy Tongue","Forked Tongue"], BasicGuts: ["Fleshy Interior","Fatty Interior"],\n\tBasicPattern: ["Solid","Gradient","Piebald","Runed"],\n\tFancyPattern: ["Solid","Striped","Spotted","Gradient","Filigreed","Starry","Rainbow","Tiger-Striped","Piebald","Crystalline","Runed","Bar-Striped","Rosetted","Nebulaic","Cloudy","Mottled","Bioluminescent"],\n\t\n\tMiraiEar: ["Elf Ears","Sharp Elf Ears","Long Elf Ears","Big Elf Ears"],\n\tMiraiEye: ["Glowing Eye"], ZamiraiEye: ["Huge Glowing Eye"],\n\tMirEyeColor: ["Green","Red","Golden","Teal","Blue","Indigo","Violet","Magenta","White","Black"],\n\tMiraiBrow: ["Smooth Brow","Bushy Brow","Star-Tipped Antenna","Heart-Tipped Antenna","Smooth Antenna","Feather Brow","Feather-Winged Brow","Bat-Winged Brow"], \n\tZamiraiBrow: [],\n\tMiraiSkin: ["Smooth Skin","Scale-Dusted Skin"], \n\tZamiraiSkin: ["Smooth Skin","Scale-Dusted Skin","Scaly Skin","Rubber Skin","Chitin"],\n\tMiraiWings: ["No Wings"],\n\tZamiraiWings: ["Energy Wings","Feathered Wings","Bat Wings","Butterfly Wings","Moth Wings","Mothfly Wings","Gossamer Wings","Void Wings"],\n\n\tKarakkEar: ["No Ears","Tufted Ears"],\n\tKarakkMane: ["Fluffy Crest","Flowing Crest","Wild Crest","Spiked Crest","Curly Crest","Mohawk"],\n\tKarakkBrow: ["Feather Brows","Long Feather Brows","Bushy Feather Brows","Curly Feather Brows","Feather-Winged Brows"], \n\tKarakkWhisker: ["Feather Brows","Long Feather Brows","Bushy Feather Brows","Curly Feather Brows","Feather-Winged Brows"], \n\tKarakkSkin: ["Feathers","Thick Feathers","Dense Feathers","Shaggy Feathers","Curly Feathers","Soft Feathers","Fluffy Feathers","Smooth Feathers","Slick Feathers","Spiny Feathers","Patchy Feathers"],\n\tKarakkBelly: ["Feathered Belly","Scuted Belly","Scaly Belly"],\n\tKarakkWings: ["Functional Wings","Non-Functional Wings"],\n\tKarakkTail: ["Feathered Tail","Long Feathered Tail","Peacock Tail","Swallowtail","Fluffy-Feathered Tail","Rooster Tail","Bird of Paradise Tail"],\n\n\tVecFacet: ["Gemstone Facet","Angler Lamp Facet","Cabochon Facet","Crystal Point Facet","Flower Facet","Heartcrystal Facet","Horn Facet","Invisible Facet","Rune Facet","Scale Facet","Tattoo Facet","Third Eye Facet","Unihorn Facet"],\n\tVecEar: ["Pointed Ears","Bat Ears","Big Elf Ears","Butterfly Wing Ears","Detached Floating Ears","Elf Ears","Fluffy Ears","Long Elf Ears","Ribbon Ears","Round Ears","Sharp Elf Ears","Speaker Ears","Spiral Ears","Salamander Gills","Sharp Elf Ears","Tufted Ears","Webbed Ears","Winged Ears"],\n\n\tEsqueEar: ["Salamander Gills","No Ears","Bat Ears","Big Elf Ears","Elf Ears","Fluffy Ears","Long Elf Ears","Ribbon Ears","Round Ears","Sharp Elf Ears","Spiral Ears","Tufted Ears","Webbed Ears","Winged Ears"],\n\tEsqueMane: ["Flowing Mane","Curly Mane","Kelp Mane","Leafy Mane","Lion's Mane","Long Curly Mane","Long Flowing Mane","Long Mohawk","Long Spiked Mane","Long Spiky Mohawk","Long Wild Mane","Long Wiry Mane","Mohawk","Short Spiked Mane","Spiky Mohawk","Tentacle Mane","Wild Mane","Wiry Mane"],\n\tEsqueSkin: ["Spongy Skin","Bumpy Skin","Chitin","Dense Feathers","Dense Fur","Dragon Scales","Fish Scales","Foam Body","Inflatable Toy Body","Jelly Body","Plush Body","Rough Skin","Rubber Skin","Scaly Skin","Sharp Scales","Slime Body","Smooth Skin","Soft Flesh","Thorny Scales","Thick Rubber","Thorny Skin","Writhing Tentacle Body"],\n\tEsqueTail: ["Paddle Tail","Betta Tail","Capsule Tail","Cat Tail","Crocodile Tail","Dragon Tail","Fish Tail","Gecko Tail","Horsetail","Hose Tail","Manatee Tail","Rat Tail","Seal Tail","Serpent Tail","Shark Tail","Smooth Tail","Tentacle Tail","Thick Tail","Thorny Tail","Vial Tail","Whale Tail","Whiptail","Winged Tail","No Tail"],\n\n\tTirixEar: [], TirixSkin: [],TirixPat: ["Striped","Glow-Striped","Solid"],\n\n\tLucpaiTongue: ["Three-Clawed Rierbien","Four-Clawed Rierbien","Taloned Rierbien","Massive-Taloned Rierbien","Long-Taloned Rierbien","Tentacle Rierbien","Hooves","Soft-Pawed Rierbien","Zygodactyl Rierbien","Snake-Headed Rierbien","Two-Clawed Rierbien","Stinger Rierbien","Hose-Nozzled Rierbien","Multi-Pawed Rierbien","Myriad Rierbien","Chitinous Rierbien","Maw Rierbien","Minipai Rierbien","Winged Rierbien"],\n\n\tRevixAura: ["No Aura","Fattening Aura","Ballooning Aura","Engorging Aura","Dizzying Aura","Hallucenogenic Aura","Gluttonous Aura","Cloudy Aura","Damp Aura","Heat Aura","Pressurized Aura"],\n\tTirixAura: ["No Aura","Radioactive Aura","Fattening Aura","Ballooning Aura","Engorging Aura","Gluttonous Aura","Dizzying Aura","Hallucenogenic Aura","Sickening Aura","Oxidizing Aura","Heat Aura","Pressurized Aura"],\n}>>\n\n\t<<set $detailGenes.TirixEar.pushUnique("Winged Ears"); $detailGenes.TirixSkin.pushUnique("Feathers")>>\n\t<<for _i to 0; _i < $scenaGPool.EarAll.length; _i++>><<set $detailGenes.TirixEar.pushUnique($scenaGPool.EarAll[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaGPool.Coat.length; _i++>><<set $detailGenes.TirixSkin.pushUnique($scenaGPool.Coat[_i])>><</for>>\n\n\t<<set $detailGenes.ZamiraiBrow.pushUnique("Energy Antenna")>>\n\t<<for _i to 0; _i < $detailGenes.MiraiBrow.length; _i++>><<set $detailGenes.ZamiraiBrow.pushUnique($detailGenes.MiraiBrow[_i])>><</for>>\n\t<<for _i to 0; _i < $detailGenes.ZamiraiWings.length; _i++>><<set $detailGenes.MiraiWings.pushUnique($detailGenes.ZamiraiWings[_i])>><</for>>\n\n\n/% ================= Selectors %/<<set $geneSelector = { Process: 0,\n\tBType: "",\n\tMane: "", ManeColor: "",\n\tHorn: "", HornColor: "", HornPat: "", HornNo: "",\n\tHeadDecor: "", HeadDecorColor: "", HeadDecorNo: "",\n\tFacet: "", FacetColor: "",\n\tEar: "", EarNo: "",\n\tHead: "", HeadNo: 1, FaceExtra: "", Tongue: "", TongueColor: "", TonguePat: "",\n\tFaceFatness: "",\n\tEye: "", EyeNo: "", EyeColor: "", Pupil: "", PupilColor: "",\n\tSecEye: "", SecEyeNo: "", SecEyeColor: "", SecPupil: "", SecPupilColor: "",\n\tNeck: "", NeckFatness: "",\n\tCoat: "", CoatColor: "", CoatPat: "", \n\tChestStyle: "", ChestLoc: "", ChestFatness: "",\n\tForelimbNo: "", Forelimb: "", Forepaw: "", ArmFatness: "",\n\tBeans: "", BeanColor: "", BeanPat: "",\n\tAddForelimbNo: "", AddForelimb: "", AddForepaw: "",\n\tBellyStyle: "", BellyColor: "", BellyPat: "", BellyFatness: "", SideFatness: "", BackFatness: "",\n\tFleshColor: "", Interior: "",\n\tHindlimbNo: "", Hindlimb: "", Hindpaw: "", ThighFatness: "",\n\tBack: "", Aura: "",\n\tWings: "", WingColor: "", WingNo: "", \t\n\tTail: "", TailPat: "", Tailtip: "", TailFat: "",\n}>>
/% ---------- %/ <<if $scenaPers.Active.includes("bloat:liquid:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxBloatLiquid.BellyDuration--; $scenaLiquid.Belly += $fxBloatLiquid.BellyBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\t\n\t\t<<if $fxBloatLiquid.BellyBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks and bounces heavily as it rapidly balloons with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.BellyBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles and bobs, bloating with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.BellyBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " sloshes, bouncing gently as it slowly fills...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feels heavy and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloatLiquid.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:liquid:belly")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped bloating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:liquid:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxBloatLiquid.ChestDuration--; $scenaLiquid.Chest += $fxBloatLiquid.ChestBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\t\n\t\t<<if $fxBloatLiquid.ChestBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks and bounces heavily as it rapidly balloons with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.ChestBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles and bobs, bloating with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.ChestBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " sloshes, bouncing gently as it slowly fills...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feels heavy and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloatLiquid.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:liquid:chest")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped bloating.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:liquid:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxBloatLiquid.ThighDuration--; $scenaLiquid.Thigh += $fxBloatLiquid.ThighBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\t\n\t\t<<if $fxBloatLiquid.ThighBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creak and bounce heavily as they rapidly balloon with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.ThighBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggle and bob, bloating with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.ThighBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " slosh, bouncing gently as they slowly fill...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feel heavy and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloatLiquid.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:liquid:thighs")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seem to have stopped bloating.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("bloat:liquid:tail")>>\n\t<<set $fxBloatLiquid.TailDuration--; $scenaLiquid.Tail += $fxBloatLiquid.TailBloat>>\n\n\t<<if not $scenaPers.Active.includesAll("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\t\t\n\t\t<<if $fxBloatLiquid.TailBloat gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your tail creaks and bounces heavily as it rapidly balloons with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.TailBloat gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your tail jiggles and bobs, bloating with liquid!")>>\n\t\t<<elseif $fxBloatLiquid.TailBloat gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail sloshes, bouncing gently as it slowly fills...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your tail feels heavy and bloated...")>><</if>>\n\t<</if>>\n\n\t<<if $fxBloatLiquid.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("bloat:liquid:tail")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped bloating.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your entire body jiggles and bobs as it steadily bloats!")>><</if>>\n\n
/% Always update nodes, GeneDB, and statuseffects %/\n<<include NodesInit>><<include DB:Genepool>>\n<<include DB:StatusEffects>>\n<<include SpeciesDB:Revec*ai>>\n<<include StagesInit>>\n\n<<if ndef $scenaDNA.Fore>><<set $scenaDNADep = $scenaDNA>>\n\t<<set $scenaDNA = { Head: [], Fore: [], Hind: [], Internal: [], }>>\n\n\t<<for _i to 0; _i < $scenaDNADep.Head.length; _i++>><<set $scenaDNA.Head.pushUnique($scenaDNADep.Head[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaDNADep.Torso.length; _i++>><<set $scenaDNA.Fore.pushUnique($scenaDNADep.Torso[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaDNADep.Forelimbs.length; _i++>><<set $scenaDNA.Fore.pushUnique($scenaDNADep.Forelimbs[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaDNADep.Back.length; _i++>><<set $scenaDNA.Hind.pushUnique($scenaDNADep.Back[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaDNADep.Hindlimbs.length; _i++>><<set $scenaDNA.Hind.pushUnique($scenaDNADep.Hindlimbs[_i])>><</for>>\n\t<<for _i to 0; _i < $scenaDNADep.Tail.length; _i++>><<set $scenaDNA.Hind.pushUnique($scenaDNADep.Tail[_i])>><</for>>\n<</if>>\n\n<<if ndef $scenaPers.LateQueue>>\n<<set $scenaPers.LateQueue = []>><</if>>\n\n<<if ndef $scenaWardobe>>\n<<set $scenaWardobe = {\n\tWornHead: [], WornMiddle: [], WornBottom: [],\n\tOutfits: [],\n}>><</if>>\n\n<<if not $scenaCollections.Observances.contains("Mechabraces")>>\n\t<<set $scenaCollections = {\n\tShiftshapes: [],\n\tFacades: ["No Façade","Glamour","Anfaer","Anigmate","Eldritch","Fatshion","HYPOTHESIS","Labcoat","Cultist","Vial","Inflatable Toy","Hybrid","Sovereign","Thalani","Mechabraces","Dream-Eater"],\n\tObservances: ["Fyynlfeast","Hatchday"], }>>\n<</if>>\n\n<<if not $scenaShapes.Collected.contains("Eldritch Form")>>\n<<set $scenaShapes = { Shiftable: true, Compressible: true,\n\tShift: "", Size: "",\n\tCollected: ["Glamour","Custom","Flight Form","Swim Form","Travel Form","Eldritch Form","Dragon Form","Voluntary Wereform"], \n\tCompression: [], \n\tCustomSize: [], CustomShift: [],\n}>><</if>>\n\n<<include GNodeInit>>/% Temporary, probably %/\n\n<<if $scenaStages.Start.contains("Heitpresse")>>\n\t<<set $scenaStages.Start.delete("Heitpresse"); $scenaStages.Start.pushUnique("Heitepresse")>>\n\t<<set $scenaStages.All.delete("Heitpresse"); $scenaStages.All.pushUnique("Heitepresse")>><</if>>\n\n\n<<if ndef $scenaInv.Recipes>>\n\t<<set $scenaInv.Recipes = []>><</if>>\n\n<<if ndef $scenaShard.baseHP>><<include SpeciesInit>><</if>>\n<<if ndef $sMod.Milkbloat>><<set $sMod.Milkbloat = 0>><</if>>\n\n<<if ndef $scenaTracker.RearIdolsEaten>><<set $scenaTracker.RearIdolsEaten = 0>><</if>>\n\n<<if ndef $scenaFlavor.CompanAtk>><<set $scenaFlavor.CompanAtk = 0>><</if>>\n\n<<if ndef $scenaShapes>><<include ShardsInit>><</if>>\n\n<<if ndef $scenaStats.Energy>>\n\t\t<<set $scenaStats.Energy = 0; $scenaStats.enerAbsorb = 0; $sMod.enerAbsorb = 0>>\n\t\t<<set $scenaStats.enerMinor = 35; $scenaStats.enerMajor = 150; $scenaStats.enerMax = 200>><</if>>
/% ---------- %/ <<if $scenaPers.Active.includes("unstuff:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxUnstuff.BellyDuration--; $scenaFilling.Belly -= $fxUnstuff.BellyStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\t\t\n\t\t<<if $fxUnstuff.BellyStuff gte 5>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " is rapidly fading!")>>\n\t\t<<elseif $fxUnstuff.BellyStuff gte 2>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " eases!")>>\n\t\t<<elseif $fxUnstuff.BellyStuff gte 1>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " is relaxing...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " doesn't feel quite so overstuffed...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnstuff.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unstuff:belly")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped depressurizing.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unstuff:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxUnstuff.ChestDuration--; $scenaFilling.Chest -= $fxUnstuff.ChestStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\t\t\n\t\t<<if $fxUnstuff.ChestStuff gte 5>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " is rapidly fading!")>>\n\t\t<<elseif $fxUnstuff.ChestStuff gte 1>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " eases!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " doesn't feel quite so overstuffed...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnstuff.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unstuff:chest")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped depressurizing.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unstuff:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxUnstuff.ThighDuration--; $scenaFilling.Thigh -= $fxUnstuff.ThighStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\t\t\n\t\t<<if $fxUnstuff.ThighStuff gte 5>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " is rapidly fading!")>>\n\t\t<<elseif $fxUnstuff.ThighStuff gte 2>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " eases!")>>\n\t\t<<elseif $fxUnstuff.ThighStuff gte 1>><<set $scenaPers.PrintQueue.push("The pressure in your " + _refWord + " is relaxing...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " don't feel quite so overstuffed...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnstuff.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unstuff:thighs")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seem to have stopped depressurizing.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("unstuff:tail")>>\n\t<<set $fxUnstuff.TailDuration--; $scenaFilling.Tail -= $fxUnstuff.TailStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\t\t\n\t\t<<if $fxUnstuff.TailStuff gte 5>><<set $scenaPers.PrintQueue.push("The pressure in your tail is rapidly fading!")>>\n\t\t<<elseif $fxUnstuff.TailStuff gte 2>><<set $scenaPers.PrintQueue.push("The pressure in your tail eases!")>>\n\t\t<<elseif $fxUnstuff.TailStuff gte 1>><<set $scenaPers.PrintQueue.push("The pressure in your tail is relaxing...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your tail doesn't feel quite so overstuffed...")>><</if>>\n\t<</if>>\n\n\t<<if $fxUnstuff.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("unstuff:tail")>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " seems to have stopped depressurizing.")>><</if>>\n<</if>>\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("unstuff:belly","unstuff:chest","unstuff:thighs","unstuff:tail")>>\t\t\n\t\t<<set $scenaPers.PrintQueue.push("Your entire body seems to relax as the pressure within dissipates!")>><</if>>\n\n
<<if ndef $scenaMetabolic>>\n<<set $scenaMetabolic = { Load: 0, Gain: 1, Burn: 1, Rate: 8, Sated: 30,\n}>><</if>>\n\n<<if ndef $scenaStretch>>\n<<set $scenaStretch = { Base: 0.5,\n\tBelly: 0.5, Chest: 0.5, Thigh: 0.5, Tail: 0.5,\n}>><</if>>\n\n<<if ndef $scenaAir>>\n<<set $scenaAir = { Deflate: 2, Rate: 6,\nCheek: 0, Neck: 0, Arm: 0, Belly: 0, Chest: 0, Side: 0, Back: 0, Thigh: 0, Tail: 0,\n}>><</if>>\n\n<<if ndef $scenaLiquid>>\n<<set $scenaLiquid = { Drain: 3, Rate: 8,\nCheek: 0, Neck: 0, Arm: 0, Belly: 0, Chest: 0, Side: 0, Back: 0, Thigh: 0, Tail: 0,\n}>><</if>>\n\n<<if ndef $scenaFilling>>\n<<set $scenaFilling = { Digest: 2, Rate: 8,\nCheek: 0, Neck: 0, Arm: 0, Belly: 0, Chest: 0, Side: 0, Back: 0, Thigh: 0, Tail: 0,\n}>><</if>>\n\n<<if ndef $scenaContents>>\n/% contents - all filling combined to determine base bloat stat %/\n<<set $scenaContents = { \n\tCheek: 0, Neck: 0, Arm: 0, Belly: 0, Chest: 0, Side: 0, Back: 0, Thigh: 0, Tail: 0,\n}>><</if>>\n\n<<if ndef $scenaTex>>\n<<set $scenaTex = {\nCheek: "Fleshy", Neck: "Fleshy", Arm: "Fleshy", Belly: "Fleshy", Chest: "Fleshy", Side: "Fleshy", Back: "Fleshy", Thigh: "Fleshy", Tail: "Fleshy",\n}>><</if>>\n\n\n<<if ndef $scenaProducts>>\n<<set $scenaProducts = {\n\tMilk: 0, MilkType: "Default", MilkRate: 0,\n\t\tMilkTex: "", MilkMod: "", MilkFlavor: "",\n\t\tMilkfat: 0.2, Milkbloat: 0.1, \n\tVenom: 0, VenomType: "", VenomRate: 0,\n\t\tVenomTex: "", VenomMod: "", VenomFlavor: "",\n\t\tVenomfat: 0, Venombloat: 0,\n\tEggs: 0, EggType: "", EggRate: 0, EggsPer: 0,\n\t\tEggfat: 0, EggScale: 0, EggHatch: 0,\n\tvEggs: 0, vEggType: "", vEggFat: 0, vEggBlanks: 0, vEggRate: 0, vEggsPer: 0,\n\t\tQuaggyScale: 0, QuaggyFat: 0,\t\t\n\tBlood: 0, BloodType: "Default", BloodRate: 0,\n\t\tBloodTex: "", BloodMod: "", BloodFlavor: "",\n\t\tBloodfat: 0.2, Bloodbloat: 0.1, \n\n}>><</if>>\n\n<<if ndef $scenaOutfit>>\n<<set $scenaOutfit = {\t\n\t\tWornHead: [], WornMiddle: [], WornBottom: [],\n\t\tTrinkets: [],\n}>><</if>>\n
/% ------- Parasite Tally %/\n<<set $fxParasite.chestParasites = []; $fxParasite.bellyParasites = []; $fxParasite.thighParasites = []; $fxParasite.tailParasites = []>>\n\n\t<<for _i to 0; _i < $fxParasite.Chest.length; _i++>>\n\t\t<<if $fxParasite.Chest[_i].Qt lte 0>><<set $fxParasite.Chest.deleteAt(_i); $fxParasite.chestParasites.deleteAt(_i)>>\n\t\t<<else>><<set $fxParasite.chestParasites.pushUnique($fxParasite.Chest[_i].ID)>><</if>><</for>>\n\n\t<<for _i to 0; _i < $fxParasite.Belly.length; _i++>>\t\t\n\t\t<<if $fxParasite.Belly[_i].Qt lte 0>><<set $fxParasite.Belly.deleteAt(_i); $fxParasite.bellyParasites.deleteAt(_i)>>\n\t\t<<else>><<set $fxParasite.bellyParasites.pushUnique($fxParasite.Belly[_i].ID)>><</if>><</for>>\n\n\t<<for _i to 0; _i < $fxParasite.Thigh.length; _i++>>\t\t \n\t\t<<if $fxParasite.Thigh[_i].Qt lte 0>><<set $fxParasite.Thigh.deleteAt(_i); $fxParasite.thighParasites.deleteAt(_i)>>\n\t\t<<else>><<set $fxParasite.thighParasites.pushUnique($fxParasite.Thigh[_i].ID)>><</if>><</for>>\n\n\t<<for _i to 0; _i < $fxParasite.Tail.length; _i++>>\t\t\n\t\t<<if $fxParasite.Tail[_i].Qt lte 0>><<set $fxParasite.Tail.deleteAt(_i); $fxParasite.tailParasites.deleteAt(_i)>>\n\t\t<<else>><<set $fxParasite.tailParasites.pushUnique($fxParasite.Tail[_i].ID)>><</if>><</for>>\n\n/% <<if ($fxParasite.chestParasites.includesAny("slime","pudding","dough","mallow","creme","mousse")) or ($fxParasite.bellyParasites.includesAny("slime","pudding","dough","mallow")) or ($fxParasite.thighParasites.includesAny("slime","pudding","dough","mallow")) or ($fxParasite.tailParasites.includesAny("slime","pudding","dough","mallow"))>>\n\t<<include Parasite:Slime>><</if>> %/\n<<include Parasite:Slime>>\n\n\n\n\n\n/% Catchall Cleanup %/\n\n<<if $fxParasite.Chest.length gt 0>>\n\t<<for _i to 0; _i < $fxParasite.Chest.length; _i++>><<if $fxParasite.Chest[_i].Qt lte 0>><<set $fxParasite.Chest.deleteAt(_i)>><</if>><</for>><</if>>\n\n<<if $fxParasite.Belly.length gt 0>>\n\t<<for _i to 0; _i < $fxParasite.Belly.length; _i++>><<if $fxParasite.Belly[_i].Qt lte 0>><<set $fxParasite.Belly.deleteAt(_i)>><</if>><</for>><</if>>\n\n<<if $fxParasite.Thigh.length gt 0>>\n\t<<for _i to 0; _i < $fxParasite.Thigh.length; _i++>><<if $fxParasite.Thigh[_i].Qt lte 0>><<set $fxParasite.Thigh.deleteAt(_i)>><</if>><</for>><</if>>\n\n<<if $fxParasite.Tail.length gt 0>>\n\t<<for _i to 0; _i < $fxParasite.Tail.length; _i++>><<if $fxParasite.Tail[_i].Qt lte 0>><<set $fxParasite.Tail.deleteAt(_i)>><</if>><</for>><</if>>
/% all body parts %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:fullbody")>>\n\t<<set $fxFatten.fullBodyDuration-->>\n\t<<set $scenaFat.Belly += $fxFatten.fullBodyGain * ($scenaFatMag.Belly + $sMod.bellyGMag)>>\n\t<<set $scenaFat.Chest += $fxFatten.fullBodyGain * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.fullBodyGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\t<<set $scenaFat.Tail += $fxFatten.fullBodyGain * ($scenaFatMag.Tail + $sMod.tailGMag)>>\n\n\t<<set $scenaFat.Cheek += $fxFatten.fullBodyGain * 0.1 * ($scenaFatMag.Cheek + $sMod.cheekGMag)>>\n\t<<set $scenaFat.Neck += $fxFatten.fullBodyGain * 0.1 * ($scenaFatMag.Neck + $sMod.neckGMag)>>\n\t<<set $scenaFat.Arm += $fxFatten.fullBodyGain * 0.5 * ($scenaFatMag.Arm + $sMod.armGMag)>>\n\t<<set $scenaFat.Side += $fxFatten.fullBodyGain * 0.3 * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\t<<set $scenaFat.Back += $fxFatten.fullBodyGain * 0.5 * ($scenaFatMag.Back + $sMod.backGMag)>>\n\n\t\t<<if $fxFatten.fullBodyGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.fullBodyGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.fullBodyGain gte 2>><<set $scenaPers.PrintQueue.push("Your whole body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.fullBodyGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.fullBodyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:fullbody")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:btype")>>\n\t<<set $fxFatten.bTypeDuration-->>\n\n\t\t<<if $fxFatten.bTypeGain gte 5>><<set $scenaPers.PrintQueue.push("Your body jiggles and quakes, billowing up with fat like a rapidly-inflating balloon!")>>\n\t\t<<elseif $fxFatten.bTypeGain gte 3>><<set $scenaPers.PrintQueue.push("You squidge your paws into your sides, watching with fascinated concern as your quickly-fattening body jiggles and expands around you!")>>\n\t\t<<elseif $fxFatten.bTypeGain gte 2>><<set $scenaPers.PrintQueue.push("Your whole body wobbles gently as you steadily fatten up!")>>\n\t\t<<elseif $fxFatten.bTypeGain gte 1>><<set $scenaPers.PrintQueue.push("You're fattening up!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("You feel odd and puffy all over...")>><</if>>\n\t<<if $fxFatten.bTypeDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:btype")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n\n\n\t\t<<switch $scenaFat.BType>>\n/% --------- %/<<case "Pot-Bellied">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Busty">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Blimp-Chested">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Thick-Thighed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Barrel-Thighed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Fat-Tailed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.5>>\n\n/% --------- %/<<case "Blimp-Tailed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.8>>\n\n/% --------- %/<<case "Hourglass">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Guguetelle">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Round">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Spherical">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Pear">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Blimpear">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Bottom-Heavy">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.2>>\n\n/% --------- %/<<case "Blimp-Bottomed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.5>>\n\n/% --------- %/<<case "Viviere">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Boviete">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Blimpcow">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Overstuffed">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.8>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\n/% --------- %/<<case "Billetroa">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag)) * 1.1>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 2.0>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 2.0>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 2.0>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.5>>\n\n/% --------- %/<<case "Pudding">>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)) * 1.3>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag)) * 1.5>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag)) * 1.2>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag)) * 1.2>>\n\n/% --------- %/<<default>>\n\t\t\t<<set $scenaFat.Cheek += ($fxFatten.bTypeGain * ($scenaFatMag.Cheek + $sMod.cheekGMag))>>\n\t\t\t<<set $scenaFat.Neck += ($fxFatten.bTypeGain * ($scenaFatMag.Neck + $sMod.neckGMag))>>\n\t\t\t<<set $scenaFat.Arm += ($fxFatten.bTypeGain * ($scenaFatMag.Arm + $sMod.armGMag))>>\n\t\t\t<<set $scenaFat.Side += ($fxFatten.bTypeGain * ($scenaFatMag.Side + $sMod.sideGMag))>>\n\t\t\t<<set $scenaFat.Back += ($fxFatten.bTypeGain * ($scenaFatMag.Back + $sMod.backGMag))>>\n\t\t\t<<set $scenaFat.Chest += ($fxFatten.bTypeGain * ($scenaFatMag.Chest + $sMod.chestGMag))>>\n\t\t\t<<set $scenaFat.Belly += ($fxFatten.bTypeGain * ($scenaFatMag.Belly + $sMod.bellyGMag))>>\n\t\t\t<<set $scenaFat.Thigh += ($fxFatten.bTypeGain * ($scenaFatMag.Thigh + $sMod.thighGMag))>>\n\t\t\t<<set $scenaFat.Tail += ($fxFatten.bTypeGain * ($scenaFatMag.Tail + $sMod.tailGMag))>>\n\t\t<</switch>>\n<</if>>
/% ----------- Combined Bloat + Stretch Handling %/\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\n<<if $scenaContents.Chest gte (_chestStretch * 2.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>The pain of your moon-sized, bloated blimp-" + _refWord + " <b>tearing itself open is unbearable..!</b></red>")>>\n\t\t/% -----hp, chance to increase chest elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,6)>>\t\n\t\t<<set _rand = random(1,16)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Chest += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + _refWord + " eases ever so slightly...")>><</if>>\n\n\n<<elseif $scenaContents.Chest gte (_chestStretch * 2.0)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>Your " + _refWord + " creaks angrily as it stretches and distorts to obscene proportions and beyond, slowly tearing open...</red>")>>\n\t\t/% ----hp, chance to increase chest elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,4)>>\t\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Chest += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + _refWord + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Chest gte (_chestStretch * 1.8)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You gasp softly, gingerly clutching your massively-blimped, creaking " + _refWord + "!</gold>")>>\n\t\t/% ---hp, chance to increase chest elasticity %/\t\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,2)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Chest += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + _refWord + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Chest gte (_chestStretch * 1.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You can barely move or think with how tightly, painfully overblown your " + _refWord + " has expanded, creaking angrily all the while...!</gold>")>>\n\t\t/% --hp, small chance to increase chest elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,1)>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Chest += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your " + _refWord + " eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Chest gte (_chestStretch * 1.2)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up " + _refWord + " creaks in loud complaint. <gold>It's far too tight in there...</gold>")>>\t\n\t\t/% -hp, small chance to increase chest elasticity %/\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,0,0,1)>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Chest += 0.1; $scenaPers.PrintQueue.pushUnique("You feel a faint sense of momentary relief as the pressure in your " + _refWord + " eases ever so slightly...")>><</if>>\n<</if>>\n\n/% ----------- Texture Appraisal %/\n\t<<if ($airPressure.Chest gt $liqPressure.Chest) and ($scenaAir.Chest gt $stuffingPressure.Chest)>><<set _bloatStyle = "balloon">>\n\t<<elseif ($scenaLiquid.Chest gt $airPressure.Chest) and ($scenaLiquid.Chest gt $stuffingPressure.Chest)>><<set _bloatStyle = "bloat">>\n\t<<else>><<set _bloatStyle = "stuff">><</if>>\n\n<<switch _bloatStyle>>\n/% ----------- Air Bloat %/<<case "balloon">>\n\t\t<<if $airPressure.Chest gte ($scenaFat.Chest * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks loudly-- blown up into a huge, round blimp!")>>\n\t\t\t\n\t\t\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up balloon " + _refWord + " creaks in loud complaint.")>>\t\n\t\t\t\n\t\t\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated " + _refWord + " looks and feels like a balloon.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $airPressure.Chest gte ($scenaFat.Chest * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your puffed-up " + _refWord + " protrudes outwards.")>><</if>><</if>>\n\n/% ----------- Liquid Bloat %/<<case "bloat">>\n\t\t<<if $liqPressure.Chest gte ($scenaFat.Chest * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your hugely-bloated " + _refWord + " bulges dramatically, sloshing and bouncing with the slightest motion!")>>\n\t\t\t\n\t\t\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " oozes ponderously forward, jiggling and sloshing like a great, fat water-balloon!")>>\t\n\t\t\t\n\t\t\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated " + _refWord + " jiggles and sloshes heavily with every motion you make.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $liqPressure.Chest gte ($scenaFat.Chest * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " squishes and wobbles, swollen up full and fat.")>><</if>><</if>>\n\n/% ----------- Stuffing/Catchall %/<<default>>\n\t\t<<if $stuffingPressure.Chest gte ($scenaFat.Chest * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your overstuffed " + _refWord + " creaks, protruding far forward!")>>\n\t\t\t\n\t\t\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your bloated " + _refWord + " wobbles heavily as you waddle about.")>>\t\n\t\t\t\n\t\t\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your well-stuffed " + _refWord + " feels heavy, tight and extra-fat.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $stuffingPressure.Chest gte ($scenaFat.Chest * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " puffs impressively from all the extra stuffing.")>><</if>><</if>>\n<</switch>>
/% =============== Event - Liquid Pools %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set $eventTools.Tick++>><<switch $scena.Action>>\n/% ---------- %/<<case "Drinking">><<set $scena.matQuant-->>\n\n<div class="col"><div class="row">\n\n\t<<if $poolCat eq "Well">>You draw up a bucket of <<print $activeMat.Color.toLowerCase()>> <<print $activeMat.Appearance.toLowerCase()>> and drink from it.\n\t<<else>>You cup your paws to drink a mouthful of <<print $activeMat.Display.toLowerCase()>>.<</if>>\n\n\n</div>\n\t<div class="row"><<set _activeItem = $activeMat>><<include UseEffect>>\n\t<div class="row"><<include MatEffect>></div>\n\t\n\t<<if $scena.matQuant lte 0>><div class="row">The <<print $poolCat.toLowerCase()>> finally runs dry.</div><</if>>\n\n\n</div>/% ---------- %/<<default>>/% Intro scene %/\n\n\t<<if $poolCat eq "Well">>You draw up a bucket of <<print $activeMat.Color.toLowerCase()>> <<print $activeMat.Appearance.toLowerCase()>> to examine.\n\t<<else>>You consider the <<print $poolCat.toLowerCase()>> of <<print $activeMat.Color.toLowerCase()>> <<print $activeMat.Appearance.toLowerCase()>>.\n\t<</if>><br>\n\n\t<<if $activeMat.Scent eq "Odorless">>It doesn't smell like anything.\n\t<<else>>It has a scent of <<print $activeMat.Scent.toLowerCase()>>...<</if>>\n\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n/% Todo - clauses for becoming bloated/blimped and for bursting %/\n\n<<if $scena.matQuant gt 0>>\n♦<a id="navD" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Drinking';">D)rink</a> \n♦<a id="navX" class='btnClick' data-passage="Ev:Pool" data-setter="$scena.Action = 'Examine';">X) Examine</a> <</if>>\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\n\n</div>/% ---------- %/<<display Footer>></div>
/% ---------- %/ <<if $scenaPers.Active.includes("stuff:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxStuff.BellyDuration--; $scenaFilling.Belly += $fxStuff.BellyStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\t\t\n\t\t<<if $fxStuff.BellyStuff gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks and bulges as it rapidly crams fuller and tighter!")>>\n\t\t<<elseif $fxStuff.BellyStuff gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " swells, feeling increasingly more overstuffed!")>>\n\t\t<<elseif $fxStuff.BellyStuff gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges, growing full and tight...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feels full and fat...")>><</if>>\n\t<</if>>\n\n\t<<if $fxStuff.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("stuff:belly")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped filling.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("stuff:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxStuff.ChestDuration--; $scenaFilling.Chest += $fxStuff.ChestStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\t\t\n\t\t<<if $fxStuff.ChestStuff gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks and bulges as it rapidly crams fuller and tighter!")>>\n\t\t<<elseif $fxStuff.ChestStuff gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " swells, feeling increasingly more overstuffed!")>>\n\t\t<<elseif $fxStuff.ChestStuff gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges, growing full and tight...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feels full and fat...")>><</if>>\n\t<</if>>\n\n\t<<if $fxStuff.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("stuff:chest")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped filling.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("stuff:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxStuff.ThighDuration--; $scenaFilling.Thigh += $fxStuff.ThighStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\t\t\n\t\t<<if $fxStuff.ThighStuff gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creak and bulge as they rapidly cram fuller and tighter!")>>\n\t\t<<elseif $fxStuff.ThighStuff gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " swell, feeling increasingly more overstuffed!")>>\n\t\t<<elseif $fxStuff.ThighStuff gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulge, growing full and tight...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feel full and fat...")>><</if>>\n\t<</if>>\n\n\t<<if $fxStuff.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("stuff:thighs")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seem to have stopped filling.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("stuff:tail")>>\n\t<<set $fxStuff.TailDuration--; $scenaFilling.Tail += $fxStuff.TailStuff>>\n\n\t<<if not $scenaPers.Active.includesAll("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\t\t\n\t\t<<if $fxStuff.TailStuff gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your tail creaks and bulges as it rapidly crams fuller and tighter!")>>\n\t\t<<elseif $fxStuff.TailStuff gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your tail swells, feeling increasingly more overstuffed!")>>\n\t\t<<elseif $fxStuff.TailStuff gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail bulges, growing full and tight...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your tail feels full and fat...")>><</if>>\n\t<</if>>\n\n\t<<if $fxStuff.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("stuff:tail")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped filling.")>><</if>>\n<</if>>\n\n/% ----- Universal Output %/\n\t\n\t<<if $scenaPers.Active.includesAll("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\t\t\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your entire body creaks and bulges, cramming full of something from the inside!")>><</if>>\n\n
<<include DB:Scaling>>\n/% ----------- Fat Content %/\n<<set _shardPartName = "Belly">><<if $activeShard.fatBelly gt 0>>\t\n<<if $activeShard.fatBelly gte $bellyScale.Int[10]>><<set _shardPartSize = $bellyScale.String[10]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[9]>><<set _shardPartSize = $bellyScale.String[9]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[8]>><<set _shardPartSize = $bellyScale.String[8]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[7]>><<set _shardPartSize = $bellyScale.String[7]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[6]>><<set _shardPartSize = $bellyScale.String[6]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[5]>><<set _shardPartSize = $bellyScale.String[5]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[4]>><<set _shardPartSize = $bellyScale.String[4]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[3]>><<set _shardPartSize = "">>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[2]>><<set _shardPartSize = $bellyScale.String[2]>>\n\t<<elseif $activeShard.fatBelly gte $bellyScale.Int[1]>><<set _shardPartSize = $bellyScale.String[1]>>\n\t<<elseif $activeShard.fatBelly gt $bellyScale.Int[0]>><<set _shardPartSize = $bellyScale.String[0]>><</if>>\n<</if>>\n\n/% ----------- Air Inflation %/<<if $activeShard.airBelly gte ($activeShard.Belly * 0.4)>>\t\n<<if $activeShard.airBelly gte ($activeShard.Belly * 1.3)>><<set _shardPartBloat = "Blimp">>\n\t<<elseif $activeShard.airBelly gte ($activeShard.Belly * 1.2)>><<set _shardPartBloat = "Over-Inflated">>\n\t<<elseif $activeShard.airBelly gte ($activeShard.Belly * 1)>><<set _shardPartBloat = "Balloon">>\n\t<<elseif $activeShard.airBelly gte ($activeShard.Belly * 0.75)>><<set _shardPartBloat = "Bloated">>\n\t<<elseif $activeShard.airBelly gte ($activeShard.Belly * 0.5)>><<set _shardPartBloat = "Full">>\n\t<<elseif $activeShard.airBelly gte ($activeShard.Belly * 0.4)>><<set _shardPartBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $activeShard.liqBelly gt ($activeShard.Belly * 0.4)>>\t\n<<if $activeShard.liqBelly gte ($activeShard.Belly * 1.2)>><<set _shardPartLiquid = "Water-Blimped">>\n\t<<elseif $activeShard.liqBelly gte ($activeShard.Belly * 1)>><<set _shardPartLiquid = "Water-Ballooned">>\n\t<<elseif $activeShard.liqBelly gte ($activeShard.Belly * 0.75)>><<set _shardPartLiquid = "Swollen">>\n\t<<elseif $activeShard.liqBelly gte ($activeShard.Belly * 0.6)>><<set _shardPartLiquid = "Jiggling">>\n\t<<elseif $activeShard.liqBelly gte ($activeShard.Belly * 0.5)>><<set _shardPartLiquid = "Sloshing">>\n\t<<elseif $activeShard.liqBelly gte ($activeShard.Belly * 0.4)>><<set _shardPartLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $activeShard.stuffBelly gt ($activeShard.Belly * 0.4)>>\t\n<<if $activeShard.stuffBelly gte ($activeShard.Belly * 1.2)>><<set _shardPartStuffing = "Creaking">>\n\t<<elseif $activeShard.stuffBelly gte ($activeShard.Belly * 1)>><<set _shardPartStuffing = "Bloated">>\n\t<<elseif $activeShard.stuffBelly gte ($activeShard.Belly * 0.75)>><<set _shardPartStuffing = "Overstuffed">>\n\t<<elseif $activeShard.stuffBelly gte ($activeShard.Belly * 0.5)>><<set _shardPartStuffing = "Stuffed">>\n\t<<elseif $activeShard.stuffBelly gte ($activeShard.Belly * 0.4)>><<set _shardPartStuffing = "Full">><</if>>\n<</if>>\n\n/% ----------- Todo - Combined Bloat Outputs %/\n\t<<set $activeShard.bellyContents = $activeShard.airBelly + $activeShard.liqBelly + $activeShard.stuffBelly>>\n\n/% ----------- Texture Appraisal %/\n\t<<if ($activeShard.airBelly gt $activeShard.liqBelly) and ($activeShard.airBelly gt $activeShard.stuffBelly)>>\n\t\t<<if def _shardPartBloat>><<set _shardPartTex = _shardPartBloat>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.liqBelly gt $activeShard.airBelly) and ($activeShard.liqBelly gt $activeShard.stuffBelly)>>\n\t\t<<if def _shardPartLiquid>><<set _shardPartTex = _shardPartLiquid>><<else>><<set _shardPartTex = "">><</if>>\n\t<<elseif ($activeShard.stuffBelly gt $activeShard.airBelly) and ($activeShard.stuffBelly gt $activeShard.liqBelly)>>\n\t\t<<if def _shardPartStuffing>><<set _shardPartTex = _shardPartStuffing>><<else>><<set _shardPartTex = "">><</if>>\n\t<<else>><<set _shardPartTex = "">><</if>>\n\n/% ----------- %/<<switch $activeShard.texBelly>>/% Todo %/\n\t<<case "Tightly-Packed">> \n\t<<case "Turgid">> \n\t<<case "Aerated">>\n\t<<case "Cotton">>\n\t<<case "Spongy">>\n\t<<case "Fatty">>\n\t<<case "Flabby">>\n\t<<case "Pudding">>\n\t<<case "Jelly">>\n\t<<case "Water-Balloon">>\n\t<<default>>/% Fleshy = Standard mode %/\n<</switch>>\t\n\n/% ----------- Belly Output %/\t\n\t<<if _shardPartTex neq "">><<set _shardBellyPrint = _shardPartSize + " " + _shardPartTex>>\n\t<<else>><<set _shardBellyPrint = _shardPartSize>><</if>>\n\n\t\n\t<<if _shardBellyPrint eq undefined>><<set _shardBellyPrint = "">><</if>>
<<if ndef $scaleSnapshot>><<set $scaleSnapshot = { movRate: 1, }>><</if>> \n\n\n <<set $scenaStats.Movement = Math.round($scenaFat.Weight / ($scenaStats.Strength * 11))>>\n\n\n <<if $scenaStats.Movement lt 1>><<set $scenaStats.Movement = 1>><</if>>\n <<if $scenaStats.Movement lt 10>><<set $scenaStats.Mobile = true>>\n <<elseif $scenaStats.Movement gte 10>><<set $scenaStats.Movement = 10; $scenaStats.Mobile = false>><</if>>\n\n\n\t<<if $scenaStats.Movement gt $scaleSnapshot.movRate>>\n\t\t<<if $scenaStats.Movement gte ($scaleSnapshot.movRate + 5)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your body is rapidly blimping fatter-- and the effort it takes to continue moving it around is astronomical!")>>\n\t\t<<elseif $scenaStats.Movement eq ($scaleSnapshot.movRate + 4)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You're blowing up like a billetroa, and your legs are struggling to carry your expanding bulk around!")>>\n\t\t<<elseif $scenaStats.Movement eq ($scaleSnapshot.movRate + 3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("As your weight balloons, it's rapidly becoming harder and harder to move!")>>\n\t\t<<elseif $scenaStats.Movement eq ($scaleSnapshot.movRate + 2)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Suddenly, it's much harder to get around. Whatever you've been doing, you've grown much fatter, very quickly!")>>\n\t\t<<else>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You realize it's taking more effort to waddle around than it used to. You've put on weight!")>>\n\t\t<</if>>\n\n\t\t<<if ($scaleSnapshot.movRate eq 9) and ($scenaStats.Movement eq 10)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your massively-fattened body wobbles and quakes as you consider how to take the next step.<br> The going is going to be incredibly slow, unless you can manage to become stronger or find some other help, somehow...")>>\n\t\t<<elseif ($scaleSnapshot.movRate eq 8) and ($scenaStats.Movement eq 9)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("You pause a moment to rest, doing the best you can to stand upright. You can't imagine moving around becoming much more cumbersome than this...")>><</if>>\n\n\t\t<<set $scaleSnapshot.movRate = $scenaStats.Movement>>\n\t<</if>>\n\n\n\n<<if $scena.Action eq "explore">>\n <<if $scenaStats.Movement gte 10>>\n\t<<set $scenaPers.PrintQueue.pushUnique("Your grand, heavy body oozes ponderously over the landscape as time marches on...")>>\t \n\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Strength++>><</if>>\n\n <<elseif $scenaStats.Movement gte 7>>\n\t<<set $scenaPers.PrintQueue.pushUnique("You wobble and flop slowly ahead, struggling to move your bulk!")>>\t \n\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaStats.Strength++>><</if>>\n\n <<elseif $scenaStats.Movement gte 5>>\n\t<<set $scenaPers.PrintQueue.pushUnique("You trundle slowly ahead, moving along with considerable effort!")>>\n\t<<set _rand = random(1,512)>><<if _rand eq 1>><<set $scenaStats.Strength++>><</if>>\n\n <<elseif $scenaStats.Movement gte 2>>\n\t<<set $scenaPers.PrintQueue.pushUnique("You waddle fatly along on your way.")>>\n\t<<set _rand = random(1,768)>><<if _rand eq 1>><<set $scenaStats.Strength++>><</if>>\n <</if>>\n<</if>>
/% -------- Region Initialization %/\n\t<<if $scenaBiome.Init eq 0>>\n\t\t<<set _callBiome = "PH"; _newRegion = "newZone">>\n\t\t<<include RegionSetup>><<set $scenaBiome.Init = 1>><</if>>\n\n/% ================================================================= %/\n<<set _output = "">><<if $scena.Action == "explore">>\n\t\t<<set _exploreResult = $scenaBiome.Active.Spawner.random()>><</if>>\n\n/% =============================== Outcomes %/ <<switch _exploreResult>>\n/% ----- Treasure Chests %/ \n\t<<case "treasure">>\n\t\t<<set _newCurio = "Treasure">>\n\t\t\t<<if $scenaBiome.Active.Treasure neq "">><<set $treasureDesc = $scenaBiome.Active.Treasure>>\n\t\t\t<<else>><<set $treasureDesc = "a treasure chest!">><</if>>\n\t\t\t<<if $scenaBiome.Active.treasureBox neq "">><<set $treasureBox = $scenaBiome.Active.treasureBox>>\n\t\t\t<<else>><<set $treasureBox = "chest">><</if>>\n\t\t\t<<set $scenaInv.naisCall = $scenaBiome.Active.treasurePools.random()>>\n\t\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Liquid Pools + Bodies %/ \n\t<<case "pool">>\n\t\t<<set _newCurio = "Pool">>\n\t\t\t<<set _poolLiquid = $scenaBiome.Active.Pools.random(); _eventCall = _newCurio>><<display CurioDB>>\n\n\t<<case "liquidBody">>\n\t\t\t<<set _poolLiquid = $scenaBiome.Active.Liquids.random(); _eventCall = _newCurio>>\n\t\t\t<<set _newCurio = $scenaBiome.Active.Bodies.random(); _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Forage %/ <<case "forage">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.Active.ForagePM.length gt 0)>>\n\t\t<<set _newCurio = $scenaBiome.Active.ForagePM.random()>>\n\t<<else>><<set _newCurio = $scenaBiome.Active.Forage.random()>><</if>>\n\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Items + Curios %/ <<case "curio">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.Active.CuriosPM.length gt 0)>>\n\t\t<<set _newCurio = $scenaBiome.Active.CuriosPM.random()>>\n\t<<else>><<set _newCurio = $scenaBiome.Active.Curios.random()>><</if>>\n\t\t<<if _newCurio eq "Fountain">><<set _poolLiquid = $scenaBiome.Active.Pools.random()>><</if>>\t\n\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Rare Curios %/ <<case "curioRare">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.Active.rareCuriosPM.length gt 0)>>\n\t\t<<set _newCurio = $scenaBiome.Active.rareCuriosPM.random()>>\n\t<<else>><<set _newCurio = $scenaBiome.Active.rareCurios.random()>><</if>>\n\t\t<<if _newCurio eq "Fountain">><<set _poolLiquid = $scenaBiome.Active.Pools.random()>><</if>>\t\n\t\t<<set _eventCall = _newCurio>><<display CurioDB>>\n\n/% ----- Living Ambient %/ <<case "livingAmbient">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.Active.ambiLivingPM.length gt 0)>>\n\t\t<<set _newCritter = $scenaBiome.Active.ambiLivingPM.random()>>\n\t<<else>><<set _newCritter = $scenaBiome.Active.ambiLiving.random()>><</if>>\t\t\n\t\t<<set _eventCall = _newCritter>><<display LivingDB>>\n\n/% ----- Living %/ <<case "living">>\n\t<<if ($scenaTime.Meridian neq "AM") and ($scenaBiome.Active.LivingPM.length gt 0)>><<set _newCritter = $scenaBiome.Active.LivingPM.random()>>\n\t<<else>><<set _newCritter = $scenaBiome.Active.Living.random()>><</if>>\t\t\n\t\t<<set _eventCall = _newCritter>><<display LivingDB>>\n\n/% ----- Mounds %/ <<case "mounds">>\n\t\t<<set _newPortal = $scenaBiome.Active.Mounds.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Monster Nests + Mini-Dungeons %/ <<case "monsterNest">>\n\t\t<<set _newPortal = $scenaBiome.Active.monsterNests.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Hunting Grounds + Dungeons %/ <<case "dungeon">> /% TODO - tolani dens %/\n\t\t<<set _newPortal = $scenaBiome.Active.Dungeons.random(); _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Biome Boundary Transitions %/ <<case "boundary">>\n\t\t<<display LocalBiomes>><<set _callBiome = $biomeTarget>>\n\t\t<<display DB:Biomes>><<set _newPortal = "biomeBoundary"; _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Subterranean Transitions %/ <<case "caveEntry">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderSubterranean.random(); _newPortal = "tunnelEntry"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Subterranean Boundary %/ <<case "caveBoundary">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderSubterranean.random(); _newPortal = "tunnelBoundary"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Subterranean Exit %/ <<case "caveExit">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderTerrestrial.random(); _newPortal = "tunnelExit"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Aquatic Transitions %/ <<case "aquaticEntry">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderAquatic.random(); _newPortal = "tunnelEntry"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Aquatic Boundary %/ <<case "aquaticBoundary">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderAquatic.random(); _newPortal = "tunnelBoundary"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Aquatic Exit %/ <<case "aquaticExit">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderTerrestrial.random(); _newPortal = "tunnelExit"; _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n\n/% ----- Stage Boundary Transitions %/ <<case "boundaryStage">>\n\t\t<<set _callBiome = $scenaBiome.Active.borderStages.random(); _eventCall = _newPortal>>\n\t\t<<display DB:Biomes>><<set $biomeTarget = _callBiome>><<display TransDB>>\n\n/% ----- Aetherholes %/ <<case "aetherhole">>\n\t<<set _portalPool = ["AetherholeLocal","AetherholeRandom"]>>\n\t\t<<set _newPortal = _portalPool.random(); _newPortal = "biomeBoundary"; _eventCall = _newPortal>><<display TransDB>>\n\n/% ----- Special Portal Encounters %/ <<case "special">>\n\t\t<<set _newPortal = $scenaBiome.Active.Special.random(); _eventCall = _newPortal>><<display TransDB>>\n\n\t\n/% =============================== Rest + Nullresult Ambience %/ <<default>>\n\t<<set $scena.Event = "nullresult/rest"; $scena.EvCat = ""; $scena.SubEvent = "">>\n\t\t<<set _newAmbi = $scenaBiome.Active.Ambient.random(); _eventCall = "restNull"; $scena.LocRest = _newAmbi>> \n\n\t\t<<include IdleTexture>><<if _textureFlavor neq "">><<set _output = "//" + $scena.LocRest + " " + _textureFlavor + "//">>\n\t\t<<else>><<set _output = "//" + $scena.LocRest + "//">><</if>>\n\n/% ============= %/ <</switch>>\n\n<<set $scena.EIntro = _output>>
/% ------------- Caloric tracking %/\n<<if _activeItem.Cal gt 0>><<set $scenaDonsair.Denizens[$scenaDonsair.Active].queuedFat += _activeItem.Cal>><</if>>\n\t/% Will take effect next day visited %/\n\n/% ------------- Bloat tracking %/\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly += _activeItem.Fill>>\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].airBelly += _activeItem.Inf>>\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly += _activeItem.Liq>>\n\n\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].bellyBloat = $scenaDonsair.Denizens[$scenaDonsair.Active].stuffBelly + $scenaDonsair.Denizens[$scenaDonsair.Active].airBelly + $scenaDonsair.Denizens[$scenaDonsair.Active].liqBelly>>\n\n<<if _feedMode neq "food">>\n/% ------------- Full usage effects %/\n<<switch _activeItem.ID>>\n\t<<case "PH">>\n\n<</switch>><</if>>
/% Subtype Effects %/\n\n<<if $fxParasite.typePool.includes("Ambrosia")>><<set _searchIndex = $fxParasite.typePool.indexOf("Ambrosia")>>\n\t\t\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _statusCall = "fatten:bulging"; $sfxRange.potency[0] = $fxParasite.typeQt[_searchIndex]; $sfxRange.potency[1] = $fxParasite.typeQt[_searchIndex] * 3>>\n\t\t<<set $sfxRange.duration[0] = $fxParasite.typeQt[_searchIndex] * 2; $sfxRange.duration[1] = $fxParasite.typeQt[_searchIndex] * 3>><<include SetStatus>>\n\t<<set _statusCall = "bloat:all"; $sfxRange.potency[0] = $fxParasite.typeQt[_searchIndex]; $sfxRange.potency[1] = $fxParasite.typeQt[_searchIndex] * 3>>\n\t\t<<set $sfxRange.duration[0] = $fxParasite.typeQt[_searchIndex] * 2; $sfxRange.duration[1] = $fxParasite.typeQt[_searchIndex] * 3>><<include SetStatus>><</if>>\n\n<<if $fxParasite.typePool.includes("Fattenium")>><<set _searchIndex = $fxParasite.typePool.indexOf("Fattenium")>>\n\t\t\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _statusCall = "fatten:bulging"; $sfxRange.potency[0] = $fxParasite.typeQt[_searchIndex]; $sfxRange.potency[1] = $fxParasite.typeQt[_searchIndex] * 3>>\n\t\t<<set $sfxRange.duration[0] = $fxParasite.typeQt[_searchIndex] * 2; $sfxRange.duration[1] = $fxParasite.typeQt[_searchIndex] * 3>><<include SetStatus>>\n\t<<set _statusCall = "bloat:all"; $sfxRange.potency[0] = $fxParasite.typeQt[_searchIndex]; $sfxRange.potency[1] = $fxParasite.typeQt[_searchIndex] * 3>>\n\t\t<<set $sfxRange.duration[0] = $fxParasite.typeQt[_searchIndex] * 2; $sfxRange.duration[1] = $fxParasite.typeQt[_searchIndex] * 3>><<include SetStatus>><</if>>\n\n<<if $fxParasite.typePool.includes("Distensium")>><<set _searchIndex = $fxParasite.typePool.indexOf("Distensium")>>\n\t\t\t\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t<<set _statusCall = "bloat:all"; $sfxRange.potency[0] = $fxParasite.typeQt[_searchIndex]; $sfxRange.potency[1] = $fxParasite.typeQt[_searchIndex] * 3>>\n\t\t<<set $sfxRange.duration[0] = $fxParasite.typeQt[_searchIndex] * 2; $sfxRange.duration[1] = $fxParasite.typeQt[_searchIndex] * 3>><<include SetStatus>><</if>>
<<if ndef $debugStatusTray>>\n\t<<set $debugStatusTray = { \n\t\tStats: 0, Meta: 0, Active: 0,\n\t\tFat: 0, Bloat: 0, Products: 0, \n\t\tParasites: 0, \n}>><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugStatusTray.Stats eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Stats = 0; $scena.Action = '';">Stats</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Stats = 1; $scena.Action = '';">Stats</button><</if>>\n\n<<if $debugStatusTray.Meta eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Meta = 0; $scena.Action = '';">Metabolics</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Meta = 1; $scena.Action = '';">Metabolics</button><</if>>\n\n<<if $debugStatusTray.Products eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Products = 0; $scena.Action = '';">Products</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Products = 1; $scena.Action = '';">Products</button><</if>>\n\n<<if $debugStatusTray.Fat eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Fat = 0; $scena.Action = '';">Fat</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Fat = 1; $scena.Action = '';">Fat</button><</if>>\n\n<<if $debugStatusTray.Bloat eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Bloat = 0; $scena.Action = '';">Bloat</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Bloat = 1; $scena.Action = '';">Bloat</button><</if>>\n\n<<if $debugStatusTray.Parasites eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Parasites = 0; $scena.Action = '';">Parasites</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Parasites = 1; $scena.Action = '';">Parasites</button><</if>>\n\n<<if $debugStatusTray.Active eq 1>>\n<button data-passage="passage()" data-setter="$debugStatusTray.Active = 0; $scena.Action = '';">Active Effects</button>\n<<else>><button data-passage="passage()" data-setter="$debugStatusTray.Active = 1; $scena.Action = '';">Active Effects</button><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n<<if $debugStatusTray.Stats eq 1>><mini>\n<p>\n♦ ''Strength:'' <<print $scenaStats.Strength>> ♦ ''Speed:'' <<print $scenaStats.Speed>> ♦ ''Finesse:'' <<print $scenaStats.Finesse>> ♦ ''Will:'' <<print $scenaStats.Will>><br>\n♦ ''Constitution:'' <<print $scenaStats.Constitution>> ♦ ''Armor:'' <<print $scenaStats.Armor>><br>\n♦ ''Movement Rate:'' <<print ($scenaStats.Movement + $sMod.Movement)>><mini>/tick (+ <<print $sMod.Movement>>)</mini> \n♦ ''Immobilized?:'' <<if $scenaStats.Mobile eq false>><red>''Yes''</red><<else>><gold>''No''</gold><</if>> \n\n</p>\n\n<div class="row debugRule"></div>\n<</if>>\n\n<<if $debugStatusTray.Meta eq 1>><mini>\n<p>\n♦ ''Caloric Load:'' <<print $scenaMetabolic.Load.toFixed(1)>> \n♦ ''Burn Rate:'' <<print $scenaMetabolic.Burn.toFixed(2)>> +<<print $sMod.metaBurn>>\n♦ ''Gain Rate:'' <<print $scenaMetabolic.Gain.toFixed(2)>> +<<print $sMod.metaGain>><br>\n♦ ''Processing Rate:'' <<print $scenaMetabolic.Rate>> +<<print $sMod.metaRate>> \n♦ ''Satiety Threshold:'' <<print $scenaMetabolic.Sated>> +<<print $sMod.Satiety>><br>\n♦ ''Voracity:'' <<print $scenaStats.Voracity>>/100 +<<print $sMod.Voracity>>\n</p>\n\n<p>\n♦ ''Energy Load:'' <<print $scenaStats.Energy.toFixed(1)>> \n♦ ''Absorb Rate:'' <<print $scenaStats.enerAbsorb.toFixed(2)>> +<<print $sMod.enerAbsorb>><br>\n♦ ''Thresholds:'' <<print $scenaStats.enerMinor>> | <gold><<print $scenaStats.enerMajor>></gold> | <red><<print $scenaStats.enerMax>></red>\n</p>\n\n</mini><div class="row debugRule"></div>\n<</if>>\n\n<<if $debugStatusTray.Products eq 1>><p>\n\n♦ ''Milk Type:'' <<print $scenaProducts.MilkTex>> <<print $scenaProducts.MilkMod>> <<print $scenaProducts.MilkFlavor>> <<print $scenaProducts.MilkType>><br><mini> \n♦ ''Stored:'' <<print $scenaProducts.Milk.toFixed(1)>> +<<print $sMod.MilkQt>>\n♦ ''Lactation Rate:'' <<print $scenaProducts.MilkRate.toFixed(1)>> +<<print $sMod.MilkRate>><br>\n♦ ''Milkfat:'' <<print $scenaProducts.Milkfat.toFixed(2)>> +<<print $sMod.Milkfat>> \n♦ ''Milkbloat:'' <<print $scenaProducts.Milkbloat.toFixed(2)>> +<<print $sMod.Milkbloat>></mini></p>\n\n<div class="row debugRule"></div>\n<</if>>\n<<if $debugStatusTray.Fat eq 1>><p>\n♦ ''Base Body Type:'' <<print $scenaFat.BType>><br><mini>\n♦ ''Girth:'' <<print Math.round($scenaFat.Girth)>> (+ <<print $sMod.Girth>>) ♦ ''Widest Point:'' <<print $scenaFat.widePoint>><br>\n\n♦ ''Cheek Fat:'' <<print $scenaFat.Cheek.toFixed(2)>> (+<<print $sMod.cheekFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Cheek.toFixed(2)>>x (+<<print $sMod.cheekGMag>>)<br>\n\n♦ ''Neck Fat:'' <<print $scenaFat.Neck.toFixed(2)>> (+<<print $sMod.neckFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Neck.toFixed(2)>>x (+<<print $sMod.neckGMag>>)<br>\n\n♦ ''Belly Fat:'' <<print $scenaFat.Belly.toFixed(2)>> (+<<print $sMod.bellyFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Belly.toFixed(2)>>x (+<<print $sMod.bellyGMag>>)<br>\n\n♦ ''<<print $scenaFat.ChestType>> Fat:'' <<print $scenaFat.Chest.toFixed(2)>> (+<<print $sMod.chestFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Chest.toFixed(2)>>x (+<<print $sMod.chestGMag>>)<br>\n\n♦ ''Arm Fat:'' <<print $scenaFat.Arm.toFixed(2)>> (+<<print $sMod.armFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Arm.toFixed(2)>>x (+<<print $sMod.armGMag>>)<br>\n\n♦ ''Side Fat:'' <<print $scenaFat.Side.toFixed(2)>> (+<<print $sMod.sideFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Side.toFixed(2)>>x (+<<print $sMod.sideGMag>>)<br>\n\n♦ ''Back Fat:'' <<print $scenaFat.Back.toFixed(2)>> (+<<print $sMod.backFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Back.toFixed(2)>>x (+<<print $sMod.backGMag>>)<br>\n\n♦ ''Thigh Fat:'' <<print $scenaFat.Thigh.toFixed(2)>> (+<<print $sMod.thighFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Thigh.toFixed(2)>>x (+<<print $sMod.thighGMag>>)<br> \n\n♦ ''Tail Fat:'' <<print $scenaFat.Tail.toFixed(2)>> (+<<print $sMod.tailFat>>)\n♦ ''Gain Modifier:'' <<print $scenaFatMag.Tail.toFixed(2)>>x (+<<print $sMod.tailGMag>>)<br>\n</mini></p>\n\n\n\n<div class="row debugRule"></div>\n<</if>>\n<<if $debugStatusTray.Bloat eq 1>><p>\n♦ ''Burst HP:'' <<print $scenaStats.burstHP>>/<<print $scenaStats.maxBurstHP + $sMod.burstHP>> (+<<print $sMod.burstHP>>)<br><mini> \n\n<<set _bellyStretch = Math.round(($scenaStretch.Belly + $sMod.stretchBelly) * $scenaFat.Belly)>>\n<<set _chestStretch = Math.round(($scenaStretch.Chest + $sMod.stretchChest) * $scenaFat.Chest)>>\n<<set _thighStretch = Math.round(($scenaStretch.Thigh + $sMod.stretchThigh) * $scenaFat.Thigh)>> \n<<set _tailStretch = Math.round(($scenaStretch.Tail + $sMod.stretchTail) * $scenaFat.Tail)>>\n\n♦ ''Belly Elasticity:'' x<<print $scenaStretch.Belly.toFixed(1)>> +<<print $sMod.stretchBelly>>\n<mini>(''blimp:'' <<print (_bellyStretch * 1.2).toFixed(1)>> ''creak:'' <<print (_bellyStretch * 1.5).toFixed(1)>> ''burst:'' <<print (_bellyStretch * 2.0).toFixed(1)>>)</mini><br>\n♦ ''<<print $scenaFat.ChestType>> Elasticity:'' <<print $scenaStretch.Chest.toFixed(1)>> +<<print $sMod.stretchChest>>\n<mini>(''blimp:'' <<print (_chestStretch * 1.2).toFixed(1)>> ''creak:'' <<print (_chestStretch * 1.5).toFixed(1)>> ''burst:'' <<print (_chestStretch * 2.0).toFixed(1)>>)</mini><br>\n♦ ''Thigh Elasticity:'' x<<print $scenaStretch.Thigh.toFixed(1)>> +<<print $sMod.stretchThigh>>\n<mini>(''blimp:'' <<print (_thighStretch * 1.2).toFixed(1)>> ''creak:'' <<print (_thighStretch * 1.5).toFixed(1)>> ''burst:'' <<print (_thighStretch * 2.0).toFixed(1)>>)</mini><br>\n♦ ''Tail Elasticity:'' x<<print $scenaStretch.Tail.toFixed(1)>> +<<print $sMod.stretchTail>>\n<mini>(''blimp:'' <<print (_tailStretch * 1.2).toFixed(1)>> ''creak:'' <<print (_tailStretch * 1.5).toFixed(1)>> ''burst:'' <<print (_tailStretch * 2.0).toFixed(1)>>)</mini><br>\n</mini></p>\n\n<p><mini>\n♦ ''Belly Inflation:'' <<print $scenaContents.Belly.toFixed(2)>> \n(''Solid'' <<print $stuffingPressure.Belly>> | ''Gas'' <<print $airPressure.Belly>> | ''Liquid:'' <<print $liqPressure.Belly.toFixed(2)>>)\n<br>\n\n♦ ''<<print $scenaFat.ChestType>> Inflation:'' <<print $scenaContents.Chest.toFixed(2)>> \n(''S'' <<print $stuffingPressure.Chest.toFixed(2)>> | ''G'' <<print $airPressure.Chest.toFixed(2)>> | ''L'' <<print $liqPressure.Chest.toFixed(2)>>)\n<br>\n\n♦ ''Thigh Inflation:'' <<print $scenaContents.Thigh.toFixed(2)>> \n(''S'' <<print $stuffingPressure.Thigh.toFixed(2)>> | ''G'' <<print $airPressure.Thigh.toFixed(2)>> | ''L'' <<print $liqPressure.Thigh.toFixed(2)>>)\n<br>\n\n♦ ''Tail Inflation:'' <<print $scenaContents.Tail.toFixed(2)>> \n(''S'' <<print $stuffingPressure.Tail.toFixed(2)>> | ''G'' <<print $airPressure.Tail.toFixed(2)>> | ''L'' <<print $liqPressure.Tail.toFixed(2)>>)\n\n</mini><p><mini>\n♦ ''Deflate (Gas) Rate:'' <<print $scenaAir.Deflate>> +<<print $sMod.Deflate>>/ <<print $scenaAir.Rate>> ticks<br>\n♦ ''Drain (Liquid) Rate:'' <<print $scenaLiquid.Drain>> +<<print $sMod.Drain>>/ <<print $scenaLiquid.Rate>> ticks<br>\n♦ ''Digest (Solid) Rate <mini>//(Belly Only)//</mini>:'' <<print $scenaFilling.Digest>> +<<print $sMod.Digest>>/ <<print $scenaFilling.Rate>> ticks\n</mini></p>\n\n<div class="row debugRule"></div><</if>>\n<<if $debugStatusTray.Parasites eq 1>><p>\n\n<<if $fxParasite.Chest.length gt 0>>♦ ''Chest Parasites:''<br> \n\t<<for _i to 0; _i < $fxParasite.Chest.length; _i++>>\n\t<div class="btn eStatus">\n\t\t<<if $fxParasite.Chest[_i].Subtype neq "">><<print $fxParasite.Chest[_i].Subtype>><</if>>\n\t\t<<print $fxParasite.Chest[_i].ID>> (<<print $fxParasite.Chest[_i].Qt>><<if $fxParasite.Chest[_i].Flavor neq "">>, <<print $fxParasite.Chest[_i].Flavor>><</if>>)</div>\n\t<</for>><<else>><mini>//No Chest Parasites.//</mini><</if>><br>\n\n<<if $fxParasite.Belly.length gt 0>>♦ ''Belly Parasites:''<br> \n\t<<for _i to 0; _i < $fxParasite.Belly.length; _i++>>\n\t<div class="btn eStatus">\n\t\t<<if $fxParasite.Belly[_i].Subtype neq "">><<print $fxParasite.Belly[_i].Subtype>><</if>>\n\t\t<<print $fxParasite.Belly[_i].ID>> (<<print $fxParasite.Belly[_i].Qt>><<if $fxParasite.Belly[_i].Flavor neq "">>, <<print $fxParasite.Belly[_i].Flavor>><</if>>)</div>\n\t<</for>><<else>><mini>//No Belly Parasites.//</mini><</if>><br>\n\n\n</p><div class="row debugRule"></div><</if>>\n<<if $debugStatusTray.Active eq 1>><p>\n\n<<if $scenaPers.Active.length gt 0>>♦ ''Active Statuses:''<br> \n\t<<for _i to 0; _i < $scenaPers.Active.length; _i++>>\n\t<div class="btn eStatus"><<set _statusCall = $scenaPers.Active[_i]; _statusIndex = _i>><<include DB:StatusReference>></div>\n\t<</for>><<else>>//<mini>No Active Status Effects.</mini>//<</if>>\n\n\n</p><</if>>\n
<<if ndef $scenaCollections>>\n<<set $scenaCollections = {\n\tShiftshapes: [],\n\tFacades: ["No Façade","Glamour","Anfaer","Anigmate","Eldritch","Fatshion","HYPOTHESIS","Labcoat","Cultist","Vial","Inflatable Toy","Hybrid","Sovereign","Thalani","Mechabraces","Dream-Eater"],\n\tObservances: ["Fyynlfeast","Hatchday"],\n\tOutfits: [],\n}>><</if>>\n\n<<if ndef $scenaTracker>>\n<<set $scenaTracker = {\n\tBellyIdolsEaten: 0, ChestIdolsEaten: 0, ThighIdolsEaten: 0, TailIdolsEaten: 0,\n\tRoundIdolsEaten: 0, HGlassIdolsEaten: 0, PearIdolsEaten: 0, RearIdolsEaten: 0,\n\tBlimpIdolsEaten: 0, BlobIdolsEaten: 0, CowIdolsEaten: 0,\n\n}>><</if>>\n\n<<if ndef $scenaWardobe>>\n<<set $scenaWardobe = {\n\tWornHead: [], WornMiddle: [], WornBottom: [],\n\tOutfits: [],\n}>><</if>>
\n<<for _time to _timeDilate; _time > 1; _time-->><<include Chrono>><</for>>
<<switch $tech.Mode>>\n\t<<case "donuts">>\n\t/% Call a donut from the food DB at random, and feed it to the PC %/\n\t/% Chance of belly fattening, thigh fattening, gain rate increase, burn rate decrease, satiety threshold increase, voracity increase %/\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\n\t\t<<set _callItem = _foodTray.random()>>\n\t\t<<include ItemDB:Food>><<set _activeItem = _newFood>><<for _i to $multi; _i > 0; _i-->><<include UseEffect>><</for>>\n\n\t<<case "pies">>\n\t/% Call a pie from the food DB at random, and feed it to the PC %/\n\t/% Chance of belly fattening, thigh fattening, gain rate increase, burn rate decrease, satiety threshold increase, voracity increase %/\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t\t<<set _rand = random(1,48)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\n\t\t<<set _callItem = _foodTray.random()>>\n\t\t<<include ItemDB:Food>><<set _activeItem = _newFood>><<for _i to $multi; _i > 0; _i-->><<include UseEffect>><</for>>\n\n\n\t<<case "cakes">>\n\t/% Call a cake from the food DB at random, and feed it to the PC %/\n\t/% Chance of belly fattening, thigh fattening, gain rate increase, burn rate decrease, satiety threshold increase, voracity increase %/\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>><<set $scenaFatMag.Belly += 0.01>><</if>>\n\t\t<<set _rand = random(1,48)>><<if _rand eq 1>><<set $scenaFatMag.Thigh += 0.01>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaMetabolic.Gain += 0.1>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaStats.Voracity += 1>><</if>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>><<set $scenaMetabolic.Sated += 1>><</if>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>><<set $scenaMetabolic.Burn -= 0.1>><</if>>\n\n\t\t<<set _callItem = _foodTray.random()>>\n\t\t<<include ItemDB:Food>><<set _activeItem = _newFood>><<for _i to $multi; _i > 0; _i-->><<include UseEffect>><</for>>\n\n<</switch>>\n\t\t<br>You frantically <<print either("wolf down","gulp down")>> a whole <<print _newFood.Display.toLowerCase()>>!
\n\t<p>With curiosity brimming, you reach out and touch the idol.<br>\n\tA jolt of hot energy shocks through you, and you leap in surprise-- just as the idol crumbles to dust upon the pedestal!</p>\n\n\t<<switch $eventMode>>\n\t/% ---------- %/<<case "Guguetelle">>\n\t\t<<set $scenaFatMag.Chest += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:guguetelle">><<include SetStatus>>\n\n\t\t<p>You gasp as your belly begins to inflate-- quickly swelling up into a huge, round, rippling ball of pure fat!</p>\n\n\t/% ---------- %/<<case "Busty">>\n\t\t<<set $scenaFatMag.Chest += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\n\t\t<p>You gasp as your <<print _refWord>> begins to inflate-- quickly swelling up into a huge, round, rippling ball of pure fat!</p>\n\n\t/% ---------- %/<<case "Viviere">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Thigh += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:hourglass">><<include SetStatus>>\n\t\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\n\t\t<p>You gasp as your <<print _refWord>> and thighs begin to inflate rapidly, quaking and bulging as they pile with an enormous amount of new fat!</p>\n\n\t/% ---------- %/<<case "Round">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Belly += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:round">><<include SetStatus>>\n\n\t\t<p>You gasp as your <<print _refWord>> and belly begin to inflate rapidly, quaking and bulging as they pile with an enormous amount of new fat!</p>\n\n\t/% ---------- %/<<case "Boviete">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Thigh += 0.5; $scenaFatMag.Belly += 0.2>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:boviete">><<include SetStatus>>\n\t\t/% Todo - fatten milk + induce/increase lactation %/\n\n\t\t<p>You gasp as your <<print _refWord>> and thighs begin to inflate rapidly, quaking and bulging as they pile with an enormous amount of new fat!</p>\n\n\t/% ---------- %/<<case "Thick-Thighed">>\n\t\t<<set $scenaFatMag.Thigh += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:thighs">><<include SetStatus>>\n\n\t\t<p>You gasp as your thighs begin to inflate rapidly, stretching huge, round and wide as fat pumps into them!</p>\n\n\t/% ---------- %/<<case "Fat-Tailed">>\n\t\t<<set $scenaFatMag.Tail += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:tail">><<include SetStatus>>\n\n\t\t<p>You gasp as your tail begin to inflate rapidly, widening dramatically as it piles with a huge quantity of fat!</p>\n\n\t/% ---------- %/<<case "Pear">>\n\t\t<<set $scenaFatMag.Belly += 0.5; $scenaFatMag.Thigh += 0.5>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:pear">><<include SetStatus>>\n\n\t\t<p>You gasp as your belly and thighs begin to inflate rapidly, quaking and bulging as they pile with an enormous amount of new fat!</p>\n\n\t/% ---------- %/<<case "Bottom-Heavy">>\n\t\t<<set $scenaFatMag.Thigh += 0.5; $scenaFatMag.Tail += 0.3>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:bottomheavy">><<include SetStatus>>\n\n\t\t<p>You gasp as your tail and thighs begin to inflate rapidly, quaking and bulging as they pile with an enormous amount of new fat!</p>\n\n\t/% ---------- %/<<case "Billetroa">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Thigh += 0.5; $scenaFatMag.Belly += 0.2>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:bulging">><<include SetStatus>>\n\t\t<<set _statusCall = "fatten:chest">><<include SetStatus>>\n\n\t\t<p>You gasp as your body begins to inflate rapidly-- watching in shock and surprise as you grow fatter, rounder, and wider, bouncing and quaking gelatinously!</p>\n\n\t/% ---------- %/<<case "Pudding">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Thigh += 0.5; $scenaFatMag.Belly += 0.2>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:pudding">><<include SetStatus>>\n\n\t\t<p>You gasp as your body begins to inflate-- your cheeks and neck wobbling as they puff up considerably fatter, your sides bulging and billowing out as they follow suit!<br>\n\tYour arms balloon, too, jiggling as they rapidly plump like warm dough, your back softening at a similar pace.</p>\n\t<p>Your belly joins in, oozing out in all directions as it softens and fattens, jiggling as if bloating full of jelly!</p>\n\n\t/% ---------- %/<<case "Bovine">>\n\t\t<<set $scenaFatMag.Chest += 0.5; $scenaFatMag.Thigh += 0.5; $scenaFatMag.Belly += 0.2>>\n\t\t<<set $sfxRange = { potency: [2,5], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(3,6); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:boviete">><<include SetStatus>>\n\t\t\t<<set $scenaProducts.MilkRate += random(3,6); $scenaProducts.Milkfat += random(0.2,0.5)>>\n\t\t\t<<set _milkOp = "analyze">><<include DB:Milks>>\t\t\n\n\t\t<p>Your <<print _refWord>> suddenly begins to feel full and bloated, protruding and growing heavy as it seems to inflate before your eyes!<br>\n\t\tYour thighs begin to bulge wider, too, stretching as they flood with a shocking amount of fat! Your belly seems to follow suit, protruding outwards into a soft, flabby orb!</p>\n\n\t\t<p>Your body wobbles and quakes as the growth continues, leaving you feeling much fatter than before-- with a tight, sloshing <<print _refWord>> ballooning with milk!</p>\n\t<</switch>>\n
\t\t\n\t<<for _cheekScale to $stringScale.Cheek.length-1; _cheekScale > -1; _cheekScale-->>\n\t\t<<if $scenaFat.Cheek gte $granularScale.Int[_cheekScale]>><<set _cheekPrint = $stringScale.Cheek[_cheekScale]>><<break>>\n\t\t<<elseif $scenaFat.Cheek lt $granularScale.Int[1]>><<set _cheekPrint = $stringScale.Cheek[0]>><<break>><</if>>\n\t<</for>>\n\n\t\t<<if $scenaFat.Cheek gte $granularScale.Int[1]>><<set _cheekPrint += " Cheeks (" + $scenaFat.Cheek.toFixed(1) + ")">>\n\t<div class="btn eFat"><<print _cheekPrint>></div><</if>>
/% Confirm stash, then delete item from arrays %/\n<div class="row" style="margin-top: 2rem;"><<if $scenaInv.Action eq "Stash">>\n\n\t<<print $scenaInv.activeRef.Display>>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>> was transferred to your mound stash.\n\t\n\t<<set $scenaInv.moundStash.push($scenaInv.Carried[$scenaInv.Active])>>\n\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Carried.deleteAt($scenaInv.Active)>>\n\t<<set $scenaInv.Active = -1; $scenaInv.activeRef = "">>\n\t<<set $scenaInv.Action = "">>\n\n<<else>>\n\t<p>Are you sure you want to ''<span style="color: #FF0000;">stash \n\t<<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>>\n\t<<print $scenaInv.activeRef.Display>>\n\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>>?</span>'' \n\t<br>You'll have to return home to retrieve it again!</p>\n margin-left: -10%;">\n\n\t<button class='iBut' data-passage='Inventory' data-setter='$scenaInv.Action=""'>Cancel</button>\n\n\t<button class='iBut' data-passage='Inventory' data-setter='$scenaInv.Action= "Stash"'>''Stash <<print $scenaInv.activeRef.Display>>\n\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>>!''</button>\n\n\n<</if>></div>
\t\n\t<<for _neckScale to $stringScale.Neck.length-1; _neckScale > -1; _neckScale-->>\n\t\t<<if $scenaFat.Neck gt $granularScale.Int[_neckScale]>><<set _partSize = $stringScale.Neck[_neckScale]>><<break>>\n\t\t<<elseif $scenaFat.Neck lt $granularScale.Int[1]>><<set _partSize = $stringScale.Neck[0]>><<break>><</if>>\n\t<</for>>\n\n/% ----------- Neck Output %/\t\n\n\t<<if _neckCheck eq 0>><<set _neckPrint = _partSize + " Neck (" + $scenaFat.Neck.toFixed(1) + ")">>\n\t<<else>><<set _neckPrint = _partSize + " " + $scenaDNA.Head[_head].Display + " Neck (" + $scenaFat.Neck.toFixed(1) + ")">><</if>>\n\t\n/% Deprecated\n<<if ($scenaFat.Neck gte $granularScale.Int[1]) or ($scenaDNA.Neck neq "")>>\n\t<<set _geneType = "Fat">><<set _geneID = _neckPrint>><<include GeneWrapper>><</if>> %/
<<switch _newCritter>>\n/% --------------- Base Types %/\n/% ----- %/<<case "slime:Slime">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\n/% ----- %/<<case "slime:Pudding">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Pudding:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Creme">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Creme!">>\n\t\t\t\t\t<<set _callCrir = "creme"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Creme:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Creme!">>\n\t\t\t\t\t<<set _callCrir = "creme"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Dough">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Dough!">>\n\t\t\t\t\t<<set _callCrir = "dough"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Dough:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Dough!">>\n\t\t\t\t\t<<set _callCrir = "dough"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\n\n/% ----- %/<<case "slime:Aspic">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "An Aspic!">>\n\t\t\t\t\t<<set _callCrir = "aspic"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Aspic:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "An Aspic!">>\n\t\t\t\t\t<<set _callCrir = "aspic"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Mallow">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Mallow!">>\n\t\t\t\t\t<<set _callCrir = "mallow"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Mallow:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Mallow!">>\n\t\t\t\t\t<<set _callCrir = "mallow"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Mousse">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Mousse!">>\n\t\t\t\t\t<<set _callCrir = "mousse"; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Mousse:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Mousse!">>\n\t\t\t\t\t<<set _callCrir = "mousse"; _callSubspecies = ""; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\t\n\n/% --------------- Variants + Subspecies %/\n/% ----- %/<<case "slime:Slime:Miratoxic">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "miratoxic">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Miratoxic:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "miratoxic"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Slime:Miraplasmic">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "miraplasmic">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Miraplasmic:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "miraplasmic"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\n\n/% ----- %/<<case "slime:Slime:Ink">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "ink">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Ink:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "ink"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Slime:Silessence">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "silessence">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Silessence:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "silessence"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Creme:Silessence">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Creme!">>\n\t\t\t\t\t<<set _callCrir = "creme"; _callSubspecies = "silessence">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Creme:Silessence:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Creme!">>\n\t\t\t\t\t<<set _callCrir = "creme"; _callSubspecies = "silessence"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\n/% ----- %/<<case "slime:Slime:Distensium">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "distensium">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\t\t\t\n/% ----- %/<<case "slime:Slime:Distensium:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "distensium"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\n/% ----- %/<<case "slime:Slime:Fattenium">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "fattenium">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n/% ----- %/<<case "slime:Slime:Fattenium:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!"; _scalePick = either("enormous","huge","gargantuan")>>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "fattenium"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\n/% ----- %/<<case "slime:Pudding:Fattenium">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "fattenium">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Pudding:Fattenium:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "fattenium"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\n/% ----- %/<<case "slime:Pudding:Ambrosia">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "ambrosia">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n/% ----- %/<<case "slime:Pudding:Ambrosia:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!"; _scalePick = either("enormous","huge","gargantuan")>>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "ambrosia"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\t\t\n/% ----- %/<<case "slime:Slime:Honeybutter">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "honeybutter">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\t\n/% ----- %/<<case "slime:Slime:Honeybutter:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "honeybutter"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\n/% ----- %/<<case "slime:Slime:RoyalJelly">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "royal jelly">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\t\n\t\n/% ----- %/<<case "slime:Pudding:Slurry">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "slurry">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Pudding:Slurry:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Pudding!">>\n\t\t\t\t\t<<set _callCrir = "pudding"; _callSubspecies = "slurry"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Dough:Cookie">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Dough!">>\n\t\t\t\t\t<<set _callCrir = "dough"; _callSubspecies = "cookie">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% ----- %/<<case "slime:Slime:Irradiated">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "irradiated">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n/% ----- %/<<case "slime:Slime:Irradiated:Giant">>\n\t\t\t\t<<set $scena.Event = "Critter:Slime"; $scena.EvDesc = "A Slime!">>\n\t\t\t\t\t<<set _callCrir = "slime"; _callSubspecies = "irradiated"; _scalePick = either("enormous","huge","gargantuan")>><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n/% --------------- Pools %/\n/% ----- %/ <<case "slime:SlimeFam">>\n\t\t<<set $scena.Event = "Critter:Slime"; $scena.Palette = 1; _slimePick = ["slime","pudding","creme","dough","aspic","mallow","mousse"]>>\n\t\t\t<<set _randPick = _slimePick.random()>><<switch _randPick>>\n\t\t/% ----- %/ <<case "pudding">><<set $scena.EvDesc = "A Pudding!">>\n\t\t/% ----- %/ <<case "creme">><<set $scena.EvDesc = "A Creme!">>\n\t\t/% ----- %/ <<case "dough">><<set $scena.EvDesc = "A Dough!">>\n\t\t/% ----- %/ <<case "aspic">><<set $scena.EvDesc = "An Aspic!">>\n\t\t/% ----- %/ <<case "mallow">><<set $scena.EvDesc = "A Mallow!">>\n\t\t/% ----- %/ <<case "mousse">><<set $scena.EvDesc = "A Mousse!">>\n\t\t/% ----- %/ <<case "taffy">><<set $scena.EvDesc = "A Taffy!">>\n\t\t/% ----- %/ <<case "goo">><<set $scena.EvDesc = "A Goo!">>\n\t\t/% ----- %/ <<default>><<set $scena.EvDesc = "A Slime!">><</switch>>\n\t\t\t\n\t\t\t<<set _callCrir = _randPick; _callSubspecies = "">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\n\n/% =============================== %/<</switch>>
<<if ndef $debugTray>><<set $debugTray = { Init: 1, Commands: 0,\n\t\tZone: 0, Event: 0, Chrono: 0, Status: 0, Inventory: 0, Mound: 0, Nais: 0,\n}>><</if>>\n\n<<if ndef $debugTray.Commands>><<set $debugTray.Commands = 0>><</if>>\n\n\n<div class="row"></div><div id="debug" class="col debug">\n<div class="row"><status> ''[[DEBUG|passage()][$scena.Action = ""; $scena.Debug = 0]]''</status></div>\n\n/% ----------------- Button Tray %/<div class="row" style="margin-left: 1rem;"><status>\n\n<<if $debugTray.Commands eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Commands = 0; $scena.Action = '';">Commands</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Commands = 1; $scena.Action = '';">Commands</button><</if>>\n\n<<if $debugTray.Zone eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Zone = 0; $scena.Action = '';">Zones</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Zone = 1; $scena.Action = '';">Zones</button><</if>>\n\n<<if $debugTray.Event eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Event = 0; $scena.Action = '';">Events</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Event = 1; $scena.Action = '';">Events</button><</if>>\n\n<<if $debugTray.Chrono eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Chrono = 0; $scena.Action = '';">Chrono</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Chrono = 1; $scena.Action = '';">Chrono</button><</if>>\n\n<<if $debugTray.Status eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Status = 0; $scena.Action = '';">Status</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Status = 1; $scena.Action = '';">Status</button><</if>>\n\n<<if $debugTray.Inventory eq 1>>\n<button data-passage="passage()" data-setter="$debugTray.Inventory = 0; $scena.Action = '';">Inventory</button>\n<<else>><button data-passage="passage()" data-setter="$debugTray.Inventory = 1; $scena.Action = '';">Inventory</button><</if>>\n\n</status></div>/% ----------------- Display Tray %/<div class="row" style="margin-left: 1rem;"><status>\n\n<<if $debugTray.Commands eq 1>><p><<include DebugOptions>></p><</if>>\n<<if $debugTray.Zone eq 1>><p><<include DebugZones>></p><</if>>\n<<if $debugTray.Event eq 1>><p><<include DebugEvents>></p><</if>>\n<<if $debugTray.Chrono eq 1>><p><<include DebugChrono>></p><</if>>\n<<if $debugTray.Status eq 1>><p><<include DebugStatus>></p><</if>>\n<<if $debugTray.Inventory eq 1>><p><<include DebugInventory>></p><</if>>\n\n<div class="row" style="padding-bottom: 0.3rem;"></div>\n\n</status></div>
/% =============== Event - Feeder Machine %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<set $eventTools.Tick++>>/% feeds regardless of status/action %/\n<<if ndef $multi>><<set $multi = 1>><</if>>/% Fast Forward Multiplier %/\n<<set _gluttony = random(1,100)>>/% Voracity Check %/\n\t<<if _gluttony lte ($scenaStats.Voracity + $sMod.Voracity)>><<set _forceEat = 1>><</if>>\n\n<<switch $tech.Mode>>\n\t<<case "donuts">>\n\t<<set _foodTray = ["Donut:Glazed","Donut:Glazed:Chocolate","Donut:Glazed:Fattenium","Donut:SourCream","Donut:Iced:Strawberry","Donut:Iced:Chocolate","Donut:Iced:Maple","Donut:Filled:Jelly","Donut:Filled:Esquecream","Donut:Blueberry","Donut:Strawberry","Donut:Cider","Donut:Cruller","Donut:Eclair","Donut:Filled:Belly"]>>\n\n\t<<case "pies">>\n\t<<set _foodTray = ["Pie:Fried:Sugar","Pie:Fried:Apple","Pie:Fried:Cherry","Pie:Fried:Strawberry","Pie:Fried:Blueberry","Pie:Fried:Pumpkin","Pie:Fried:Pecan","Pie:Fried:Cream","Pie:Fried:Chocolate","Pie:Fried:Esquecream","Pie:Fried:Beliron"]>>\n\n\t<<case "cakes">>\n\t<<set _foodTray = ["Scone:BlueberryAlmond","Tart:AppleTatin","Creampuff"]>>\n<</switch>>\n\n/% ---------- Burst Checks %/\n\t<<if $scenaStats.burstHP lte 0>>\n\t\t<<if $scenaContents.Chest gte (_chestStretch * 1.3)>><<set $scena.Action eq "Death:Burst:Chest">>\n\t\t<<else>><<set $scena.Action eq "Death:Burst:Belly">><</if>>\n\t<</if>>\n\n\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "Feeding">>/% Active Scene %/\n\n\tThe machine clicks, whirrs and hums as it steadily forcefeeds you, your belly steadily expanding as it fills!\n\n/% Effects %/<<include FeedMachineEffects>>\n\n\n/% ---------- %/<<case "Disengaging">>/% Voluntary event end %/\n\n\tYou haul yourself back upright, taking a moment to adjust to your new center of gravity before waddling along on your way!\n\n/% ---------- %/<<default>>/% Intro scene %/\n/% Printouts %/\n\n\t\t\tYou waddle up to the machine, examining it for a moment before climbing into the seat and leaning back!<br>\n\n\t<<switch $tech.Mode>>\n\t\t<<case "donuts">>\n\t\t\tRight away, a mechanical tendril coils around and positions itself in front of your snoot, producing fresh donuts and rapidly stuffing them into your mouth, one after the other!\n\t\t<<case "pies">>\n\t\t\tRight away, a mechanical tendril coils around and positions itself in front of your snoot, stuffing whole, deep-fried pies into your mouth, one after another!\n\t\t<<case "cakes">>\n\t\t\tRight away, a mechanical tendril coils around and positions itself in front of your snoot, stuffing entire cakes into your waiting maw!\n\t<</switch>>\n\n/% Effects %/<<include FeedMachineEffects>>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n/% Todo - clauses for becoming bloated/blimped and for bursting %/\n\n<<if $scena.Action eq "Disengaging">>♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n<<else>>\n\n\t\t♦<a id="navE" class='btnClick' data-passage="Ev:FeederMachine" data-setter="$scena.Action = 'Feeding'; $multi = 1;">E) Keep eating!</a> \n\t\t♦<a id="nav2" class='btnClick' data-passage="Ev:FeederMachine" data-setter="$scena.Action = 'Feeding'; $multi = 2;">2) (... x2)</a> \n\t\t♦<a id="nav5" class='btnClick' data-passage="Ev:FeederMachine" data-setter="$scena.Action = 'Feeding'; $multi = 5;">5) (... x5)</a> \n\n<<if ($scena.Action neq "Burst") and ($scena.Action neq "Immobile") and (ndef _forceEat)>>\n♦<a id="navS" class='btnClick' data-passage="Ev:FeederMachine" data-setter="$scena.Action = 'Disengaging';">S)top eating.</a>\n<<elseif def _forceEat>><gold>♦ !) //Can't stop eating this round!//</gold><</if>>\n<</if>>\n\n</div>/% ---------- %/<<display Footer>></div>
<<switch _callItem>> /% ---------- Clothing %/\n\n\t<<case "clothing:testShirt">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:testShirt", Display: "Test Shirt", stretchStatus: "",\n\t\tType: "Clothing", Cat: "", Slot: "Top", Set: "Debug", Color: 0, Qt: 1, \n\t\tDesc: "A shirt to test the inventory and outfit systems with.", \n\t\tWorn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 50, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["textile"], thingTags: ["fabric","shirt","anomalous"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.baseStretch = random(45,60)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + ($scenaFat.Chest + $scenaFat.Belly)>>\n\n/% ---------- Eclipse Regalia %/\n\t<<case "clothing:eclipseCrown">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseCrown", Display: "Crown of the Blood Eclipse", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Hat", Set: "Eclipse Regalia", Color: "Ruby", Qt: 1, \n\t\tDesc: "The ruby-laquered, filigreed crown of Prince Kadiel*thas-Ir, the Blood Eclipse.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","gothic","crown"], addRecipes: [],\n\t}>>\n\n\t<<case "clothing:eclipseGlasses">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseGlasses", Display: "Lens Glasses", stretchStatus: "", \n\t\tBurstDisplay: "", \n\t\tType: "Clothing", Cat: "", Slot: "Face", Set: "Eclipse Regalia", Color: "Ruby", Qt: 1, \n\t\tDesc: "Prince Kadiel*thas-Ir's beloved glasses.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal","diamondglass"], thingTags: ["metal","diamondglass","polished","gilded","gothic","glasses"], addRecipes: [],\n\t}>>\n\n\t<<case "clothing:eclipsePauldrons">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipsePauldrons", Display: "Eclipse Pauldrons", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Pauldrons", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "Pointed and laquered filigreed pauldrons in the Thal*ani Regency style. Favored by the Eclipse King.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","gothic","pauldrons"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\n\t<<case "clothing:eclipsePlate">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipsePlate", Display: "Eclipse Chestplate", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Coat", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "A laquered, filigreed elven chestplate in the Thal*ani Regency style. Favored by the Eclipse King.", \n\t\tWorn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 500, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","gothic","chestplate"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.baseStretch = random(250,750)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + ($scenaFat.Chest + $scenaFat.Belly)>>\n\n\t<<case "clothing:eclipseBracers">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseBracers", Display: "Eclipse Bracers", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Arm", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "Gorgeous filigreed golden bracers, set with flashy gems and rich enamels.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","gothic","bracers"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\n\n\t<<case "clothing:sunfurySignet">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:sunfurySignet", Display: "Sunfury Signet", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Hand", Set: "Sunfury Regalia", Color: "Golden", Qt: 1, \n\t\tDesc: "A golden signet ring emblazoned with the twin-headed Sunfury crest.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","ring"], addRecipes: [],\n\t}>>\n\n\t<<case "clothing:eclipseCape">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseCape", Display: "Eclipse Cape", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Cape", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "A thick, ultra-plush cape with ornate golden runes tracing the outer edges. Perfect for snuggling into on cool Thal*ani nights.", \n\t\tWorn: 0, Burstable: 0, ConsumeOnBurst: 0, baseStretch: 0, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["velvet"], thingTags: ["velvet","elven","elegant","ornate","gilded","gothic","cape"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\n\n\t<<case "clothing:eclipseBelt">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseBelt", Display: "Eclipse Belt", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Belt", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "A laquered, filigreed belt in the Thal*ani Regency style. Favored by the Eclipse King.", \n\t\tWorn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 150, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["metal"], thingTags: ["metal","elven","elegant","ornate","polished","gilded","gothic","belt"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.baseStretch = random(120,200)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + $scenaFat.Belly>>\n\n\n\t<<case "clothing:eclipseRobes">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseRobes", Display: "Eclipse Robes", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Skin", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "Soft, rich colorful robes that seem ever so slightly iridescent-- perhaps because of the magic woven into the fabric.", \n\t\tWorn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 800, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["cloth","fee"], thingTags: ["feeweave","elven","elegant","ornate","gothic","robes"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.baseStretch = random(550,1250)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + ($scenaFat.Chest + $scenaFat.Belly + $scenaFat.Thigh)>>\n\n\n\t<<case "clothing:eclipseLeggings">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:eclipseLeggings", Display: "Eclipse Leggings", stretchStatus: "", \n\t\tType: "Clothing", Cat: "", Slot: "Bottoms", Set: "Eclipse Regalia", Color: 0, Qt: 1, \n\t\tDesc: "Soft, rich leggings that seem to hug the wearer. Delightfully stretchy.", \n\t\tWorn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 1500, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tWearFX: [], WearPotMin: [0], WearPotMax: [0],\n\t\tfoodTags: ["cloth","fee"], thingTags: ["feeweave","elven","elegant","gothic","pants"], addRecipes: [],\n\t}>><<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.baseStretch = random(1250,2550)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + $scenaFat.Thigh>>\n\n\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>>
/% \n\tI'll update this later.\n\n\n<<set $headTraits = []; $torsoTraits = []; $forelimbTraits = []; $backTraits = []; $hindlimbTraits = []; $tailTraits = []>>\n\n\n<<for _i to 0; _i < $scenaDNA.Head.length; _i++>><<set $headTraits.pushUnique($scenaDNA.Head[_i].Display)>><</for>>\n<<for _i to 0; _i < $scenaDNA.Torso.length; _i++>><<set $torsoTraits.pushUnique($scenaDNA.Torso[_i].Display)>><</for>>\n<<for _i to 0; _i < $scenaDNA.Forelimbs.length; _i++>><<set $forelimbTraits.pushUnique($scenaDNA.Forelimbs[_i].Display)>><</for>>\n<<for _i to 0; _i < $scenaDNA.Back.length; _i++>><<set $backTraits.pushUnique($scenaDNA.Back[_i].Display)>><</for>>\n<<for _i to 0; _i < $scenaDNA.Hindlimbs.length; _i++>><<set $hindlimbTraits.pushUnique($scenaDNA.Hindlimbs[_i].Display)>><</for>>\n<<for _i to 0; _i < $scenaDNA.Tail.length; _i++>><<set $tailTraits.pushUnique($scenaDNA.Tail[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Back.length; _i++>><<set $tailTraits.pushUnique($scenaDNA.Back[_i].Display)>><</for>>\n\n%/
/% =============================== %/\n/% If you notice yourself using the same small scripts over and over? Shove it here and just call it as needed. %/\n<<switch _callScript>>/% =============================== %/\n/% -------- %/<<case "dye">><<set _dyeColor = $scenaNode.Color.random()>>\n/% -------- %/<<case "dyeHair">><<set _dyeColor = $scenaNode.ColorHairFull.random()>>\n\n/% -------- %/<<case "flavorByColor">>\t\n\t\t<<switch _inputColor>>\n\t\t<<case "Orange" "Golden">>\n\t\t\t<<set _outputFlavor = either("Orange","Butterscotch","Caramel","Honey")>>\n\t\t<<case "Brown">>\n\t\t\t<<set _outputFlavor = either("Toasted Marshmallow","Chocolate","Tea","Coffee","Vanilla")>>\n\t\t<<case "Tan">>\n\t\t\t<<set _outputFlavor = either("Marshmallow","Vanilla","Tea","Pecan","Maple")>>\n\t\t<<case "Yellow">>\n\t\t\t<<set _outputFlavor = either("Lemon","Vanilla")>>\n\t\t<<case "Cream" "White" "Soft White">>\n\t\t\t<<set _outputFlavor = either("Cream","Marshmallow","Vanilla","Mint")>>\n\t\t<<case "Green">>\n\t\t\t<<set _outputFlavorr = either("Mint","Pistachio")>>\n\t\t<</switch>>\n\n/% -------- %/<<case "paletteThrowGold">>\n\t<<set $genColor.Ink = "A05819">>\n\t\t<<set $genColor.r = random(120,190); _colorShift = Math.round($genColor.r * 0.85); _colorShiftR = Math.round($genColor.r * 1.1)>>\n\t\t<<set $genColor.g = random(_colorShift,$genColor.r); $genColor.b = random(45,80)>>\n\n\n\n/% =============================== %/\n<</switch>>
/% =============== Event - Enchanted Idol %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n\t/% Todo - track how many idols you've eaten, and make it do something fun on repeats %/\n\t\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\n<div class="col-1"></div><div class="col-10"></div>\n<<switch $scena.Action>>\n/% ---------- %/<<case "Touch">><<include Idol:Touched>>\n/% ---------- %/<<case "Eat">><<include Idol:Eaten>>\n\n<</switch>></div><div class="col-1"></div>\n</div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''">C)ontinue</a> \n\n/% ---------- %/<<display Footer>></div></div>
<<if _callItem.contains("clothing:")>><<include Items:Clothing>>\n<<elseif _callItem.contains("cons:")>><<include Items:Consumable>>\n<<elseif _callItem.contains("trinket:")>><<include Items:Trinkets>>\n<<elseif _callItem.contains("mat:")>><<include Items:Materials>>\n<<elseif _callItem.contains("decor:")>><<include Items:Trinkets>>\n<<else>><<switch _callItem>>\n/% ---------- Testing %/\n\n\t<<case "misc:testItem">>/% ---------------- %/<<set _newItem = { \n\t\tID:"misc:testItem", Display: "Test Item", Type: "Trinket", Cat: "", Slot: "", Color: 0, Qt: 1, timeCreated: 0, transformTime: 0, transformTo: [], \n\t\tDesc: "A thing to test the inventory system with.", \t\t\n\t\tStacks: 1, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous"], addRecipes: [],\n\t}>>\n\n\t<<case "misc:testConsumable">>/% ---------------- %/<<set _newItem = { \n\t\tID: "misc:testConsumable", Display: "Test Consumable", Type: "Consumable", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\ttimeCreated: 0, transformTime: 0, transformTo: [], Cal: 0.1, Fill: 0, Liq: 1, Inf: 0, En: 0, Color: "", Flavor: "", \n\t\tDesc: "A thing to test the inventory system with.", \n\t\tdonsEffect: "This will confuse your donsair, because it does nothing.", \n\t\tConsume: "This shouldn't say this when it's done.", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous"], addRecipes: [],\n\t}>>\n\n\t<<case "misc:testShirt">>/% ---------------- %/<<set _newItem = { \n\t\tID: "clothing:testShirt", Display: "Test Shirt", \n\t\tBurstDisplay: "Burst Test Shirt", Type: "Clothing", Cat: "", Slot: "Top", Color: 0, Qt: 1, \n\t\tDesc: "A shirt to test the inventory and outfit systems with.", \n\t\tInvID: -1, Worn: 0, Burstable: 1, ConsumeOnBurst: 0, baseStretch: 50, absStretch: 0, Burst: 0, \n\t\tStacks: 0, Usable: 1, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: ["textile"], thingTags: ["fabric","shirt","anomalous"], addRecipes: [],\n\t}>>\n\t\t<<set _newItem.Color = $scenaNode.Color.random(); _thingColor = _newItem.Color.toLowerCase()>>\n\t\t<<set _newItem.thingTags.push(_thingColor)>>\n\t\t<<set _newItem.baseStretch = random(45,60)>>\n\t\t<<set _newItem.absStretch = _newItem.baseStretch + ($scenaFat.Chest + $scenaFat.Belly)>>\n\n/% ---------- Generators %/ \n\n\t<<case "milk:genBase">>/% ---------------- %/<<set _newItem = { \n\t\tID: "milk:genBase", Display: "Milk Item Generation Base", Type: "Consumable", Cat: "Milk", Qt: 1, \t\t\n\t\tMilkType: "Default", MilkTex: "", MilkMod: "", Color: "", Flavor: "",\n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0, En: 0, timeCreated: 0, transformTime: 0, transformTo: [],\t\t \n\t\tDesc: "This shouldn't say this when it's done.", \n\t\tdonsEffect: "A nice treat for a donsair.", \n\t\tConsume: "This shouldn't say this when it's done.", \n\t\tStacks: 1, Usable: 1, ConsumeOnUse: 1, UseLink: [], UsePassage: [], UseAction: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: ["milk","liquid","fat","raw","mild"], thingTags: ["milk","beverage"], thingTypes: ["food","drink","liquid","milk"], addRecipes: [],\n\t}>>\n\n\n/% ---------- Special %/ \n\n\t\t<<case "debug:emptyItem">>/% ---------------- %/<<set _newItem = { \n\t\tID: "debug:emptyItem", Display: "Empty Item", Type: "Debug", Cat: "", Slot: "", Color: 0, Qt: 1,\n\t\tDesc: "A palate cleanser for systems.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n\n/% ---------- Error Catcher %/ \n\n\t<<default>>/% ---------------- %/<<set _newItem = { \n\t\tID: "error:invalidItem", Display: "Invalid Item", Type: "Trinket", Cat: "System", Slot: "", Color: 0, Qt: 1, \n\t\tDesc: "Warning-- The item call code was likely malformed in some way.", \n\t\tStacks: 0, Usable: 0, ConsumeOnUse: 0, UseLink: [], UsePassage: [], UseAction: [], timeCreated: 0, transformTime: 0, transformTo: [],\n\t\tFX: [],\tFXChance: [0], FXPotMin: [0], FXPotMax: [0], FXDurMin: [0], FXDurMax: [0], \n\t\tfoodTags: [], thingTags: ["anomalous","glitch"], addRecipes: [],\n\t}>>\n<</switch>><</if>>
<<switch $scenaShard.Species>>\n<<case "Mirai" "Zamirai">><<set _headDecor = "Brows"; _skinCoating = "Skin">>\n<<case "Karakk">><<set _headDecor = "Brows"; _skinCoating = "Feathers">>\n<<case "Tirix*ai">><<set _headDecor = "Horns"; _skinCoating = "Feathers">>\n<<default>><<set _headDecor = "Horns"; _skinCoating = "Coat">>\n<</switch>>
<<include Template:Mirai>>\n\n/% --------- Head %/\n\t<<set _shardHead = { Slot: "Head", Display: "Fae Face", Cat: "", Color: "", Mode: "", }>>\n\n\t<<set $scenaDNA.Head.delete(_shardHead)>>\n\t<<set $scenaDNA.Head.pushUnique(_shardHead)>>\n\n/% --------- Head Decor %/<<set _browPool = []>>\n\t<<set _newBrows = { Slot: "Head", Display: "Smooth Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Bushy Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Star-Tipped Antennae", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Heart-Tipped Antennae", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Smooth Antennae", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Energy Antennae", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Feather Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Feather-Winged Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\t<<set _newBrows = { Slot: "Head", Display: "Bat-Winged Brows", Cat: "", Color: "", Mode: "", }; _browPool.push(_newBrows)>>\n\n\t<<set $scenaDNA.Head.delete(_shardBrows)>>\n\t<<set _shardBrows = _browPool.random(); $scenaDNA.Head.pushUnique(_shardBrows)>>\n\n/% --------- Eyes %/<<set _eyePool = []>>\n\t<<for _i to 0; _i lt $scenaNode.ColorMirEye.length; _i++>>\n\t\t<<set _newEye = { Slot: "Head", Display: "Glowing Eyes", Cat: "", Color: "", No: 2, Mode: "Count", }>>\n\t\t<<set _newEye.Color = $scenaNode.ColorMirEye[_i]; _eyePool.push(_newEye)>><</for>>\n\n\t<<set _newEye = { Slot: "Head", Display: "Inky Eyes", Cat: "", Color: "Black", No: 2, Mode: "Count", }; _eyePool.pushUnique(_newEye)>>\n\n\t<<set $scenaDNA.Head.delete(_shardEyes)>>\n\t<<set _shardEyes = _eyePool.random(); $scenaDNA.Head.pushUnique(_shardEyes)>>\n\n\n/% --------- Belly %/<<set _bellyGenePool = []>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Scuted Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Capsule Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Vial Belly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "Blue", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Torso", Display: "Bloodbelly", Cat: "", Color: "Golden", Mode: "", }; _bellyGenePool.push(_newBelly)>>\n\t<<set _newBelly = { Slot: "Null", Display: "Bloodbelly", Cat: "", Color: "Golden", Mode: "", }>>\n\t<<set _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly); _bellyGenePool.push(_newBelly)>> /% Fill the array with blanks, hopefully %/\n\n\t<<set _shardBelly = _bellyGenePool.random();>>\n\t<<if _shardBelly.Display neq "Bloodbelly">><<set _shardBelly.Color = $scenaNode.Color.random();>><</if>>\n\n\t<<if _shardBelly.Slot eq "Null">>/% Don't send the new gene %/\n\t<<else>><<set $scenaDNA.Torso.delete(_shardBelly)>><<set $scenaDNA.Torso.pushUnique(_shardBelly)>><</if>>\n\n/% --------- Forepaws %/<<set _FpawPool = []>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Clawed Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Long-Taloned Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\t<<set _newFPaw = { Slot: "Forelimbs", Display: "Digging Paws", Cat: "", Color: "", Mode: "", }; _FpawPool.push(_newFPaw)>>\n\n\t<<set $scenaDNA.Forelimbs.delete(_shardFPaws)>>\n\t<<set _shardFPaws = _FpawPool.random(); $scenaDNA.Forelimbs.pushUnique(_shardFPaws)>>\n\n/% --------- Wings %/<<set _wingPool = []>>\n\t<<set _newWings = { Slot: "Back", Display: "Feathered Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t<<set _newWings = { Slot: "Back", Display: "Bat Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t<<set _newWings = { Slot: "Back", Display: "Energy Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t\t<<set _wingPool.push(_newWings); _wingPool.push(_newWings); _wingPool.push(_newWings)>>\n\t<<set _newWings = { Slot: "Back", Display: "Butterfly Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t<<set _newWings = { Slot: "Back", Display: "Moth Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\t<<set _newWings = { Slot: "Back", Display: "Gossamer Wings", Cat: "", Color: "", No: 2, Mode: "Count", }; _wingPool.push(_newWings)>>\n\n\t<<set _shardWings = _wingPool.random(); _shardWings.Color = $scenaNode.Color.random();>>\n\t<<set _shardWings.No = either(2,2,2,2,2,4)>>\n\t<<set $scenaDNA.Back.delete(_shardWings)>>\n\t<<set $scenaDNA.Back.pushUnique(_shardWings)>>
/% =============== Body Compression %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n\t<<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n\t<<include ShardsInit>>\n\t<<set $scenaCollections.Shiftshapes = $scenaShapes.Collected>>\n\n\n\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Shardbody Compression''</div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;"><div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Page Content %/<div class="row" style="margin-left: 2rem;">\n/% ---------- visuals %/<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px;">\n/% PH - Art goes here %/ \n\n</div>/% ---------- text %/<div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<switch $scena.Action>>\n<<case "intro">>/% ---------- Greeter %/\n\t//You take a moment to consider your shardbody with care.//\n\n/% ---------- Compression %/\n<<case "shape:new">>\n\n<<case "shape:suai">>\n\n<<case "shape:half">>\n\n<<case "shape:full">>\n\n<<case "shape:miribele">>\n\n\n<</switch>></div>/% ---------- Status Outputs %/ <<include StatusPrints>>\n</div></div></div>/% Menu---------- %/ <<if $scenaShapes.Compressible eq true>><div id="menuBar" class="row" style="order: 97; border-top: 1px solid #20C0FFC7; width: 80%;">\n\n\t<<if $scenaShapes.Size neq "Full">><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shape:belly';">Expand Into Full Size. (NYI)</a> </span><</if>>\n\t<<if $scenaShapes.Compression.includes("Suaisize")>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'scale:belly';">Compress Into Suaisize. (NYI)</a> </span><</if>>\n\t<<if $scenaShapes.Compression.includes("Halfsize")>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'scale:belly';">Expand Into Half-Size. (NYI)</a> </span><</if>>\n\t<<if $scenaShapes.Compression.includes("Miribeletoire")>><span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'scale:belly';">Expand Into Miribeletoire Size. (NYI)</a> </span><</if>>\n\n\t<<if $scenaShapes.CustomSize.length gt 0>>\n\t\t<<for _i to 0; _i < $scenaShapes.CustomSize.length; _i++>><span>♦<<print "[['Reshape Into " + $scenaShapes.CustomSize[_i].Name + "'|passage()][$scena.Action = shape:" + _i +"]]">></span><</for>><</if>>\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:cheeks';">Lock Current Cheek Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:neck';">Lock Current Neck Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:arm';">Lock Current Arm Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:vivriere';">Lock Current <<print _partName>> Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:belly';">Lock Current Belly Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:sides';">Lock Current Side Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:back';">Lock Current Back Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:thighs';">Lock Current Thigh Size. (NYI)</a> </span>\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shapelock:tail';">Lock Current Tail Size. (NYI)</a> </span>\n\n\t<span>♦<a class='btnClick' data-passage="passage()" data-setter="$scena.Action = 'shape:new';">Remember Current Dimensions.</a> </span>\n\t</div><</if>>\n\n\n<div id="menuBar" class="row" style="order: 99;">\n<span>♦<a id="nav1" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $bellyBreaths = 0;">1) Shardbody.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="Inventory" data-setter="$scena.Action = ''; $scena.Event = '';">2) Inventory.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0">0) Return to Scenario.</a></span>\n</div>/% ---------- %/<<display Footer>></div>
<<switch _milkOp>>\t/% ---------- %/\n<<case "analyze">>\t\t\n\t/% ---------- %/<<if $scenaProducts.MilkType eq "Default">>\n\t\t\t<<set $scenaProducts.MilkType = $scenaShard.Species>>\n\t\t\t<<set $scenaProducts.MilkFlavor = "">>\n\t\t<</if>>\n\t\t\n\t/% ---------- %/<<if $scenaProducts.Milkfat gte 25>>\n\t\t\t<<set $scenaProducts.MilkTex = ""; $scenaProducts.MilkType = $scenaShard.Species + " Blimping Slurrymilk"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 15>>\n\t\t\t<<set $scenaProducts.MilkTex = ""; $scenaProducts.MilkType = $scenaShard.Species + " Fattening Slurrymilk"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 10>>\n\t\t\t<<set $scenaProducts.MilkTex = "Creamy"; $scenaProducts.MilkType = $scenaShard.Species + " Slurrymilk"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 8>>\n\t\t\t<<set $scenaProducts.MilkTex = "Corpulent"; $scenaProducts.MilkType = $scenaShard.Species + " Belsuite Cream"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 7>>\n\t\t\t<<set $scenaProducts.MilkTex = "Fattened"; $scenaProducts.MilkType = $scenaShard.Species + " Belsuite Cream"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 6>>\n\t\t\t<<set $scenaProducts.MilkTex = ""; $scenaProducts.MilkType = $scenaShard.Species + " Belsuite Cream"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 5>>\n\t\t\t<<set $scenaProducts.MilkTex = "Heavy"; $scenaProducts.MilkType = $scenaShard.Species + " Cream"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 3>>\n\t\t\t<<set $scenaProducts.MilkTex = ""; $scenaProducts.MilkType = $scenaShard.Species + " Cream"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 2>>\n\t\t\t<<set $scenaProducts.MilkTex = "Creamy"; $scenaProducts.MilkType = $scenaShard.Species + " Milk"; $scenaProducts.MilkFlavor = "">>\n\t\t<<elseif $scenaProducts.Milkfat gte 0.2>>\n\t\t\t<<set $scenaProducts.MilkTex = "Creamy"; $scenaProducts.MilkType = $scenaShard.Species + " Milk"; $scenaProducts.MilkFlavor = "">>\n\t\t<<else>>\n\t\t\t<<set $scenaProducts.MilkTex = "Watery"; $scenaProducts.MilkType = $scenaShard.Species + " Milk"; $scenaProducts.MilkFlavor = "">>\n\t\t<</if>>\n\n\t\t\n\t/% ---------- %/\n\t<<switch $scenaProducts.MilkMod>>\n/% ---------- %/<<case "Aerated">>\n\t\t\t<<if $scenaProducts.Milkfat gte 7>>\n\t\t\t\t<<set $scenaProducts.MilkTex = "Whipped"; $scenaProducts.MilkType = $scenaShard.Species + " Buttercream">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 2>><<set $scenaProducts.Milkbloat = 2>><</if>>\n\t\t\t<<elseif $scenaProducts.Milkfat gte 3>>\n\t\t\t\t<<set $scenaProducts.MilkTex = "Whipped">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 1.5>><<set $scenaProducts.Milkbloat = 1.5>><</if>>\n\t\t\t<<elseif $scenaProducts.MilkType.contains("Syrup")>>\n\t\t\t\t<<set $scenaProducts.MilkType = "Soda">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 1.5>><<set $scenaProducts.Milkbloat = 1.2>><</if>>\n\t\t\t<<else>><<set $scenaProducts.MilkType = "Foam">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 1.5>><<set $scenaProducts.Milkbloat = 1.5>><</if>>\n\t\t\t<</if>>\n\n/% ---------- %/<<case "Chilled">>\n\t\t\t<<if $scenaProducts.Milkfat gte 7>>\n\t\t\t\t<<set $scenaProducts.MilkType = $scenaShard.Species + " Ice Cream">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 1.5>><<set $scenaProducts.Milkbloat = 1.5>><</if>>\n\t\t\t<<elseif $scenaProducts.Milkfat gte 3>>\n\t\t\t\t<<set $scenaProducts.MilkType = "Soft" + $scenaShard.Species + " Ice Cream">>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 1.5>><<set $scenaProducts.Milkbloat = 1.2>><</if>>\n\t\t\t<</if>>\n\n/% ---------- %/<<case "Creme">>\n\t\t\t<<if $scenaProducts.Milkfat gte 7>>\n\t\t\t\t<<set $scenaProducts.MilkType = "Living Creme">>\n\t\t\t<</if>>\n\t\t\t\t<<if $scenaProducts.Milkfat lt 10>><<set $scenaProducts.Milkfat += either(0,0,0.1)>><</if>>\n\t\t\t\t<<if $scenaProducts.Milkbloat lt 2.5>><<set $scenaProducts.Milkbloat += 0.1>><</if>>\n\n/% ---------- %/<<case "Viviere">>/% Maybe nothing to do here yet? %/\n\t<</switch>>\n\n/% ================================================================= %/\n<<case "pack">>/% ---------- %/\t\t\n\n\t\t<<set _newItem.Display = ""; _newItem.ID = "milk:">>\n\t\t<<if $scenaProducts.MilkFlavor neq "">>\n\t\t\t<<set _newItem.Display += $scenaProducts.MilkFlavor + " "; _newItem.Flavor = $scenaProducts.MilkFlavor>>\n\t\t\t<<set _newItem.ID += $scenaProducts.MilkFlavor.toLowerCase>><</if>>\n\t\t<<if $scenaProducts.MilkTex neq "">><<set _newItem.Display += $scenaProducts.MilkTex + " ">>\n\t\t\t<<set _newItem.ID += $scenaProducts.MilkTex>><</if>>\n\t\t<<if $scenaProducts.MilkMod neq "">><<set _newItem.Display += $scenaProducts.MilkMod + " "; _newItem.MilkMod = $scenaProducts.MilkMod>>\n\t\t\t<<set _newItem.ID += $scenaProducts.MilkMod>><</if>>\n\t\t<<set _newItem.Display += $scenaProducts.MilkType; _newItem.Flavor = $scenaProducts.MilkFlavor>>\n\t\t\t<<set _newItem.ID += $scenaProducts.MilkType>>\n\t\t<<set _newItem.Cal = $scenaProducts.Milkfat; _newItem.Liq = $scenaProducts.Milkbloat * 10>>\n\t\t<<set _newItem.ID += ":" + $scenaProducts.Milkfat + ":" + $scenaProducts.Milkbloat>>\n\n\t\t/% Tags %/ <<set _newItem.thingTypes.pushUnique("milk")>>\n\t\t<<if _newItem.Display.includes("Watery")>>\n\t\t\t<<set _newItem.foodTags.pushUnique("watery")>><</if>>\n\t\t<<if (_newItem.Display.includes("Cream")) or (_newItem.Display.includes("Heavy")) or (_newItem.Display.includes("Fat")) or (_newItem.Display.includes("Corpulent")) or (_newItem.Display.includes("Blimp"))>>\n\t\t\t<<set _newItem.foodTags.pushUnique("creamy","rich")>><</if>>\n\t\t<<if (_newItem.Display.includes("Fat")) or (_newItem.Display.includes("Corpulent")) or (_newItem.Display.includes("Blimp"))>>\n\t\t\t<<set _newItem.foodTags.pushUnique("fattening")>><</if>>\n\t\t<<if _newItem.Display.includes("Ice")>>\n\t\t\t<<set _newItem.foodTags.pushUnique("cold")>><</if>>\n\t\t<<if _newItem.Display.includes("Oil")>>\n\t\t\t<<set _newItem.foodTags.pushUnique("oily","fattening")>><</if>>\n\t\t<<if (_newItem.Display.includes("Whipped")) or (_newItem.Display.includes("Foam")) or (_newItem.Display.includes("Soda"))>>\n\t\t\t<<set _newItem.foodTags.pushUnique("bloating")>><</if>>\n\t\t<<if _newItem.Display.includes("Honeybutter")>>\n\t\t\t<<set _newItem.foodTags.pushUnique("honeybutter","sweet","rich","fattening")>><</if>>\n\n\t\t/% Tidyup %/<<set _newItem.ID = _newItem.ID.replace(' ',"")>>\n\t\t<<set _newItem.Desc = "Fresh " + $scenaProducts.MilkType.toLowerCase() + " produced by a cute vix.... Hey, that's you!">>\n\t\t<<set _newItem.Consume = "You drain the orb of " + $scenaProducts.MilkType.toLowerCase() + "... refreshing!">>\n\n/% ============ %/<</switch>>\n\n
<<include DB:Scaling>>\n\n<<if $scenaPers.Active.includes("Fleshsculpting")>>\n\t<div class="btn eMut">Mutating!</div><<set _geneID = "">>\n<<else>>\n\t\t<<set _garmentType = "hat">><<include OutfitDisplay>>\n\t<<set _geneZone = "Face">><<include GeneDisplay>>\n\t<<set _geneZone = "Head">><<include GeneDisplay>>\n\t\t<<set _garmentType = "head">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "face">><<include OutfitDisplay>>\n\t<<set _fatZone = "cheek">><<include FatTrack>>\n\n\t<<set _geneZone = "Neck">><<include GeneDisplay>>\n\t\t<<set _garmentType = "neck">><<include OutfitDisplay>>\n\n\t<<set _geneZone = "Arms">><<include GeneDisplay>>\n\t<<set _geneZone = "Fore">><<include GeneDisplay>>\n\n\t\t<<set _garmentType = "pauldrons">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "cape">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "coat">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "kite">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "top">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "belt">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "skin">><<include OutfitDisplay>>\n\n\t<<if $scenaPrefs.vivreLoc eq "chest">><<set _geneZone = "Vivriere">><<include GeneDisplay>><</if>>\n\n\n\t\t<<set _garmentType = "arm">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "hand">><<include OutfitDisplay>>\n\t\n\t<<set _geneZone = "Belly">><<include GeneDisplay>>\n\n\t<<if $scenaPrefs.vivreLoc neq "chest">><<set _geneZone = "Vivriere">><<include GeneDisplay>><</if>>\n\n\t<<set _fatZone = "side">><<include FatTrack>>\n\t<<set _geneZone = "Hind">><<include GeneDisplay>>\n\n\t<<set _fatZone = "back">><<include FatTrack>>\n\n\t\t<<set _garmentType = "bottoms">><<include OutfitDisplay>>\n\t\t<<set _garmentType = "tailcuff">><<include OutfitDisplay>>\n\t<<set _geneZone = "Tail">><<include GeneDisplay>>\n\t<<set _geneZone = "Hindlimbs">><<include GeneDisplay>>\n\t\t<<set _garmentType = "footwear">><<include OutfitDisplay>>\n<</if>>
<<include StatsInit>>\n<<display SpeciesSelect>>
/% chest + thighs %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:hourglass")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxFatten.HglassDuration-->>\n\t<<set $scenaFat.Chest += $fxFatten.HglassGain * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\t<<set $scenaFat.Thigh += $fxFatten.HglassGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\n\t\t<<if $fxFatten.HglassGain gte 5>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs quake, creaking softly as they rapidly blow up fatter and fatter!")>>\n\t\t<<elseif $fxFatten.HglassGain gte 3>><<set $scenaPers.PrintQueue.push("You watch in astonishment as your " + _refWord + " and thighs bulge and fatten, rapidly growing wider and heavier before your eyes!")>>\n\t\t<<elseif $fxFatten.HglassGain gte 2>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs wobble and quake as they steadily swell fatter!")>>\n\t\t<<elseif $fxFatten.HglassGain gte 1>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " wobble and soften, your thighs widening and puffing rounder!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.push("Your " + _refWord + " and thighs feel odd and puffy...")>><</if>>\n\t<<if $fxFatten.HglassDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:hourglass")>><<set $scenaPers.PrintQueue.push("Your body's growth slows to a halt.")>><</if>>\n<</if>>\n
<<set $scenaFat.Weight = $scenaFat.Cheek + $scenaFat.Neck + $scenaFat.Arm + $scenaFat.Chest + $scenaFat.Belly + $scenaFat.Side + $scenaFat.Back + $scenaFat.Thigh + $scenaFat.Tail>>\n\n<<if ($scenaFat.Belly gte $scenaFat.Chest) and ($scenaFat.Belly gte $scenaFat.Thigh) and ($scenaFat.Belly gte $scenaFat.Tail)>>\n\t<<set $scenaFat.Girth = $scenaFat.Belly + $sMod.Girth; $scenaFat.widePoint = "belly">>\n<<elseif ($scenaFat.Chest gte $scenaFat.Belly) and ($scenaFat.Chest gte $scenaFat.Thigh) and ($scenaFat.Chest gte $scenaFat.Tail)>>\n\t<<set $scenaFat.Girth = $scenaFat.Chest + $sMod.Girth; $scenaFat.widePoint = "chest">>\n<<elseif ($scenaFat.Thigh gte $scenaFat.Belly) and ($scenaFat.Thigh gte $scenaFat.Chest) and ($scenaFat.Thigh gte $scenaFat.Tail)>>\n\t<<set $scenaFat.Girth = $scenaFat.Thigh + $sMod.Girth; $scenaFat.widePoint = "thighs">>\n<<else>><<set $scenaFat.Girth = $scenaFat.Tail + $sMod.Girth; $scenaFat.widePoint = "tail">>\n<</if>>\n\n<<set _geneType = "BodyScale">>\n\t<<set _geneID = "<b>" + $scenaFat.Weight.toFixed(1) + "<mini>gi</mini></b>">>\n<<include GeneWrapper>>
<<switch _callSubzone>>\n/% ----- %/<<case "dungeon:lab:chem">><<set $scenaBiome.NewSub = {\n\t\tID: "dungeon:lab:chem", Display: "Abandoned Chemicals Laboratory Mound", Type: "dungeon", Outdoors: 0,\n\t\tTemp: "temperate", Atmosphere: "humid air", FX: [], breathFX: [], \t\t\n\t\tBG: "lab", Weather: [], Environment: ["moist"],\n\t\tzoneIntro: [" a sturdy-looking miratech door embedded in a nearby hill. As you draw closer, the door gives a soft beep and slides open with a click.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom..."],\n\t\tzoneExit: [" a door leading out of the mound."], \n\t\tFloorCaller: "Dungeon:Chemlab:Floors", doorWidth: 0, hallWidth: 0, exitDoorWidth: 0,\n\t\tzoneFloorRange: [5,12], entryFloor: -1, transitionFloor: 0, lastFloor: 0, zoneFloors: 0, floorTypeA: [], floorTypeB: [], floorTypeC: [], bottomFloorTypes: [],\n\t\tfinalEncounter: "",\n\n\t\tPortals: ["floorDown"], portalDown: " a staircase leading down into the encroaching gloom, dimly lit by winking miracrystal lights.",\n\t\tportalUp: " a staircase leading upwards-- towards the surface and escape from this place.",\n\n\t\tTable: "GeneralSub", Spawner: ["noHit","noHit","pool","pool","pool","forage","livingAmbient","livingAmbient","living","living","living","portal","exit"],\t\t\n\n\t\tMounds: [], monsterNests: [], Dungeons: [], \n\t\tLiquids: ["microbic water","irradiated water","vin mir","miratoxin","ink","vin noit","ambrosia","vin ambrum","vin fattenium","fattenium","vin distensium","distensium","slimeJelly","slimePudding","slimeCreme","slimeDough","mirazine water","miraplasm","honeybutter","gorger jelly","viviere milk","fattening slurry","bolstering slurry","bulking slurry","viviere slurry","silessence","vitae"], \n\t\tPools: [], liqBody: ["Pond","River","Lake"], floodLiquid: "",\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:belebaret","microleupii:alonget","microleupii:moreauii","microleupii:venemoire","microleupii:venaerator","microleupii:viviere","microleupii:viviaerator","microleupii:floutevi"], rareMicrobes: [],\n\n\t\tForage: ["MushCluster"], ForagePM: [], Curios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Quaggy","Fyynling","Nebat"], ambiLivingPM: [], Living: ["slime:SlimeFam","TendrilFam","VecFam","MythosiFam"], LivingPM: [],\n\t\tMutations: [], mutPerc: 66, zoneFat: 0, fatPerc: 0, Mods: [],\n\n\t\tAmbient: ["You take a moment to rest.","You hear soft squeaking coming from nearby.","Dripping water echoes melodically from somewhere in the distance."],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t<<set $scenaBiome.NewSub.zoneFloors = random($scenaBiome.NewSub.zoneFloorRange[0],$scenaBiome.NewSub.zoneFloorRange[1])>>\n\t\t\t<<set $scenaBiome.NewSub.lastFloor = $scenaBiome.NewSub.zoneFloors * -1>>\n\t\t\t<<set _transRangeA = $scenaBiome.NewSub.lastFloor + 2; _transRangeB = $scenaBiome.NewSub.entryFloor - 2>>\n\t\t\t<<set $scenaBiome.NewSub.transitionFloor = random(_transRangeA,_transRangeB)>>\n\t\t\t<<set $scenaBiome.NewSub.floodLiquid = "">>\n\t\t\t<<include Dungeon:Chemlab:Setup>>\n\n\n/% ----- %/<<case "dungeon:gingerbread">><<set $scenaBiome.NewSub = {\n\t\tID: "dungeon:gingerbread", Display: "Abandoned Chemicals Laboratory Mound", Type: "dungeon", Outdoors: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], BG: "lab", Weather: [], \n\t\t\tzoneIntro: " a great, round house slathered in all manner of colorful sweets-- the smell of it makes your mouth water!<br> You note with a great deal of curiosity that the front door is wide open...",\n\t\tzoneExit: [" a door leading out of the mound."], exitDoorWidth: 180,\n\t\tzoneFloors: [5,12], zoneFloorTypes: [], bottomFloorTypes: [], floorWidth: 0,\n\n\t\tTable: "GeneralSub", Spawner: ["noHit","noHit","curio","living","living","living","exit"],\t\t\n\n\t\tMounds: [], monsterNests: [], Dungeons: [], Liquids: [], Pools: [], Microbes: [], rareMicrobes: [], Forage: [], ForagePM: [],\n\t\tCurios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Maur","Quaggy"], ambiLivingPM: [], Living: ["VecFam","MythosiFam"], LivingPM: [],\n\n\t\tAmbient: ["You take a moment to rest.","You hear creatures squeaking softly nearby."],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.NewSub.ID = _callSubzone>>\n\n\n/% ----- %/<<case "dungeon:village:test">><<set $scenaBiome.NewSub = {\n\t\tID: "", Display: "Somnix Village", Type: "settlement", Outdoors: 1,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], BG: "crystalforest", Weather: [], \n\t\t\tzoneIntro: "an idyllic village nearby...", zoneExit: "a path leading out of the village.",\n\t\tzoneFloors: [5,12], zoneFloorTypes: [], bottomFloorTypes: [], floorWidth: 0,\n\n\t\tTable: "GeneralSub", Spawner: ["noHit","noHit","forage","well","well","well","liquidBody","living","living","living","living","living","exit","exit"],\n\t\t\n\n\t\tMounds: [], monsterNests: [], Dungeons: [], Liquids: [],\n\t\tPools: ["microbic water","microbic water","microbic water","microbic water","water","vin mir","vin fattenium"],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","BerryBushRand","MushCluster","MushCluster"], ForagePM: ["MushCluster"],\n\t\tCurios: [], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Rat","Songbird"], ambiLivingPM: [], Living: ["Human","Gnome"], LivingPM: ["Human","Gnome"],\n\n\t\tAmbient: ["You take a moment to rest.","You hear the noise of somnix speech nearby.","You can smell somnix... they're close!"],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.NewSub.ID = _callSubzone>>\n\n/% ----- %/<<case "dungeon:lab:debug">><<set $scenaBiome.NewSub = {\n\t\tID: "dungeon:lab:debug", Display: "Abandoned Simulations Laboratory Mound", Type: "dungeon", Outdoors: 0,\n\t\tTemp: "temperate", Atmosphere: "air", FX: [], breathFX: [], \t\t\n\t\tBG: "lab", Weather: [], Environment: [],\n\t\t\tzoneIntro: " a sturdy-looking miratech door embedded in a nearby hill. As you draw closer, the door gives a soft beep and slides open with a click.<br> The passage inside is dark, save for distant, dull magenta lights winking in the gloom...",\n\t\tzoneExit: [" a door leading out of the mound."], exitDoorWidth: 0, floorWidth: 0,\n\t\tzoneFloors: [5,12], entryFloor: 1, bottomFloor: 0, zoneFloorTypes: [], bottomFloorTypes: [],\t\t\n\n\t\tTable: "GeneralSub", Spawner: ["noHit","noHit","curio","living","living","living","exit"],\t\t\n\n\t\tMounds: [], monsterNests: [], Dungeons: [], Liquids: [], Pools: [],\n\n\t\tMicrobes: ["softworm","dire worm","microleupii:miriete","microleupii:belesse","microleupii:belite","microleupii:moreauii","microleupii:venemoire","microleupii:viviere","microleupii:guguetelle","microleupii:floutevi","microleupii:venator","microleupii:viviaerator"],\n\t\trareMicrobes: ["s.trai:croixcomfe","s.trai:croixcomfe","s.trai:rex","s.trai:rex","s.trai:gigarex","s.trai:vengeois"],\n\n\t\tForage: ["RoseBush","BerryBushRand","MushCluster","MushCluster"], ForagePM: ["MushCluster"],\n\t\tCurios: ["Nais"], CuriosPM: [], rareCurios: [], rareCuriosPM: [],\n\t\tambiLiving: ["Maur","Quaggy"], ambiLivingPM: [],\n\t\tLiving: ["VecFam","MythosiFam"], LivingPM: [],\n\n\t\tAmbient: ["You take a moment to rest.","You hear creatures squeaking softly nearby."],\n\t\t\n\t}>> /% Procedural node generation goes here %/\n\t/% ================================================================= %/\n\t\t<<set $scenaBiome.NewSub.ID = _callSubzone>>\n\t\t/% Floor types drive the spawn tablesets, perhaps? %/\n/% ============================== %/<</switch>>\n
<<switch _swapRoile>>\t\n\n/% Nefirian ---------- %/<<case "nefirian:sverevere">>\n\t\t<<switch $roileForm.Current>>\n\t\t\t/% Revec*ai %/<<case "revec*ai">>\n\t\t\t\t<<set $roileForm.avImg = "nef_vec-ph"; $roileForm.rotImg = "nef-vec_ph"; $roileForm.profileID = "nefirian:sverevere::revec*ai">>\n\t\t\t/% If this shard type doesn't exist yet, generate a fresh one and save the new instance to the DB %/\n\t\t\t\t<<if not $scenaRoilee.insNef.includes("sverevere::revec*ai")>> \n\t\t\t\t\t<<set _callRoile = "nefirian:sverevere::revec*ai">><<include DB:Roilee>><<set $activeShard = _newShard>>\n\t\t\t\t\t\t<<set $roileShard.nefSvereVec = $activeShard; $scenaRoilee.insNef.pushUnique("sverevere::revec*ai")>>\n\t\t\t/% If this shard type exists, access the data from the DB %/ <<else>><<set $activeShard = $roileShard.nefSvereVec>><</if>>\n\n\t\t\t/% Mirai %/<<default>>\n\t\t\t\t<<set $roileForm.avImg = "nef_render"; $roileForm.rotImg = "nef_ph"; $roileForm.profileID = "nefirian:sverevere::mirai">>\n\t\t\t\t<<if not $scenaRoilee.insNef.includes("sverevere::mirai")>>\n\t\t\t\t\t<<set _callRoile = "nefirian:sverevere::mirai">><<include DB:Roilee>><<set $activeShard = _newShard>>\n\t\t\t\t\t\t<<set $roileShard.nefSvereMirai = $activeShard; $scenaRoilee.insNef.pushUnique("sverevere::mirai")>>\n\t\t\t\t\t<<else>><<set $activeShard = $roileShard.nefSvereMirai>><</if>>\n\t\t<</switch>>\n\n<</switch>>
Config.history.controls = false;\nConfig.history.maxStates = 1;\n\nConfig.macros.maxLoopIterations = 2000;\n\nConfig.passages.nobr = true;\n\nConfig.ui.stowBarInitially = false;\n\nConfig.saves.autoload = false;\n\n\n// Autosaves on passages tagged with "doAutosave"\nConfig.saves.autosave = ["doAutosave"]; \n\n// Transition shit; DO NOT REMOVE THIS OR THE TRANSITION CSS!\nConfig.passages.transitionOut = 5;\n\n// Associates games and savefiles.\n Config.saves.id = "dShard22";
/% A donsair mirror of the Shardbody Interaction UI. %/\n\n/% =============== Donsair Interactions %/<<set $scenaTime.Pause = 0>>\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Run time + status effects for this passage %/ <<include Chrono>>\n\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Your Donsair'' - <<print $activeShard.Name>> - Interactions</div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;"><div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Page Content %/<div class="row" style="margin-left: 2rem;">\n/% ---------- visuals %/<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px;">\n/% PH - Art goes here %/ \n\n</div>/% ---------- text %/<div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<div class="col-12">\n<<switch $scena.Action>>\n<<case "intro">>/% ---------- Greeter %/\n\t<<include Donsair:SC>>\n\n/% ---------- Massage %/\n<<case "massage:belly">>\n\tYou relax, squidging your paws into <<print $activeShard.Name>>'s belly and giving it a thorough, careful <<print either("kneading","massage")>>, with a gentle jiggle for good measure.\n\n\n/% ---------- Harvesting %/\n<<case "extract:blood">>\n\n<<case "milk">>\n\n\t<<set $scenaProducts.Milk -= 10>>\n\t<<set _callItem = "milk:genBase">><<include DB:Items>>\n\t\t<<set _milkOp = "pack">><<include DB:Milks>>\n\t\tYou milk <<print $activeShard.Name>>, producing ''<<print _newItem.Display>> <mini>x</mini>1'' and adding it to your ''Inventory.''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 1>><<include Inv:AddItem>>\t\n\t\t\n<<case "milk:bulk">>\n\n\t<<set $scenaProducts.Milk -= 100>>\n\t<<set _callItem = "milk:genBase">><<include DB:Items>>\n\t\t<<set _milkOp = "pack">><<include DB:Milks>>\n\t\tYou milk <<print $activeShard.Name>>, producing ''<<print _newItem.Display>> <mini>x</mini>10'' and adding it to your ''Inventory.''\n\t\t\t<<set _incomingItem = _newItem; _addQt = 10>><<include Inv:AddItem>>\t\t\n\n<<case "milk:venom">>\n\n<<case "collect:clutch">>\n\n/% ---------- Extra Actions %/\n\n\n<</switch>>/% ---------- %/</div>\n</div></div></div></div>/% Menu---------- %/\n<<include Donsair:Interact:Menu>>/% ---------- %/\n<<display Footer>></div>
<div class="col" style="max-width: 12%; margin-right: 2rem;"><div class="row" style="margin-bottom: 0.8rem;">\n\n<<set $scena.Archetypes = ["Guardian","Fencer","Prowler","Hunter","Rogue","Mage","Battlemage","Jaque","Horror"]>>\n\n<<listbox "$scenaStats.Class" autoselect>><<optionsfrom $scena.Archetypes>><</listbox>>\n\n</div></div>\n\n<div class="col" style="margin-left: 2rem;"><div class="row" style="margin-bottom: 0.8rem;">''Guardian'' - Physical Melee attacks and high starting Armor.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Fencer'' - Melee and Hybrid Physical attacks with moderate Armor and Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Prowler'' - Melee and Hybrid Stealth attacks with moderate Armor and Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Hunter'' - Hybrid and Ranged Stealth attacks with moderate Armor and Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Rogue'' - Melee and Hybrid Stealth attacks with high starting Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Mage'' - Hybrid and Ranged Magic attacks with moderate Ward and Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Battlemage'' - Hybrid and Melee Magical or Physical attacks with moderate Armor and Evasion.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;">''Jacque'' - Unlock all TAD options at basic levels.</div>\n\n<div class="row" style="margin-bottom: 0.8rem;"><gold>''Horror''</gold> - //Cosmetoire// archetype. All TAD options unlocked at high power.</div>\n</div>
<<switch _callItem>>\n\n\t<<case "Tea:Herbal">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Tea:Herbal", Display: "Herbal Tea", Cat: "Drink", Var: "", \n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0,\n\t\tColor: "Brown", Flavor: "Tea",\n\t\tDesc: "A generous helping of warm, soothing tea.", \n\t\tConsume: "You sip at your mug of herbal tea and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\t<<case "Tea:RosepetalBlack">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Tea:RosepetalBlack", Display: "Rosepetal Black Tea", Cat: "Drink", Var: "", \n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0, \n\t\tColor: "Brown", Flavor: "Rose Tea",\n\t\tDesc: "A generous helping of warm, soothing tea.", \n\t\tConsume: "You sip at your mug of rosepetal black tea and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\t<<case "Tea:ChaiWithCream">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Tea:ChaiWithCream", Display: "Chai with Cream", Cat: "Drink", Var: "", \n\t\tCal: 0.3, Fill: 0, Liq: 1, Inf: 0, \n\t\tColor: "Cream", Flavor: "Chai",\n\t\tDesc: "A generous helping of warm, soothing tea.", \n\t\tConsume: "You sip at your mug of chai and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\t<<case "Coffee:FreshPressed">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Coffee:FreshPressed", Display: "Fresh-Pressed Coffee", Cat: "Drink", Var: "", \n\t\tCal: 0.2, Fill: 0, Liq: 1, Inf: 0, \n\t\tColor: "Brown", Flavor: "Coffee",\n\t\tDesc: "A generous helping of hot coffee.", \n\t\tConsume: "You sip at your mug of coffee and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\t<<case "Mirachampagne">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Mirachampagne", Display: "Mirachampagne", Cat: "Drink", Var: "", \n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0,\n\t\tColor: "Pink", Flavor: "Champagne",\n\t\tDesc: "", \n\t\tConsume: "You sip at your mirachampagne and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\t<<case "Moscato:Sparkling">>/% ---------------- %/<<set _newDrink = { \n\t\tID: "Moscato:Sparkling", Display: "Sparkling Moscato", Cat: "Drink", Var: "", \n\t\tCal: 0.1, Fill: 0, Liq: 1, Inf: 0,\n\t\tColor: "Amber", Flavor: "Moscato",\n\t\tDesc: "", \n\t\tConsume: "You sip at your sparkling moscato and relax, watching the Dream go by...",\n\t\tFX: [],\tFXChance: [0], \t\t\n\t\tFXPotMin: [0], FXPotMax: [0], \n\t\tFXDurMin: [0], FXDurMax: [0], \n\t}>>\n\n\n\n/% ---------------- %/<</switch>>
<<switch _geneZone>>\n/% ---------- %/ <<case "Face">><<for _head to 0; _head < $scenaDNA.Head.length; _head++>>\n\t\t\t<<if ($scenaDNA.Head[_head].Cat eq "EyeBase") or ($scenaDNA.Head[_head].Slot eq "EyeEx")>>\n\t\t\t\t<<set $scenaDNA.Head[_head].Class = "">>/% Temporary; Add this to new genes going forward, to prep for flagging mutations %/\n\t\t\t\t<<set _displayColor = $scenaDNA.Head[_head].Color + " ">>\n\t\t\t\t\t<<if ndef $scenaDNA.Head[_head].displayPlural>><<set $scenaDNA.Head[_head].displayPlural = $scenaDNA.Head[_head].Display + "s">><</if>>\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].No gt 1>><<set _displayQt = $scenaDNA.Head[_head].displayPlural>><<else>><<set _displayQt = $scenaDNA.Head[_head].Display>><</if>>\t\t\t\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print _displayColor + _displayQt>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + _displayQt>></div><</if>>\n\n\t\t\t<<elseif ($scenaDNA.Head[_head].Cat eq "PupilBase") or ($scenaDNA.Head[_head].Slot eq "PupilEx")>><<set $scenaDNA.Head[_head].Class = "">>\n\t\t\t\t\t<<if ndef $scenaDNA.Head[_head].displayPlural>><<set $scenaDNA.Head[_head].displayPlural = $scenaDNA.Head[_head].Display + "s">><</if>>\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].No gt 1>><<set _displayQt = $scenaDNA.Head[_head].displayPlural>><<else>><<set _displayQt = $scenaDNA.Head[_head].Display>><</if>>\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Color neq "">><<set _displayColor = $scenaDNA.Head[_head].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print _displayColor + _displayQt>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + _displayQt>></div><</if>>\n\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "Head">><<for _head to 0; _head < $scenaDNA.Head.length; _head++>>\n\t\t\t<<if $scenaDNA.Head[_head].Cat eq "Ear">><<set $scenaDNA.Head[_head].Class = "">>/% Ears are always plural %/\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Head[_head].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print $scenaDNA.Head[_head].Display>></div><</if>>\n\n\t\t\t<<elseif $scenaDNA.Head[_head].Cat eq "Mane">><<set $scenaDNA.Head[_head].Class = "">>\n\t\t\t\t<<set _displayColor = $scenaDNA.Head[_head].Color + " ">>\t\t\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print _displayColor + $scenaDNA.Head[_head].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + $scenaDNA.Head[_head].Display>></div><</if>>\n\n\t\t\t<<elseif $scenaDNA.Head[_head].Cat eq "Facet">><<set $scenaDNA.Head[_head].Class = "">>\n\t\t\t\t<<set _displayColor = $scenaDNA.Head[_head].Color + " ">>\t\t\t\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print _displayColor + $scenaDNA.Head[_head].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + $scenaDNA.Head[_head].Display>></div><</if>>\n\n\t\t\t<<elseif ($scenaDNA.Head[_head].Cat neq "EyeBase") and ($scenaDNA.Head[_head].Slot neq "EyeEx") and ($scenaDNA.Head[_head].Cat neq "PupilBase") and ($scenaDNA.Head[_head].Slot neq "PupilEx")>>\n\t\t\t\t<<set $scenaDNA.Head[_head].Class = "">>\n\t\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Head[_head].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print $scenaDNA.Head[_head].Display>></div><</if>>\n\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "Neck">><<set _neckCheck = 0>><<for _head to 0; _head < $scenaDNA.Head.length; _head++>>\n\t\t\t<<if $scenaDNA.Head[_head].Cat eq "Neck">><<set $scenaDNA.Head[_head].Class = "">>\t\t\t\t\n\t\t\t\t<<if $scenaDNA.Head[_head].Class eq "Mutation">><<include ContentNeck>><div class="btn eMut"><<print _neckPrint>></div>\n\t\t\t\t<<else>><<include ContentNeck>><div class="btn eFat"><<print _neckPrint>><</if>><<break>>\n\t\t\t<<elseif (_head eq $scenaDNA.Head.length - 1) and (_neckCheck eq 0)>>\n\t\t\t\t<<include ContentNeck>><div class="btn eFat"><<print _neckPrint>></div><</if>>\n\t\t\t<</for>>\n\n/% ---------- %/ <<case "Arms">><<set _armCheck = 0>><<for _fore to 0; _fore < $scenaDNA.Fore.length; _fore++>>\n\t\t\t<<if $scenaDNA.Fore[_fore].Cat eq "ForelimbBase">><<set $scenaDNA.Fore[_fore].Class = "">>\n\t\t\t/% Forelimbs are always plural %/\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Fore[_fore].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eFat"><<include ContentArm>><<print _armPrint>></div><</if>><<break>>\n\t\t\t<<elseif (_fore eq $scenaDNA.Fore.length - 1) and (_armCheck eq 0)>>\n\t\t\t\t<<include ContentNeck>><div class="btn eFat"><<include ContentArm>><<print _armPrint>></div><</if>>\n\t\t\t<</for>>\n\n\n/% ---------- %/ <<case "Fore">><<for _fore to 0; _fore < $scenaDNA.Fore.length; _fore++>>\n\t\t\t<<if $scenaDNA.Fore[_fore].Cat eq "ForelimbEx">><<set $scenaDNA.Fore[_fore].Class = "">>\n\t\t\t/% Forelimbs are always plural %/\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Fore[_fore].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + $scenaDNA.Fore[_fore].Display>></div><</if>>\n\n\t\t\t<<elseif ($scenaDNA.Fore[_fore].Cat eq "ForelimbEx") or ($scenaDNA.Fore[_fore].Cat eq "ForepawEx")>><<set $scenaDNA.Fore[_fore].Class = "">>\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Fore[_fore].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + $scenaDNA.Fore[_fore].Display>></div><</if>>\n\n\t\t\t<<elseif ($scenaDNA.Fore[_fore].Cat eq "Facet") or ($scenaDNA.Fore[_fore].Cat eq "Beans")>><<set $scenaDNA.Fore[_fore].Class = "">>\n\t\t\t\t<<set _displayColor = $scenaDNA.Fore[_fore].Color + " ">>\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Style neq "">><<set _displayColor = $scenaDNA.Fore[_fore].Style + " " + _displayColor>><</if>>\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><div class="btn eMut"><<print _displayColor + $scenaDNA.Fore[_fore].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print _displayColor + $scenaDNA.Fore[_fore].Display>></div><</if>>\n\n\t\t\t<<elseif ($scenaDNA.Fore[_fore].Cat neq "ForelimbBase") and ($scenaDNA.Fore[_fore].Cat neq "Belly")>><<set $scenaDNA.Fore[_fore].Class = "">>\n\t\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><div class="btn eMut"><<print $scenaDNA.Fore[_fore].Display>></div>\n\t\t\t\t\t<<else>><div class="btn eGene"><<print $scenaDNA.Fore[_fore].Display>></div><</if>>\n\n\t\t\t<</if>><</for>>\n\n/% ---------- %/ <<case "Belly">><<set _bellyCheck = 0>><<for _fore to 0; _fore < $scenaDNA.Fore.length; _fore++>>\n\t\t\t<<if $scenaDNA.Fore[_fore].Cat eq "Belly">><<set $scenaDNA.Fore[_fore].Class = "">>\t\t\n\t\t\t\t<<if $scenaDNA.Fore[_fore].Color neq "">><<set _displayColor = $scenaDNA.Fore[_fore].Color + " ">><<else>><<set _displayColor = "">><</if>>\n\t\t\t\t<<if $scenaDNA.Fore[_fore].Style neq "">><<set _displayColor = " " + $scenaDNA.Fore[_fore].Style + " " + _displayColor>><</if>>\t\t\t\n\t\t\t\t<<if $scenaDNA.Fore[_fore].Class eq "Mutation">><<include ContentBelly>><div class="btn eMut"><<print _bellyPrint>></div>\n\t\t\t\t<<else>><<include ContentBelly>><div class="btn eFat"><<print _bellyPrint>></div><</if>><<break>>\n\t\t\t<<elseif (_fore eq $scenaDNA.Fore.length - 1) and (_bellyCheck eq 0)>>\n\t\t\t\t<<include ContentNeck>><div class="btn eFat"><<print _bellyPrint>></div><</if>>\n\t\t\t<</for>>\n\n\n\n<</switch>>
<<include InitDNA>>\n<<include InitContents>>\n<<include DB:Genepool>>
/% =============================== %/\n/% Shard templates by species, for full TFs and such %/\n/% Make sure to record parts prior to tf so modifications can be preserved %/\n/% =============================== %/\n<<switch $scenaShard.Species>>\n/% =============================== Lucpai %/\n\n/% --------- %/ <<case "Revec*ai">>\n\t<<set $scenaShard = {\n\tSpecies: "Revec*ai",\n\tDesc: "Extremely fat, inflatable reptiliform faeliens infused with the power of dreams.",\n\tbaseHP: 8, MaxCHP: 8, cHP: 8,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Reality Dismissal")>>/% Flat TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(10,18) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,12) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,2) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(4,12) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(4,12) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(4,12) * 0.1>>\n\t\t<<set $scenaStretch.Tail += random(4,12) * 0.1>>\n\n\n/% --------- %/ <<case "Astra-Vitossi">>\n\t<<set $scenaShard = {\n\tSpecies: "Astra-Vitossi",\n\tDesc: "Alien, celestial dream-guardians descended from Alchemai. Utterly eldritch and hostile to somnix",\n\tbaseHP: 7, MaxCHP: 7, cHP: 7,}>>\n\t<<set $scenaFat.Milk = random(1.0,1.8)>>\n\t\t<<set $scenaStats.Ability.pushUnique("Cosmic Seal")>>/% Flat TAD Bonus %/\n\t<<set $scenaProducts.Milkfat = random(10,18) * 0.1>>\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t\t<<set $scenaStretch.Belly += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(2,6) * 0.1>>\n\n/% --------- %/ <<case "Esque">>\n\t<<set $scenaShard = {\n\tSpecies: "Esque",\n\tDesc: "Extremely fat amphibious monsters in the shape of enormous maned salamanders. They are natural predators of Revec'ai, with specialized venom that negates the elasticity of their rubbery flesh.",\n\tbaseHP: 8, MaxCHP: 8, cHP: 8,\n\tEars: "gill", EarNo: 2,\n\tEyes: "slit", EyeNo: 2, \n\tFace: "blunted face", Skin: "skin is dense and spongy",\n\tArmNo: 2, Arms: "retractile-clawed paw", \n\tLegNo: 2, Legs: "retractile-clawed leg",\n\tSpine: "", Tail: "a thick paddletail", \n\tWings: "",}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Liquid Spite")>>/% Flat TAD Bonus %/\n\t\t<<set $scenaStats.Ability.pushUnique("Aquatic Ambush")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(18,28) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,12) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,2) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,6) * 0.1>>\n\n\n/% --------- %/ <<case "Tirix*ai">>\n\t<<set $scenaShard = {\n\tSpecies: "Tirix*ai",\n\tDesc: "Demonic avian lucpai native to the Asotir, known for their raucous song.",\n\tbaseHP: 6, MaxCHP: 6, cHP: 6,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Nuclear Fury")>>/% Flat TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(10,14) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,12) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,2) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Tail += random(5,15) * 0.1>>\n\n\n/% --------- %/ <<case "Lucoir">>\n\t<<set $scenaShard = {\n\tSpecies: "Lucoir",\n\tDesc: "Hulking, needle-footed eldritch monsters native to the Asotir. Utterly malevolent towards somnix.",\n\tbaseHP: 7, MaxCHP: 7, cHP: 7,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Nuclear Vengeance")>>/% Flat TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(10,14) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,12) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,2) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Tail += random(5,15) * 0.1>>\n\n\n/% --------- %/ <<case "Alchemai">>\n\t<<set $scenaShard = {\n\tSpecies: "Alchemai",\n\tDesc: "Alien, celestial guardian beasts native to the Asotir. Said to orchestrate the inner machinations of the Reventuli cult.",\n\tbaseHP: 7, MaxCHP: 7, cHP: 7,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Cosmic Seal")>>/% Flat TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(10,18) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,12) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(2,8) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,8) * 0.1>>\n\n\n/% --------- %/ <<case "Tiridracon">>\n\t<<set $scenaShard = {\n\tSpecies: "Tiridracon",\n\tDesc: "Draconic hybrid tirix*ai, even more monstrous than its parts.",\n\tbaseHP: 9, MaxCHP: 9, cHP: 9,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Nuclear Fury")>>/% Flat TAD Bonus %/\n\t\t<<set $scenaStats.Ability.pushUnique("Cosmic Seal")>>/% Flat TAD Bonus %/\n\t\t<<set $scenaStats.Ability.pushUnique("Uranium Embers")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(10,18) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,15) * 0.1>>\n\t\t<<set $scenaFatMag.Chest += random(0,15) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(0,12) * 0.1>>\n\t\t<<set $scenaFatMag.Tail += random(0,12) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(5,15) * 0.1>>\n\t\t<<set $scenaStretch.Tail += random(5,15) * 0.1>>\n\n/% =============================== Anfaer %/\n\n/% --------- %/ <<case "Arka">>\n\t<<set $scenaShard = {\n\tSpecies: "Arka",\n\tDesc: "Piecemeal anthropomorphic fae-- remnants from early HYPOTHESIS experiments on somnix.",\n\tbaseHP: 3, MaxCHP: 3, cHP: 3,}>>\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\n/% --------- %/ <<case "Bosfolk">>\n\t<<set $scenaShard = {\n\tSpecies: "Bosfolk",\n\tDesc: "Burly anfaer cattle-people who roam the Gorkhon.",\n\tbaseHP: 6, MaxCHP: 6, cHP: 6,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Quaking Stampede")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,5) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(1,5) * 0.1>>\n\n/% --------- %/ <<case "Filyne">>\n\t<<set $scenaShard = {\n\tSpecies: "Filyne",\n\tDesc: "Somnix-seeming eldritch fae whose initial appearances hide a variety of monstrous and catlike forms.",\n\tbaseHP: 3, MaxCHP: 3, cHP: 3,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Organized Crimeow")>>/% Random-chance TAD Bonus %/\n\t\t<<set $scenaStats.Ability.pushUnique("Drameowtic Reveal")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\n/% --------- %/ <<case "Hibour">>\n\t<<set $scenaShard = {\n\tSpecies: "Hibour",\n\tDesc: "Bearpeople who fatten and hibernate during snowfall, becoming progressively rounder through the years.",\n\tbaseHP: 5, MaxCHP: 5, cHP: 5,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Ursine Rage")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(3,8) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(1,8) * 0.1>>\n\n\n/% --------- %/ <<case "Karakk">>\n\t<<set $scenaShard = {\n\tSpecies: "Karakk",\n\tDesc: "Avian faefolk native to Aetherstorm-- bipedal birds with fully-prehensile wingpaws.",\n\tbaseHP: 3, MaxCHP: 3, cHP: 3,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Corvid Wiles")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\n/% =============================== Elfae %/\n\n/% --------- %/ <<case "Mirai">>\n\t<<set $scenaShard = {\n\tSpecies: "Mirai",\n\tDesc: "Revix elfae, native to Thal'an. The ears, paws, and tail are giveaways of their true nature, though glamour hides them well.",\n\tbaseHP: 3, MaxCHP: 3, cHP: 3,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Fee Blast")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(1,6) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(1,6) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,6) * 0.1>>\n\n/% --------- %/ <<case "Aelvhawk">>\n\t<<set $scenaShard = {\n\tSpecies: "Aelvhawk",\n\tDesc: "Former blood elves who took up aspects of the dragonhawks with whom they share their homeland.",\n\tbaseHP: 4, MaxCHP: 4, cHP: 4,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Fee Blast")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(1,6) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,6) * 0.1>>\n\n/% --------- %/ <<case "Keldai">>\n\t<<set $scenaShard = {\n\tSpecies: "Keldai",\n\tDesc: "Ancient Mirai ancestors who were bestowed an aquatic serpentine form.",\n\tbaseHP: 5, MaxCHP: 5, cHP: 5,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Aquatic Ambush")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(1,6) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(2,6) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(2,6) * 0.1>>\n\n/% --------- %/ <<case "Zamirai">>\n\t<<set $scenaShard = {\n\tSpecies: "Zamirai",\n\tDesc: "Revix elfae, native to Thal'an. The glamour has fallen away, revealing a reptilitype faerie with huge eyes and an eldritch, otherworldly visage.",\n\tbaseHP: 5, MaxCHP: 5, cHP: 5,}>>\n\t\t<<set $scenaStats.Ability.pushUnique("Void Herald")>>/% Flat TAD Bonus %/\n\t\t<<set $scenaStats.Ability.pushUnique("Laser Eye")>>/% Random-chance TAD Bonus %/\n\t<<set $scenaStats.Constitution = random(8,14)>><<set $scenaStats.Armor = random(1,3)>>\t\n\t<<set $scenaStats.Strength = random(10,18)>><<set $scenaStats.Will = random(14,20)>>\n\t<<set $scenaStats.Finesse = random(8,20)>><<set $scenaStats.Speed = random(6,18)>>\n\t<<set $scenaProducts.Milkfat = random(6,12) * 0.1>>\n\t\t<<set $scenaFatMag.Belly += random(1,9) * 0.1>>\n\t\t<<set $scenaFatMag.Thigh += random(1,9) * 0.1>>\n\t\t<<set $scenaStretch.Belly += random(4,12) * 0.1>>\n\t\t<<set $scenaStretch.Chest += random(4,12) * 0.1>>\n\t\t<<set $scenaStretch.Thigh += random(2,8) * 0.1>>\n\t\t<<set $scenaStretch.Tail += random(1,5) * 0.1>>\n\n/% =============== %/\n<</switch>>\n\n\t<<include HPCalc>>\n\t<<set $scenaStats.burstHP = $scenaStats.maxBurstHP>>\n\t<<set $scenaStats.cHP = $scenaStats.maxCHP>>\n\t\t<<set _milkOp = "analyze">><<include DB:Milks>>
/% =============================== %/\n<<set $scenaMod.Archetype = 0; $scenaStats.Ability = []>>\n<<switch $scenaStats.Class>>\n/% =============================== %/\n<<case "Guardian">>\n\n<<set $scenaStats.Tactic = "Melee"; $scenaStats.AvTactics = ["Melee"]>>\n<<set $scenaStats.Attack = "Physical"; $scenaStats.AvAtks = ["Physical"]; $scenaStats.Physical = 4>>\n<<set $scenaStats.Defense = "Armor"; $scenaStats.AvDefs = ["Armor"]; $scenaStats.Armor = 4>>\n\n/% ----------------- %/\n<<case "Fencer">>\n\n<<set $scenaStats.Tactic = "Melee"; $scenaStats.AvTactics = ["Melee","Hybrid"]>>\n<<set $scenaStats.Attack = "Physical"; $scenaStats.AvAtks = ["Physical"]; $scenaStats.Physical = 3>>\n<<set $scenaStats.Defense = "Armor"; $scenaStats.AvDefs = ["Armor","Evasion"]>>\n<<set $scenaStats.Armor = 2; $scenaStats.Evasion = 2>>\n<<set $scenaStats.Ability = ["Riposte"]>>\n\n/% ----------------- %/\n<<case "Prowler">>\n\n<<set $scenaStats.Tactic = "Melee"; $scenaStats.AvTactics = ["Melee","Hybrid"]>>\n<<set $scenaStats.Attack = "Stealth"; $scenaStats.AvAtks = ["Stealth"]; $scenaStats.Stealth = 3>>\n<<set $scenaStats.Defense = "Armor"; $scenaStats.AvDefs = ["Armor","Evasion"]>>\n<<set $scenaStats.Armor = 2; $scenaStats.Evasion = 2>>\n\n/% ----------------- %/\n<<case "Hunter">>\n\n<<set $scenaStats.Tactic = "Ranged"; $scenaStats.AvTactics = ["Ranged","Hybrid"]>>\n<<set $scenaStats.Attack = "Stealth"; $scenaStats.AvAtks = ["Stealth"]; $scenaStats.Stealth = 3>>\n<<set $scenaStats.Defense = "Evasion"; $scenaStats.AvDefs = ["Armor","Evasion"]>>\n<<set $scenaStats.Armor = 2; $scenaStats.Evasion = 2>>\n\n/% ----------------- %/\n<<case "Rogue">>\n\n<<set $scenaStats.Tactic = "Melee"; $scenaStats.AvTactics = ["Melee","Hybrid"]>>\n<<set $scenaStats.Attack = "Stealth"; $scenaStats.AvAtks = ["Stealth"]; $scenaStats.Stealth = 3>>\n<<set $scenaStats.Defense = "Evasion"; $scenaStats.AvDefs = ["Evasion"]; $scenaStats.Evasion = 4>>\n\n/% ----------------- %/\n<<case "Mage">>\n\n<<set $scenaStats.Tactic = "Ranged"; $scenaStats.AvTactics = ["Ranged","Hybrid"]>>\n<<set $scenaStats.Attack = "Magic"; $scenaStats.AvAtks = ["Magic"]; $scenaStats.Magic = 3>>\n<<set $scenaStats.Defense = "Evasion"; $scenaStats.AvDefs = ["Ward","Evasion"]>>\n<<set $scenaStats.Ward = 2; $scenaStats.Evasion = 2>>\n\n/% ----------------- %/\n<<case "Battlemage">>\n\n<<set $scenaStats.Tactic = "Hybrid"; $scenaStats.AvTactics = ["Hybrid","Melee"]>>\n<<set $scenaStats.Attack = "Magic"; $scenaStats.AvAtks = ["Magic","Physical"]; $scenaStats.Magic = 2; $scenaStats.Physical = 2>>\n<<set $scenaStats.Defense = "Armor"; $scenaStats.AvDefs = ["Armor","Evasion"]>>\n<<set $scenaStats.Armor = 2; $scenaStats.Evasion = 2>>\n\n/% ----------------- %/\n<<case "Horror">>\n\n<<set $scenaStats.Tactic = "Hybrid"; $scenaStats.AvTactics = ["Hybrid","Melee","Ranged"]>>\n<<set $scenaStats.Attack = "Physical"; $scenaStats.AvAtks = ["Magic","Physical","Stealth"]; $scenaStats.Magic = 5; $scenaStats.Physical = 5; $scenaStats.Stealth = 5>>\n<<set $scenaStats.Defense = "Evasion"; $scenaStats.AvDefs = ["Armor","Ward","Evasion"]>>\n<<set $scenaStats.Armor = 5; $scenaStats.Evasion = 5; $scenaStats.Ward = 5>>\n\n/% ================================== %/\n<</switch>>
/% =============== Frasier's Tavern %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n/% visuals inline with passages ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<switch $scena.Action>>\n<<case "Greet">>/% ---------- %/\n<p>You see a remarkably-rotund vec behind the bar, dressed in the simple but comfortable clothes of a barkeep.<br> \nFrasier, hearing you enter, waves to you in greeting!</p>\n\n<<case "Hug">>/% ---------- %/\n<p>"A hug? Oh, of course!" Frasier answers with a jovial laugh, and squeezes out from behind the bar.<br> They sweep you up in their arms, into a dear, firm hug!</p>\n\n<<case "Menu" "MenuLoop">>/% ---------- %/\n<<if $scena.Action neq "MenuLoop">><<set $scenaFlags.Active.pushUnique("Action:EatenAtFrasiersTavernThisVisit")>>\n<div class="row centerRow" style="width: 100%;"><p>"Oh, the menu! Of course, of course."<br> \nFrasier hands you a menu, written on heavy cream paper, the writing itself in a graceful, golden script.</p>\n<p>You look over the options, wowed by the variety!</p></div><</if>>\n\n<div class="row" style="width: 100%;"><div class="col menuColumn">\n/% ---------- Drinks %/\n<div class="row centerRow" style="margin-top: 0.3rem; margin-bottom: 0.3rem; margin-right: initial;"><<set _holder0 = "MenuLoop">>\n\n<<for _i to 0; _i < $menuFras.Drinks.length; _i++>>\n\t<<print "<div class='btn eMenu'>\n\t<a class='btnClick' data-passage='Ev:FrasiersTavern' data-setter='$scena.Action = _holder0; $menuFras.Consumed = $menuFras.Drinks[" + _i + "];'>\n\t<<print $menuFras.Drinks[" + _i + "].Display>>\n\t</a></div>">><</for>></div>\n\n/% ---------- Foobs %/\n<div class="row centerRow" style="margin-top: 0.3rem; margin-bottom: 0.3rem; margin-right: initial;">\n<<for _i to 0; _i < $menuFras.Food.length; _i++>>\n\t<<print "<div class='btn eMenu'>\n\t<a class='btnClick' data-passage='Ev:FrasiersTavern' data-setter='$scena.Action = _holder0; $menuFras.Consumed = $menuFras.Food[" + _i + "];'>\n\t<<print $menuFras.Food[" + _i + "].Display>>\n\t</a></div>">><</for>></div>\n\n</div><<if $scena.Action eq "MenuLoop">><<set _eatenThisVisit = 1>><div class="row centerRow" style="width: 100%; margin-top: 1rem;">\n<<set _activeItem = $menuFras.Consumed>><<include UseEffect>>\n<p><<print _activeItem.Consume>></p></div>\n\n/% Todo; run consumption effects where applicable %/\n\n<</if>></div><<case "Look">>/% ---------- %/\n\t<<if $scenaFlags.Active.contains("Visited:FrasiersTavern")>>\n\t<p>You waddle back to your familiar chair by the window, sinking gladly into the chair, its stuffing embracing your sides like the hug of an old friend.<br>\n Familiar with the tavern's interior, you gaze out the window, admiring the little flowers growing and nodding their bright heads. A young elderi sapling has taken root just outside, and you wave to the little treeling. //Did it just wave back at you?//</p>\n<p>You snuggle gladly into the chair, listening to the merry sound of Revix greeting each other and partaking of the rich fare. </p>\n\n\t<<else>>\n<p>Settling into an overstuffed chair by one of the rounded windows, you take a moment to relax and look around. </p>\n<p>The space is warm and cozy, and partially below ground; the floor is smooth stone, worn with the tracks of countless paws, hooves and feet. Deep brown against the cream walls, the support beams are whole trees, rough-hewn and polished smooth by years of touch. Herbs hang from the rafters, perfuming the space.</p>\n<p>You snuggle gladly into the chair, listening to the merry sound of Revix greeting each other and partaking of the rich fare. </p>\n\t<</if>>\n\n<<case "Depart">>/% ---------- %/\n\t<<if $scenaFlags.Active.contains("Action:EatenAtFrasiersTavernThisVisit")>><p>Well-stuffed, you stand to leave, your heart as full as your belly.<br>\n"Until next time!" Frasier calls, waving to you as you waddle out the door!</p>\n\t<<else>>\n<p>"Until next time!" Frasier calls, waving to you as you waddle out the door!</p><</if>>\n\n<<default>>/% ---------- %/<<set _callMenu = "FrasiersTavern">><<include MenuInit>>\n<p>You step down and through the doorway, into a comfortable, paw-made establishment.<br> \nLaughter and the smell of good food is in the air; you immediately feel comfortable and at home!</p>\n\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;"><<switch $scena.Action>>\n<<case "Greet" "Hug">>/% ---------- %/\n<span>♦<a id="navA" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = 'Menu';">A)sk About the Menu</a></span> \n<span>♦<a id="navS" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = 'Hug';">S) Ask for a Hug</a></span> \n<span>♦<a id="navB" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = ''; $scena.Zone = ''; $scena.Action = '';">B)ack</a></span> \n\n<<case "Menu" "MenuLoop">>/% ---------- %/\n\n<span>♦<a id="navB" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = ''; $scena.Zone = ''; $scena.Action = '';">B)ack</a></span> \n\n<<case "Depart">>/% ---------- %/\n/% Set Visitation Flags (end of first visit) %/ \n<<set $scenaFlags.Active.pushUnique("Visited:FrasiersTavern"); $scenaFlags.Active.delete("Action:EatenAtFrasiersTavernThisVisit")>>\n\n<span>♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Loc = $scena.Stage; $scena.Event = ''; $scena.Zone = ''; $scena.Action = '';">C)ontinue</a></span> \n\n<<default>>/% ---------- %/\n\n<span>♦<a id="navG" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = 'Greet';">G)reet Frasier!</a></span> \n<span>♦<a id="navL" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = 'Look';">L)ook Around the Tavern</a></span> \n<span>♦<a id="navT" class='btnClick' data-passage="Ev:FrasiersTavern" data-setter="$scena.Action = 'Depart';">T)ake Your Leave</a></span>\n<</switch>>/% ---------- %/<<display Footer>></div></div>
<<switch _statusCall>>\n\n/% ---------- Single-Target Bloat %/\n\t<<case "bloat:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloat.BellyDuration += _statDur; $fxBloat.BellyBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:belly")>>\n\n\t<<case "bloat:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloat.ChestDuration += _statDur; $fxBloat.ChestBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:chest")>>\n\n\t<<case "bloat:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloat.ThighDuration += _statDur; $fxBloat.ThighBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:thighs")>>\n\n\t<<case "bloat:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloat.TailDuration += _statDur; $fxBloat.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:tail")>>\n\n/% ---------- Multi-Target Bloat %/\n\t<<case "bloat:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloat.BellyDuration += _statDur; $fxBloat.BellyBloat += _statPot>>\n\t\t<<set $fxBloat.ChestDuration += _statDur; $fxBloat.ChestBloat += _statPot>>\n\t\t<<set $fxBloat.ThighDuration += _statDur; $fxBloat.ThighBloat += _statPot>>\n\t\t<<set $fxBloat.TailDuration += _statDur; $fxBloat.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:belly","bloat:chest","bloat:thighs","bloat:tail")>>\n\n/% ---------- Single-Target Liquid Bloat %/\n\t<<case "bloat:liquid:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloatLiquid.BellyDuration += _statDur; $fxBloatLiquid.BellyBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:liquid:belly")>>\n\n\t<<case "bloat:liquid:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloatLiquid.ChestDuration += _statDur; $fxBloatLiquid.ChestBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:liquid:chest")>>\n\n\t<<case "bloat:liquid:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloatLiquid.ThighDuration += _statDur; $fxBloatLiquid.ThighBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:liquid:thighs")>>\n\n\t<<case "bloat:liquid:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloatLiquid.TailDuration += _statDur; $fxBloatLiquid.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:liquid:tail")>>\n\n/% ---------- Multi-Target Liquid Bloat %/\n\t<<case "bloat:liquid:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxBloatLiquid.BellyDuration += _statDur; $fxBloatLiquid.BellyBloat += _statPot>>\n\t\t<<set $fxBloatLiquid.ChestDuration += _statDur; $fxBloatLiquid.ChestBloat += _statPot>>\n\t\t<<set $fxBloatLiquid.ThighDuration += _statDur; $fxBloatLiquid.ThighBloat += _statPot>>\n\t\t<<set $fxBloatLiquid.TailDuration += _statDur; $fxBloatLiquid.TailBloat += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("bloat:liquid:belly","bloat:liquid:chest","bloat:liquid:thighs","bloat:liquid:tail")>>\n\n/% ---------- Single-Target Stuffing %/\n\t<<case "stuff:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxStuff.BellyDuration += _statDur; $fxStuff.BellyStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("stuff:belly")>>\n\n\t<<case "stuff:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxStuff.ChestDuration += _statDur; $fxStuff.ChestStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("stuff:chest")>>\n\n\t<<case "stuff:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxStuff.ThighDuration += _statDur; $fxStuff.ThighStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("stuff:thighs")>>\n\n\t<<case "stuff:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxStuff.TailDuration += _statDur; $fxStuff.TailStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("stuff:tail")>>\n\n/% ---------- Multi-Target Stuffing %/\n\t<<case "stuff:all">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxStuff.BellyDuration += _statDur; $fxStuff.BellyStuff += _statPot>>\n\t\t<<set $fxStuff.ChestDuration += _statDur; $fxStuff.ChestStuff += _statPot>>\n\t\t<<set $fxStuff.ThighDuration += _statDur; $fxStuff.ThighStuff += _statPot>>\n\t\t<<set $fxStuff.TailDuration += _statDur; $fxStuff.TailStuff += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("stuff:belly","stuff:chest","stuff:thighs","stuff:tail")>>\n\n\n\n<</switch>>
/% This rolls the dominant color's hue at random, then forces the other color nodes down in intensity to preserve the desired hue. %/\n\n/% ==================== %/<<switch _colorLock>>\n\t<<case "red">>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t<<set $genColor.g = random($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\n/% --------------- %/\n\t<<case "orange">>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t\t/% Blending formula - ((primary color value/5) * 3) %/\n\t\t<<set _cMixer = Math.round(($genColor.r * 0.2) * 3)>>\n\n\t<<set $cRange.Green[0] = Math.round(_cMixer * 0.5)>>\n\t<<set $cRange.Green[1] = Math.round(_cMixer * 1.2)>>\n\n\t<<set $genColor.g = random($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.b = random($cRange.Blue[0],$genColor.g)>>\n\n\n/% --------------- %/\n\t<<case "yellow">>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t\t/% Blending formula - ((primary color value/5) * 3) %/\n\t\t<<set _cMixer = Math.round(($genColor.r * 0.2) * 3)>>\n\n\t<<set $cRange.Green[0] = Math.round(_cMixer * 0.8)>>\n\t<<set $cRange.Green[1] = Math.round(_cMixer * 1.6)>>\n\n\t<<set $genColor.g = random($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.b = random($cRange.Blue[0],$genColor.g)>>\n\n/% --------------- %/\n\t<<case "green">>\n\n\t<<set $genColor.g = random($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.r = random($cRange.Red[0],$genColor.g)>>\n\t<<set $genColor.b = random($cRange.Blue[0],$genColor.g)>>\n\n/% --------------- %/\n\t<<case "teal">>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t\t<<set _cMixer = Math.round(($genColor.b * 0.2)* 3)>>\t\n\n\t<<set $cRange.Green[0] = Math.round($genColor.b * 0.5)>>\n\t<<set $cRange.Green[1] = Math.round($genColor.b * 1.3)>>\n\n\t<<set $genColor.g = ($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.r = random($cRange.Red[0],$genColor.g)>>\n\n/% --------------- %/\n\t<<case "dreamblue">>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t\t<<set _cMixer = Math.round(($genColor.b * 0.2)* 3)>>\t\n\n\t<<set $cRange.Green[0] = 60; $cRange.Green[1] = $genColor.b>>\n\t<<set $cRange.Red[1] = Math.round($genColor.b * 0.5)>>\n\n\t<<set $genColor.g = ($cRange.Green[0],$cRange.Green[1])>>\n\t<<set $genColor.r = ($cRange.Red[0],$cRange.Red[1])>>\n\n/% --------------- %/\n\t<<case "blue">>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t<<set $genColor.g = random($cRange.Green[0],$genColor.b)>>\n\t<<set $genColor.r = random($cRange.Red[0],$genColor.b)>>\n\n/% --------------- %/\n\t<<case "violet">>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t\t/% Blending formula - ((primary color value/5) * 3) %/\n\t\t<<set _cMixer = Math.round(($genColor.b * 0.2) * 3)>>\n\n\t<<set $cRange.Red[0] = Math.round(_cMixer * 0.7)>>\n\t<<set $cRange.Red[1] = Math.round(_cMixer * 1.5)>>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t<<set $genColor.g = random($cRange.Green[0],$genColor.r)>>\n\n\n/% --------------- %/\n\t<<case "pink">>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t\t/% Blending formula - ((primary color value/5) * 3) %/\n\t\t<<set _cMixer = Math.round(($genColor.r * 0.2) * 3)>>\n\n\t<<set $cRange.Blue[0] = Math.round(_cMixer * 0.5)>>\n\t<<set $cRange.Blue[1] = Math.round(_cMixer * 1.5)>>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t<<set $genColor.g = random($cRange.Green[0],$genColor.b)>>\n\n\n/% --------------- %/\n\t<<case "magenta">>\n\n\t<<set $genColor.r = random($cRange.Red[0],$cRange.Red[1])>>\n\t\t/% Blending formula - ((primary color value/5) * 3) %/\n\t\t<<set _cMixer = Math.round(($genColor.r * 0.2) * 3)>>\n\n\t<<set $cRange.Blue[1] = Math.round(_cMixer * 1.5)>>\n\n\t<<set $genColor.b = random($cRange.Blue[0],$cRange.Blue[1])>>\n\t<<set $genColor.g = random(0,$genColor.b)>>\n\n\n\n/% --------------- %/\n\t<<case "darkMono">>\n\t\t<<set $genColor.r = _monoRange; $genColor.g = _monoRange; $genColor.b = _monoRange>>\n/% --------------- %/\n\t<<case "lightMono">>\n\t\t<<set $genColor.r = _monoRange; $genColor.g = _monoRange; $genColor.b = _monoRange>>\n\n\n\n<</switch>>/% ==================== %/\n\n\n<<include PrintPalette>>
/% ---------- Head/Face %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai">>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $headGenes.Mirai>><</listbox>><br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.BasicTongue>><</listbox>> <br>\n\n/% ---------- %/<<case "Zamirai">>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $headGenes.Zamirai>><</listbox>><br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.LucpaiTongue>><</listbox>> <br>\n\n/% ---------- %/<<case "Karakk">>\n\t\t''Beak'' <<listbox "$geneSelector.Head">><<optionsfrom $headGenes.Karakk>><</listbox>> \n\t\t ''Whiskers'' <<listbox "$geneSelector.FaceExtra">><<optionsfrom $detailGenes.KarakkWhisker>><</listbox>><br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.BasicTongue>><</listbox>> <br>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $headGenes.Tirix>><</listbox>> <br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.LucpaiTongue>><</listbox>> <br>\n\n/% ---------- %/<<case "Esque">>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $headGenes.Esque>><</listbox>> <br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.BasicTongue>><</listbox>> <br>\n\n/% ---------- %/<<case "Revec*ai">>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $scenaGPool.Head>><</listbox>> <br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.LucpaiTongue>><</listbox>> <br>\n\n/% ---------- %/<<default>>\n\t\t''Face'' <<listbox "$geneSelector.Head">><<optionsfrom $scenaGPool.Head>><</listbox>><br>\n\t\t<<set _selectorCall = "tongueOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tongue">><<optionsfrom $detailGenes.BasicTongue>><</listbox>> <br>\n<</switch>>
/% ----------- Combined Bloat + Stretch Handling %/\n<<if $scenaContents.Tail gte (_tailStretch * 2.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>The pain of your moon-sized, bloated blimp-tail <b>tearing itself open is unbearable..!</b></red>")>>\n\t\t/% -----hp, chance to increase tail elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,6)>>\t\n\t\t<<set _rand = random(1,16)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Tail += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your tail eases ever so slightly...")>><</if>>\n\n\n<<elseif $scenaContents.Tail gte (_tailStretch * 2.0)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>Your tail creaks angrily as it stretches and distorts to obscene proportions and beyond, slowly tearing open...</red>")>>\n\t\t/% ----hp, chance to increase tail elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,4)>>\t\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Tail += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your tail eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Tail gte (_tailStretch * 1.8)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You gasp softly, gingerly clutching your massively-blimped, creaking tail!</gold>")>>\n\t\t/% ---hp, chance to increase tail elasticity %/\t\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,2)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Tail += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your tail eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Tail gte (_tailStretch * 1.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You can barely move or think with how tightly, painfully overblown your tail has expanded, creaking angrily all the while...!</gold>")>>\n\t\t/% --hp, small chance to increase tail elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,1)>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Tail += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your tail eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Tail gte (_tailStretch * 1.2)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up tail creaks in loud complaint. <gold>It's far too tight in there...</gold>")>>\t\n\t\t/% -hp, small chance to increase tail elasticity %/\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,0,0,1)>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Tail += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your tail eases ever so slightly...")>><</if>>\n<</if>>\n\n/% ----------- Texture Appraisal %/\n\t<<if ($scenaAir.Tail gt $scenaLiquid.Tail) and ($scenaAir.Tail gt $scenaFilling.Tail)>><<set _bloatStyle = "balloon">>\n\t<<elseif ($scenaLiquid.Tail gt $scenaAir.Tail) and ($scenaLiquid.Tail gt $scenaFilling.Tail)>><<set _bloatStyle = "bloat">>\n\t<<else>><<set _bloatStyle = "stuff">><</if>>\n\n<<switch _bloatStyle>>\n/% ----------- Air Bloat %/<<case "balloon">>\n\t\t<<if $scenaAir.Tail gte ($scenaFat.Tail * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail creaks loudly-- blown up into a huge, round blimp!")>>\n\t\t\t\n\t\t\t<<elseif $scenaAir.Tail gte ($scenaFat.Tail * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up balloon tail creaks in loud complaint.")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaAir.Tail gte ($scenaFat.Tail * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated tail looks and feels like a balloon.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaAir.Tail gte ($scenaFat.Tail * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your puffed-up tail protrudes outwards.")>><</if>><</if>>\n\n/% ----------- Liquid Bloat %/<<case "bloat">>\n\t\t<<if $scenaLiquid.Tail gte ($scenaFat.Tail * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your hugely-bloated tail bulges dramatically, sloshing and bouncing with the slightest motion!")>>\n\t\t\t\n\t\t\t<<elseif $scenaLiquid.Tail gte ($scenaFat.Tail * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your tail oozes ponderously forward, jiggling and sloshing like a great, fat water-balloon!")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaLiquid.Tail gte ($scenaFat.Tail * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated tail jiggles and sloshes heavily with every motion you make.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaLiquid.Tail gte ($scenaFat.Tail * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail squishes and wobbles, swollen up full and fat.")>><</if>><</if>>\n\n/% ----------- Stuffing/Catchall %/<<default>>\n\t\t<<if $scenaFilling.Tail gte ($scenaFat.Tail * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your overstuffed tail creaks, protruding far forward!")>>\n\t\t\t\n\t\t\t<<elseif $scenaFilling.Tail gte ($scenaFat.Tail * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your bloated tail wobbles heavily as you waddle about.")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaFilling.Tail gte ($scenaFat.Tail * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your well-stuffed tail feels heavy, tight and extra-fat.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaFilling.Tail gte ($scenaFat.Tail * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail puffs impressively from all the extra stuffing.")>><</if>><</if>>\n<</switch>>
/% =============================== %/\n/% Database for curios & item interactions %/\n\n<<set $tech = { Mode: 0, Power: 0, }>>\n\n<<switch _newCurio>>\n\n/% =============================== Crystals %/\n\n\t<<case "CrysCluster">><<set $scena.Event = "Curio:CrysCluster"; $scena.EvCat = "curio"; $scena.EvDesc = "Crystal Cluster">>\n\t\t<<set _output = "You " + _langOutput + " a " + either("cluster","bouquet","collection","group") +" of glowing crystals growing " + either("nearby","on a nearby stone") + ".">>\n\n\t<<case "CrystalMirror">><<set $scena.Event = "Curio:CrystalMirror"; $scena.EvCat = "curio"; $scena.EvDesc = "Mirror Crystal">>\n\t\t<<set _output = "You " + _langOutput + " a large cluster of crystals growing nearby.<br> The frontmost surface is flat and smooth as glass, catching your reflection perfectly...">>\n\t\t<<set $eventMode = either("fattenZone","fatten","widen","admiration","chubbify")>>\n\t\t<<switch $eventMode>>\n\t\t<<case "fattenZone">><<set _output += "<br>It's hard to resist taking a closer look.">>\n\t\t<<case "fatten">><<set _output += "<br>You plap your plump sides appraisingly, considering...">>\n\t\t<<case "widen">><<set _output += "<br>You wonder if the mirror is wide enough to capture all of you!">>\n\t\t<<case "admiration">><<set _output += "<br>You feel like maybe you could do with a little bit of a fussing-over.">>\n\t\t<<case "chubbify">><<set _output += "<br>Mirrors always make you feel especially chubby...">>\n\t<</switch>>\n\n\n/% =============================== Plants/Forage %/\n\t<<case "Tendrilgrass">><<set $scena.Event = "Curio:Tendrilgrass"; $scena.EvCat = "curio"; $scena.EvDesc = "A Patch of Tendrilgrass!">>\n\t\t<<set _output = "You " + _langOutput + " a dense patch of plump, enticing-looking tendrilgrass...">>\n\t\t<<set $forageType = "tendrilgrass">>\n\n/% ------ %/ <<case "RoseBush">><<set $scena.Event = "Curio:RoseBush"; $scena.EvCat = "curio"; $scena.EvDesc = "A Rose Bush!">>\n\t\t<<set _output = "You " + _langOutput + " a bush full of fat, brilliant roses...!">>\n\n/% ------ %/ <<case "Tendrilvine">><<set $scena.Event = "Curio:Tendrilvine"; $scena.EvCat = "curio"; $scena.EvDesc = "A Tendrilvine!">>\n\t\t\t<<set _callCrir = "tendril"; _callSubspecies = "vine">><<include DB:Creatures>><<set $activeShard = _newShard>>\t\n\t\t\t<<set $scena.EvCat = "curio">> /% Don't omit this, else it'll think you're calling a creature event! %/\n\n\n/% =============================== Statuary %/\n\t<<case "Statue">>\n\t\t<<set $scena.Event = "Curio:Statue"; $scena.EvCat = "curio"; $scena.EvDesc = "A Statue!">>\n\t\t<<set _statuePool = ["Belly","Chest","Thigh","Body","Body","Body","Tail","Round","Guguetelle","Pear","Hourglass","Bottom-Heavy","Cheeks","Neck","Arms","Sides"]>>\n\t\t<<set _statueStyle = _statuePool.random()>>\n\t\t<<set _statueAction = [" striking a dramatic pose"," attempting to measure itself with a too-tiny measuring tape"," gorging on plumpkins"," gorging vixelf on a sumptuous feast spread around it",", draped aesthetically in a fatiere hose",", seemingly growing even fatter as you admire it",", seeming to slowly inflate rounder and wider as you watch"]>>\n\t\t<<set _statueMode = _statueStyle; _statueDesc = _statueAction.random()>>\n\t\t<<set _statueRand = random(0,$scenaNode.RevixArt.length - 1); _statueLook = $scenaNode.RevixArt[_statueRand]; _statueGramr = $scenaNode.RevixArtGrammar[_statueRand]; _statueFatDesc = $scenaNode.Fat.random()>>\n\t\t\t\n\t\t\t<<set _output = "You " + _langOutput + " a beautiful statue of ">><<switch _statueMode>>\n\t\t\t\t<<case "Belly">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + " with an impressively-overstuffed gut, plapping it with pride on its plump face!">>\n\t\t\t\t<<case "Chest">>\n\t\t\t\t\t<<switch _statueImg>><<case "Revec*ai" "Mirai" "Blimpwyrm" "Esque" "Tirix*ai" "Lucoir" "Alchemai" "Metamorph">>\n\t\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + " grand, generously-fattened vivrierei!">>\n\t\t\t\t\t<<default>><<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + " with a grand, pillowy chest!">><</switch>>\n\t\t\t\t<<case "Thigh">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", squidging its paws into its massive, barrel-wide thighs!">>\n\t\t\t\t<<case "Tail">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", hugging the fattest tail you've ever seen in both arms!">>\n\t\t\t\t<<case "Round">>\n\t\t\t\t\t<<switch _statueImg>><<case "Revec*ai" "Mirai" "Blimpwyrm" "Esque" "Tirix*ai" "Lucoir" "Alchemai" "Metamorph">>\n\t\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", sitting upon its knees and hugging its fat-stuffed vivrierei and belly...">>\n\t\t\t\t\t<<default>><<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", sitting upon its knees and hugging its fat-stuffed chest and belly, one in each arm...">><</switch>>\n\t\t\t\t<<case "Guguetelle">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", languidly snuggling into its own bed-sized, rippling belly...">>\n\t\t\t\t<<case "Pear">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", standing proudly with its ludicrously-fat belly and thighs on full display!">>\n\t\t\t\t<<case "Hourglass">>\n\t\t\t\t\t<<switch _statueImg>><<case "Revec*ai" "Mirai" "Blimpwyrm" "Esque" "Tirix*ai" "Lucoir" "Alchemai" "Metamorph">>\n\t\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", carefully balancing its overstuffed vivrierei and thighs!">>\n\t\t\t\t\t<<default>><<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", carefully balancing its overstuffed chest and thighs!">><</switch>>\n\t\t\t\t<<case "Bottom-Heavy">>\n\t\t\t\t\t<<switch _statueImg>><<case "Keldai">><<set _statueLook = "Mirai">><</switch>>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", seated comfortably on blimplike thighs, with a tail to match!">>\n\t\t\t\t<<case "Cheeks">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", squidging their adorably-fat, outrageously overstuffed cheeks with their paws!">>\n\t\t\t\t<<case "Neck">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", lifting their chin to proudly display their cascading, blubbery neck!">>\n\t\t\t\t<<case "Arms">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", folding a pair of blobby, billowing arms behind their head, nuzzling happily into them!">>\n\t\t\t\t<<case "Sides">>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + ", squishing their paws into the rippling, pillow-soft fatty rolls at their sides!">>\n\t\t\t\t<<default>>\n\t\t\t\t\t<<set _output = _output + _statueGramr + " " + _statueFatDesc + " " + _statueLook + _statueDesc + "...">>\n\t\t\t<</switch>>\n\t\t\n/% ------ %/ <<case "Fountain">><<set $scena.Event = "Curio:Fountain"; $scena.EvCat = "curio"; $scena.EvDesc = "A Fountain!">>\n\t\t<<set _callMat = _poolLiquid>><<include DB:Materials>><<set $activeMat = _newMaterial>>\n\t\t<<set _statueRand = random(0,$scenaNode.RevixArt.length - 1); _statueLook = $scenaNode.RevixArt[_statueRand]; _statueGramr = $scenaNode.RevixArtGrammar[_statueRand]>>\n\t\t\t<<set _statueFatDesc = $scenaNode.Fat.random()>>\n\n\t\t<<set _output = "You " + _langOutput + " a beautiful fountain in the shape of " + _statueGramr + " " + _statueFatDesc + " " + _statueLook + "; " + $activeMat.Color.toLowerCase() + " " + $activeMat.Appearance.toLowerCase() + " bubbles from " + either("its mouth","its mouth","its mouth","its mouth","its mouth and eyes","an ornate vessel in its paws") +", collecting in a sparkling pool at its base...">>\n\n/% ------ %/ <<case "Idol">>\n\t\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $scena.Event = "Curio:Idol"; $scena.EvCat = "curio"; $scena.EvDesc = "A Mysterious Idol...">>\n\t<<set _statueRand = random(0,$scenaNode.RevixArt.length - 1); _statueLook = $scenaNode.RevixArt[_statueRand]>>\n\t<<set $eventMode = either("Guguetelle","Viviere","Round","Boviete","Thick-Thighed","Fat-Tailed","Pear","Bottom-Heavy","Billetroa","Pudding","Bovine")>>\n\t<<set _output = "You " + _langOutput + " a little " + _statueLook + "-shaped idol sitting alone on an ornate pedestal!<br>Though it could fit in the palm of your paw, it is INCREDIBLY fat,">>\n\t\t<<switch $eventMode>>\n\t\t<<case "Guguetelle">><<set _output += " with a belly so monstrously, outlandishly distended that it props up the figurine, resembling an orb on legs!">>\n\t\t<<case "Busty">><<set _output += " leaning upon its monstrously colossal, blimplike " + _refWord + " to prop itself up!">>\n\t\t<<case "Viviere">><<set _output += " leaning upon its monstrously colossal, blimplike " + _refWord + " and thighs to prop itself up!">>\n\t\t<<case "Round">><<set _output += " with belly and vivriere alike swollen up into grand, wide globes!">>\n\t\t<<case "Boviete">><<set _output += " with astonishingly-wide, bloblike thighs helping to hold up its overstuffed vivriere!">>\n\t\t<<case "Thick-Thighed">><<set _output += " seated comfortably upon blimplike, breathtakingly-wide thighs!">>\n\t\t<<case "Fat-Tailed">><<set _output += " snuggled bodily into its hugely bloated, sluglike tail!">>\n\t\t<<case "Pear">><<set _output += " resembling a mind-bogglingly overinflated pear, its belly and thighs blown up well beyond spherical!">>\n\t\t<<case "Bottom-Heavy">><<set _output += " seated comfortably upon blimplike, breathtakingly-wide thighs, with a massive, blubbery tail coiling around them!">>\n\t\t<<case "Billetroa">><<set _output += " resembling a little figurine of a well-inflated billetroa, every part of its body bloated up to eldritch dimensions!">>\n\t\t<<case "Pudding">><<set _output += " seeming to be half-pudding, with blobby, cascading chins and sides, butter-stuffed arms, and massive, pillow-like cheeks!">>\n\t\t<<case "Bovine">><<set _output += " with astonishingly-wide, bloblike thighs helping to hold up its overstuffed vivriere and buttery belly! It seems to have little cow horns and a tail...">><</switch>>\n\n/% ------ %/ <<case "OminousAltar">>\n\t<<set $scena.Event = "Curio:OminousAltar"; $scena.EvCat = "curio"; $scena.EvDesc = "An Ominous Altar...">>\n\t<<set _output = "You " + _langOutput + " an altar carved of dark stone sitting menacingly in a clearing. Lit candles flicker in a circle surrounding it...">>\n\t\t\t\n\n/% =============================== Tech %/\n\n/% ------ %/ <<case "DonutFeeder">>\n\t\t<<set $scena.Event = "Curio:FeederMachine"; $scena.EvCat = "curio"; $scena.EvDesc = "A Curious Machine..."; $tech.Mode = 'donuts'>>\n\t<<set _output = "You " + _langOutput + " a strange machine with a wide, plush seat attached. A vat with a conveyor on the back appears to be cooking donuts!">>\n\n/% ------ %/ <<case "PieFeeder">>\n\t\t<<set $scena.Event = "Curio:FeederMachine"; $scena.EvCat = "curio"; $scena.EvDesc = "A Curious Machine..."; $tech.Mode = 'pies'>>\n\t<<set _output = "You " + _langOutput + " a strange machine with a wide, plush seat attached. A vat with a conveyor on the back appears to be... deep-frying and glazing whole pies?">>\n\n/% ------ %/ <<case "CakeFeeder">>\n\t\t<<set $scena.Event = "Curio:FeederMachine"; $scena.EvCat = "curio"; $scena.EvDesc = "A Curious Machine..."; $tech.Mode = 'cakes'>>\n\t<<set _output = "You " + _langOutput + " a strange machine with a wide, plush seat and a curious refrigerated box attached.">>\n\n/% =============================== Services %/\n\n/% ------ %/ <<case "Fatiere">><<set $scena.Event = "Curio:Fatiere"; $scena.EvCat = "curio"; $scena.EvDesc = "A Fatiere!">>\n\t\t<<set _NPCRand = random(0,$scenaNode.Revix.length - 1); _NPCStyle = $scenaNode.Revix[_NPCRand]; _NPCGramr = $scenaNode.RevixGrammar[_NPCRand]>>\n\t\t<<set _output = "You " + _langOutput + " a large mound embedded within a rolling hill! A glowing holographic sign-- and the steady wheezing of pumps within-- mark it as a Fatiere!">>\n\t\t\t<<set $scenaInv.naisCall = "fatiere">><<include DB:TreasurePools>><<set $scenaInv.naisInit = 1>>\n\n/% ------ %/ <<case "Nais">><<set $scena.Event = "Curio:Nais"; $scena.EvCat = "curio"; $scena.EvDesc = "Meeting A Nais Friend!">>\n\t\t<<set _NPCRand = random(0,$scenaNode.Revix.length - 1); _NPCStyle = $scenaNode.Revix[_NPCRand]; _NPCGramr = $scenaNode.RevixGrammar[_NPCRand]>>\n\t\t<<set _output = "You " + _langOutput + " a small stall built into a nearby hillside-- " + _NPCGramr + " " + _NPCStyle + " sitting within waves to you!">>\n\t\t\t<<set $scenaInv.naisCall = "nais">><<include DB:TreasurePools>><<set $scenaInv.naisInit = 1>>\n\n\n/% =============================== Pools by Type %/\n\t<<case "BerryBushRand">> /% By biome/zone %/\n\t\t<<set $scena.Event = "Curio:BerryBush"; $scena.EvCat = "curio"; $scena.EvDesc = "A Berry Bush!">>\n\t\t<<if def $scenaBiome.ActiveSub.ID>><<set _berryPool = $scenaBiome.ActiveSub.Berries>>\n\t\t<<else>><<set _berryPool = $scenaBiome.Active.Berries>><</if>>\n\t\t<<set _berryPick = _berryPool.random(); _callItem = _berryPick>><<include ItemDB:Forage>>\n\t\t\t<<set $forageType = _newItem>>\n\t\t<<set $forageQt = random($forageType.QtMin,$forageType.QtMax)>>\n\t\t<<set _output = "You " + _langOutput + " a bush full of " + $forageType.EncDesc + " nearby...!">>\n\n/% ------ %/<<case "MushroomRand">> /% By biome/zone %/\n\t\t<<set $scena.Event = "Curio:MushCluster"; $scena.EvCat = "curio"; $scena.EvDesc = "A Mushroom Cluster!">>\n\t\t<<if def $scenaBiome.ActiveSub.ID>><<set _mushPool = $scenaBiome.ActiveSub.Mushrooms>>\n\t\t<<else>><<set _mushPool = $scenaBiome.Active.Mushrooms>><</if>>\n\t\t<<set _mushPick = _mushPool.random(); _callItem = _mushPick>><<include ItemDB:Forage>>\n\t\t\t<<set $forageType = _newItem>>\n\t\t<<set $forageQt = random($forageType.QtMin,$forageType.QtMax)>>\n\t\t<<set _output = "You " + _langOutput + " a cluster of " + $forageType.EncDesc + "!">>\n\n\n/% =============================== Generic %/\n\n/% ------ %/ <<case "Treasure">><<set $scena.Event = "Curio:Treasure"; $scena.EvCat = "curio"; $scena.EvDesc = "Treasure!">>\n\t\t<<set _output = "You " + _langOutput + " " + $treasureDesc>><<include DB:TreasurePools>><<set $scenaInv.naisInit = 1>>\n\n/% ------ %/ <<case "Pool">>\n\t\t\t<<set $scena.matQuant = random(12,36)>>\n\t\t<<set _callMat = _poolLiquid>><<include DB:Materials>><<set $activeMat = _newMaterial>>\n\t\t<<set $scena.Event = "Curio:Pool"; $scena.EvCat = "curio"; $scena.EvDesc = "A " + _newCurio; $poolCat = _newCurio>>\n\t<<set _output = "You " + _langOutput + " a little " + $poolCat.toLowerCase() + " of " + $activeMat.Color.toLowerCase() + " " + $activeMat.Appearance.toLowerCase() + ".">>\n\n/% ------ %/ <<case "Well">>\n\t\t\t<<set $scena.matQuant = random(24,256)>>\n\t\t<<set _callMat = _poolLiquid>><<include DB:Materials>><<set $activeMat = _newMaterial>>\n\t\t<<set $scena.Event = "Curio:Pool"; $scena.EvCat = "curio"; $scena.EvDesc = "A " + _newCurio; $poolCat = _newCurio>>\n\t<<set _output = "You " + _langOutput + " a well...">>\n\n/% ------ %/ <<case "Pond" "Lake">>\n\t\t\t<<if _newCurio eq "Pond">><<set $scena.matQuant = random(128,3200)>>\n\t\t\t<<else>><<set $scena.matQuant = 9999999>><</if>>\n\t\t<<set _callMat = _poolLiquid>><<include DB:Materials>><<set $activeMat = _newMaterial>>\n\t\t<<set $scena.Event = "Curio:Pool"; $scena.EvCat = "curio"; $scena.EvDesc = "A " + _newCurio; $poolCat = _newCurio>>\n\t<<set _output = "You " + _langOutput + " a " + $poolCat.toLowerCase() + " of " + $activeMat.Color.toLowerCase() + " " + $activeMat.Appearance.toLowerCase() + ".">>\n\n/% ------ %/ <<case "River">>\n\t\t\t<<set $scena.matQuant = 9999999>>\n\t\t<<set _callMat = _poolLiquid>><<include DB:Materials>><<set $activeMat = _newMaterial>>\n\t\t<<set $scena.Event = "Curio:Pool"; $scena.EvCat = "curio"; $scena.EvDesc = "A " + _newCurio; $poolCat = _newCurio>>\n\t<<set _output = "You " + _langOutput + " a flowing " + $poolCat.toLowerCase() + " of " + $activeMat.Color.toLowerCase() + " " + $activeMat.Appearance.toLowerCase() + ".">>\n\n\n\n/% =============================== %/\n<</switch>>
<<set $scena.DebugLock = 1>>/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex. %/ \n\n/% =============== Inventory %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "inventory">><<include GPS>>\n/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n\t<<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-bottom: 1rem; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Inventory''</div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div>\n<div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Active Item Tray %/<div class="row" style="margin-left: 2rem;">\n/% Clicking an item reloads the page to show a detailed description and a menu of relevant options for that item. %/\n\n<<if $scenaInv.Active gt -1>>\t\n\t<<set $scenaInv.activeRef = $scenaInv.Carried[$scenaInv.Active]>>\n\t<div id="activeItem" class="col invTray" style="margin: 1.5rem; margin-left: 5%; margin-right: 20%; padding: 1rem; padding-left: 2rem; min-height: 150px;">\n\t\t\n\t\t<<include Inv:ItemDisplay>>\t\t\t\n\n\t/% ------------ Item Functions %/\n\t<<if $scenaInv.Action neq "">><div id="itemFunctions" class="row" style="display: flex; justify-content: center; flex-wrap: wrap; width: 100%;">\n\t<<set _callItem = $scenaInv.activeRef.Call>>\n\t\t<div class="row centerRow" style="margin-top: 1rem; margin-left: 2%; margin-right: 0.25rem; margin-bottom: 0.3rem; border-top: 1px solid #00ABFF57;"></div>\n\t\t<<switch $scenaInv.Action>>\n\t\t\t<<case "Use" "Wear" "Remove" "Repair" "Refit" "Dye">><<include Inv:UseItem>>\n\t\t\t<<case "ConfirmStash" "Stash">><<include Inv:StashItem>>\n\t\t\t<<case "ConfirmDiscard" "Discard">><<include Inv:DiscardItem>>\n\t\t<</switch>></div><</if>>\n\t</div>\n<</if>>\n<div class="row" style="margin-top: 1rem; border-top: 1px solid #00ABFF57;"></div>\n/% ---------- Inventory Tray %/\n<div id="invTray" class="row" style="display: flex; width: 100%; justify-content: center; flex-wrap: wrap; margin-bottom: 1rem;">\n\t<<if ndef $scenaInv.Page>><<set $scenaInv.Page = 0; $scenaInv.perPage = 64>><</if>>\n\t<<if $scenaInv.Page eq 0>><<set $invPageStart = 0>><<else>><<set $invPageStart = $scenaInv.Page * $scenaInv.perPage>><</if>><<set _itmDisplayed = 0>>\n\n<div id="invPages" class="row centerRow" style=" width: 100%; margin-top: 0.1rem; margin-bottom: 0.3rem;">\n<<set $invPaginate = ($scenaInv.Carried.length / $scenaInv.perPage)>>\n<<for _iPage to 0; _iPage < $invPaginate; _iPage++>>\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Page = " + _iPage + "'>" + (_iPage + 1) + "</button>">><</for>></div>\n\n<div id="pageHeader" class="row centerRow" style="margin-top: 1rem; margin-bottom: 0.3rem; width: 100%;">''Page <<print $scenaInv.Page + 1>>''</div>\n<div id="pageTray" class="row centerRow" style="margin-top: 1rem; margin-bottom: 0.3rem;">\n<<for _i to $invPageStart; _i < $scenaInv.Carried.length; _i++>>\n\t<<if $scenaInv.Carried[_i].Type eq "Clothing">>\n\t\t<<set _iName = $scenaInv.Carried[_i].stretchStatus + $scenaInv.Carried[_i].Color + " " + $scenaInv.Carried[_i].Display>>\n\t\t\t<<if $scenaInv.Carried[_i].Burst eq 1>><<set _butType = "iButBurst">>\n\t\t\t<<elseif $scenaInv.Carried[_i].Worn eq 1>><<set _butType = "iButWorn">>\n\t\t\t<<else>><<set _butType = "iBut">><</if>>\n\t<<else>><<set _butType = "iBut"; _iName = $scenaInv.Carried[_i].Display>>\n\t\t<<if ($scenaInv.Carried[_i].Color neq 0) and ($scenaInv.Carried[_i].Color neq "")>><<set _iName = $scenaInv.Carried[_i].Color + " " + _iName>><</if>><</if>>\n\n\t<<print "<button class='" + _butType +"' data-passage='passage()' data-setter='$scenaInv.Active = " + _i + "'>\n\t\t<<print _iName>><<if $scenaInv.Carried[_i].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[_i].Qt>><</if>></button>">>\n \n\t<<set _itmDisplayed++>><<if _itmDisplayed gte $scenaInv.perPage>><<break>><</if>>\n<</for>></div>\n</div>\n\n</div>/% Passage Menu Output ---------- %/ <<include Inv:Menu>>\n/% ---------- %/<<display Footer>></div>\n</div></div>
\n\t<<if (($scenaProducts.MilkRate + $sMod.MilkRate) gt 0)>><<set $scenaPers.Active.pushUnique("lactation")>><</if>>\n\n/% ---------- %/ <<if ($scenaPers.Active.includes("lactation")) and (($scenaProducts.MilkRate + $sMod.MilkRate) gt 0)>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\n\t\t<<set $scenaProducts.Milk += $scenaProducts.MilkRate>>\n\n\t\t<<if ($scenaProducts.MilkRate + $sMod.MilkRate) gte 5>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " creaks, bounces, and sloshes heavily, rapidly bloating more and more full!")>>\n\t\t<<elseif ($scenaProducts.MilkRate + $sMod.MilkRate) gte 2>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles and bounces as it expands, steadily filling!")>>\n\t\t<<elseif ($scenaProducts.MilkRate + $sMod.MilkRate) gte 1>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles heavily, swelling full and heavy...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " feels plump and heavy...")>><</if>>\n\t\t\n\t/% Excess Milk %/\n\t<<if $scenaProducts.Milk gte ($scenaFat.Chest * 1.2)>>\t\t\n\t\t<<set _rand = random(1,8)>><<if _rand eq 1>>\n\t\t\t<<set $scenaProducts.Milk += $scenaProducts.MilkRate; $scenaMetabolic.Load += (($scenaProducts.MilkRate * $scenaProducts.Milkfat) * 0.2); $scenaLiquid.Belly += (($scenaProducts.MilkRate * $scenaProducts.Milkbloat) * 0.2)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("The overwheming surplus of " + $scenaProducts.MilkType.toLowerCase() + " bloating and fattening your " + _refWord + " begins to pump itself into your belly!")>>/% Todo - apply affects for special milks %/\n\t\t\t<<set _rand = random(1,256)>><<if _rand eq 1>><<set $scenaFatMag.Chest += 0.01>><</if>>\n\t<</if>><</if>>\n\n\n\n\t<</if>>
\n\n<<switch $fatiereMode>>\n\t<<case "cheek:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:side">><<set $scenaFat.Side += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:back">><<set $scenaFat.Back += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\t<<case "cheek:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Cheek * 0.05); $scenaFat.Cheek = Math.round($scenaFat.Cheek * 0.95)>>\n\n\t<<case "neck:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:side">><<set $scenaFat.Side += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:back">><<set $scenaFat.Back += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\t<<case "neck:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Neck * 0.05); $scenaFat.Neck = Math.round($scenaFat.Neck * 0.95)>>\n\n\t<<case "arm:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:side">><<set $scenaFat.Side += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:back">><<set $scenaFat.Back += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\t<<case "arm:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Arm * 0.05); $scenaFat.Arm = Math.round($scenaFat.Arm * 0.95)>>\n\n\t<<case "chest:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:side">><<set $scenaFat.Side += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:back">><<set $scenaFat.Back += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\t<<case "chest:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Chest * 0.05); $scenaFat.Chest = Math.round($scenaFat.Chest * 0.95)>>\n\n\t<<case "belly:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:side">><<set $scenaFat.Side += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:back">><<set $scenaFat.Back += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\t<<case "belly:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Belly * 0.05); $scenaFat.Belly = Math.round($scenaFat.Belly * 0.95)>>\n\n\t<<case "side:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:chest">><<set $scenaFat.Side += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:back">><<set $scenaFat.Back += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\t<<case "side:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Side * 0.05); $scenaFat.Side = Math.round($scenaFat.Side * 0.95)>>\n\n\t<<case "back:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:side">><<set $scenaFat.Side += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\t<<case "back:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Back * 0.05); $scenaFat.Back = Math.round($scenaFat.Back * 0.95)>>\n\n\t<<case "thigh:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:side">><<set $scenaFat.Side += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:back">><<set $scenaFat.Back += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\t<<case "thigh:tail">><<set $scenaFat.Tail += Math.round($scenaFat.Thigh * 0.05); $scenaFat.Thigh = Math.round($scenaFat.Thigh * 0.95)>>\n\n\t<<case "tail:cheek">><<set $scenaFat.Cheek += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:neck">><<set $scenaFat.Neck += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:arm">><<set $scenaFat.Arm += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:chest">><<set $scenaFat.Chest += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:belly">><<set $scenaFat.Belly += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:side">><<set $scenaFat.Side += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:back">><<set $scenaFat.Back += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\t<<case "tail:thigh">><<set $scenaFat.Thigh += Math.round($scenaFat.Tail * 0.05); $scenaFat.Tail = Math.round($scenaFat.Tail * 0.95)>>\n\n<</switch>><<set $fatiereMode = "">>\n\n<div id="naisPool" class="row" style="width: 100%;"><div class="col menuColumn" style="display: flex; justify-content: center;"><center>\n\n<<if $scenaFat.Cheek gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:neck"'>Pump 5% Cheek Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:arm"'>Pump 5% Cheek Fat into Arm</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:chest"'>Pump 5% Cheek Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:belly"'>Pump 5% Cheek Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:side"'>Pump 5% Cheek Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:back"'>Pump 5% Cheek Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:thigh"'>Pump 5% Cheek Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "cheek:tail"'>Pump 5% Cheek Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Neck gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:cheek"'>Pump 5% Neck Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:arm"'>Pump 5% Neck Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:chest"'>Pump 5% Neck Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:belly"'>Pump 5% Neck Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:side"'>Pump 5% Neck Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:back"'>Pump 5% Neck Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:thigh"'>Pump 5% Neck Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "neck:tail"'>Pump 5% Neck Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Arm gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:cheek"'>Pump 5% Arm Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:neck"'>Pump 5% Arm Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:chest"'>Pump 5% Arm Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:belly"'>Pump 5% Arm Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:side"'>Pump 5% Arm Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:back"'>Pump 5% Arm Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:thigh"'>Pump 5% Arm Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "arm:tail"'>Pump 5% Arm Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Chest gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:cheek"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:neck"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:arm"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:belly"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:side"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:back"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:thigh"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "chest:tail"'>Pump 5% <<print $scenaFat.ChestType>> Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Belly gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:cheek"'>Pump 5% Belly Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:neck"'>Pump 5% Belly Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:arm"'>Pump 5% Belly Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:chest"'>Pump 5% Belly Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:side"'>Pump 5% Belly Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:back"'>Pump 5% Belly Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:thigh"'>Pump 5% Belly Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "belly:tail"'>Pump 5% Belly Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Side gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:cheek"'>Pump 5% Side Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:neck"'>Pump 5% Side Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:arm"'>Pump 5% Side Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:chest"'>Pump 5% Side Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:belly"'>Pump 5% Side Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:back"'>Pump 5% Side Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:thigh"'>Pump 5% Side Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "side:tail"'>Pump 5% Side Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Back gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:cheek"'>Pump 5% Back Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:neck"'>Pump 5% Back Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:arm"'>Pump 5% Back Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:chest"'>Pump 5% Back Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:belly"'>Pump 5% Back Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:side"'>Pump 5% Back Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:thigh"'>Pump 5% Back Fat into Thighs</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "back:tail"'>Pump 5% Back Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Thigh gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:cheek"'>Pump 5% Thigh Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:neck"'>Pump 5% Thigh Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:arm"'>Pump 5% Thigh Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:chest"'>Pump 5% Thigh Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:belly"'>Pump 5% Thigh Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:side"'>Pump 5% Thigh Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:back"'>Pump 5% Thigh Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "thigh:tail"'>Pump 5% Thigh Fat into Tail</button>\n<</if>>\n\n<<if $scenaFat.Tail gte 10>>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:cheek"'>Pump 5% Tail Fat into Cheeks</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:neck"'>Pump 5% Tail Fat into Neck</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:arm"'>Pump 5% Tail Fat into Arms</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:chest"'>Pump 5% Tail Fat into <<print $scenaFat.ChestType>></button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:belly"'>Pump 5% Tail Fat into Belly</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:side"'>Pump 5% Tail Fat into Sides</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:back"'>Pump 5% Tail Fat into Back</button>\n<button class='iBut' data-passage='Ev:Fatiere' data-setter='$fatiereMode = "tail:thigh"'>Pump 5% Tail Fat into Thighs</button>\n<</if>>\n</center></div>
/% ---------- Tail %/<<switch $scenaShard.Species>>\n/% ---------- %/<<case "Mirai" "Zamirai">>\n\t\t''Tail'' <<listbox "$geneSelector.TailNo">><<optionsfrom $scenaGPool.NoMax6>><</listbox>> \n\t\t<<set _selectorCall = "tailOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tail">><<optionsfrom $scenaGPool.Tail>><</listbox>><br>\n\t\t''Tailtip'' <<listbox "$geneSelector.Tailtip">><<optionsfrom $scenaGPool.Tailtip>><</listbox>> <br>\n\t\t<<set _selectorCall = "tailFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Karakk">>\n\t\t''Tail'' <<listbox "$geneSelector.TailNo">><<optionsfrom $scenaGPool.NoMax6>><</listbox>> \n\t\t<<set _selectorCall = "tailOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tail">><<optionsfrom $detailGenes.KarakkTail>><</listbox>><br>\n\t\t<<set _selectorCall = "tailFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<case "Tirix*ai">>\n\t\t''Tail'' <<listbox "$geneSelector.TailNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>> \n\t\t<<set _selectorCall = "tailOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.TailPat">><<optionsfrom $detailGenes.TirixPat>><</listbox>> \n\t\t <<listbox "$geneSelector.Tail">><<optionsfrom $scenaGPool.Tail>><</listbox>><br>\n\t\t''Tailtip'' <<listbox "$geneSelector.Tailtip">><<optionsfrom $scenaGPool.Tailtip>><</listbox>> <br>\n\t\t<<set _selectorCall = "tailFat">><<include CustomGenesCommon>>\n\n/% ---------- %/<<default>>\n\t\t''Tail'' <<listbox "$geneSelector.TailNo">><<optionsfrom $scenaGPool.NoMax12>><</listbox>> \n\t\t<<set _selectorCall = "tailOptions">><<include CustomGenesCommon>>\n\t\t <<listbox "$geneSelector.Tail">><<optionsfrom $scenaGPool.Tail>><</listbox>><br>\n\t\t''Tailtip'' <<listbox "$geneSelector.Tailtip">><<optionsfrom $scenaGPool.Tailtip>><</listbox>> <br>\n\t\t<<set _selectorCall = "tailFat">><<include CustomGenesCommon>>\n\n\n<</switch>>
/% ---------- Prior-Load Operations %/\n<<if ndef $scenaDonsair>><<include DonsairInit>><</if>><<set $scena.DebugLock = 1>>\n\n/% ---------- Tracker Update %/\n<<if $scenaDonsair.Mode neq "travel">>\n\n\t/% ''DEBUG:'' Last snapshot: <<print $scenaDonsair.Denizens[$scenaDonsair.Active].lastSnapshot>> %/\n\n\t<<if $scenaTime.Tick gte ($scenaDonsair.Denizens[$scenaDonsair.Active].lastSnapshot + 60)>>\n\t\t/% run updates + take new snapshot %/<<include DonsairUpdates>>\n\t\t\t<<set $scenaDonsair.Denizens[$scenaDonsair.Active].lastSnapshot = $scenaTime.Tick>>\n\t<</if>><</if>>\n\n/% ---------- Display Update %/\n<<set $activeShard = $scenaDonsair.Denizens[$scenaDonsair.Active]>>\n\t/% Todo - assess fatness %/\n\n\t<<switch $scenaDonsair.Action>>\n\t\t<<case "doCompanion">>\n\t\t\t<<set $scenaFlavor.CompanName = $activeShard.Name; $scenaFlavor.CompanAtk = $activeShard.Attack>>\n\t\t\t\t<<if $activeShard.Title neq "">><<set $scenaFlavor.CompanSpecies = $activeShard.Title>>\n\t\t\t\t<<elseif $activeShard.Subspecies neq "">><<set $scenaFlavor.CompanSpecies = $activeShard.Subspecies + " " + $activeShard.Species>>\n\t\t\t\t<<else>><<set $scenaFlavor.CompanSpecies = $activeShard.Species>><</if>><<set $scenaDonsair.Action = "">>\n\n\t\t/% Inventory functions %/<<case 1>><<set>>\n\t<</switch>>\n\n\t<<switch $scenaInv.Action>>/% Inventory functions %/\n\t\t<<case 1>><<set $scenaDonsair.Action = "confirmFeed"; $scenaInv.Action = "">><<case 2>><<set $scenaDonsair.Action = "confirmUse"; $scenaInv.Action = "">>\n\t\t<<case 8>><<set $scenaDonsair.Action = "giveTrinketConfirm"; $scenaInv.Action = "">><<case 9>><<set $scenaDonsair.Action = "removeTrinketConfirm"; $scenaInv.Action = "">><</switch>>\n\n\n/% =============== Donsair %/\n/% -------- Set Background %/ \n\t/% Custom BG setup? %/\n\t<<if $activeShard.BG neq "">><<set $BGI = "customDonsair">><<include BG>>\n\t<<else>><<set $scenaStages.BG = "inventory">><<include GPS>><</if>>\n\n\n/% Do NOT run persistent effects or time in this menu %/ <<set $scenaTime.Pause = 1>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/\n<div id="headerBar" class="row" style="border-bottom: 1px solid #00ABFF57; line-height: 2.1; margin-right: initial !important; order: -1">\n <mira>♦</mira> ''Your Donsair'' - <<print $activeShard.Name>></div>\n\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n<div class="row" style="border-top: 1px solid #00ABFF57;"></div><div class="col" style="min-height:150px; flex-wrap: wrap-reverse; margin-bottom: 0.3rem;">\n/% ---------- Donsair Tray %/ <div class="row centerRow" style="width:100%;">\n''<<print $activeShard.Name>>''\n\n<<if $activeShard.Title neq "">>, <mini style="top: 0.6rem; margin-left: 0.5rem; margin-right: 0.5rem;">the</mini> ''<<if $activeShard.Title neq "">><<print $activeShard.Title>> <</if>> \n(<<print $activeShard.Fatness>> <<if $activeShard.Subspecies neq "">><<print $activeShard.Subspecies>> <</if>><<print $activeShard.Species>>)''\n\n<<else>><mini style="top: 0.6rem; margin-left: 0.5rem; margin-right: 0.5rem;">the</mini> <<print $activeShard.Fatness>> ''<<if $activeShard.Subspecies neq "">><<print $activeShard.Subspecies>> <</if>><<print $activeShard.Species>>''<</if>>\n</div>\n\n<div class="row centerRow" style="width:100%; height: 23px;">\n<<set _geneType = "BodyScale">><<set _geneID = "<b>" + $activeShard.Weight.toFixed(1) + "<mini>gi</mini></b>">><<include GeneWrapper>></div>\n\n/% ---------- Art %/<div class="row centerRow" style="width:100%; margin-top: -1.8rem; margin-bottom: -2rem;">\n\t<<print '<img src="../Mira.net/img/art/' + $activeShard.Art + '.png" float=left style="margin: 2rem; max-height: 300px;">'>>\n</div>\n\n/% ---------- Donsair Outputs Tray %/ <div id="donsairOutputs" class="row centerRow invTray" style="margin-top: 1rem; padding: 1rem; padding-left: 2rem; margin-bottom: 1rem;">\n\t<div class="col" style="display: flex; justify-content: center; flex-wrap: wrap;"><<switch $scenaDonsair.Action>>\n\t\t<<case "feed" "useItem" "confirmFeed" "confirmUse" "giveTrinket" "removeTrinket" "giveTrinketConfirm" "removeTrinketConfirm">><<include Donsair:Inventory>>\n\t\t<<case "interact">><<include Inv:UseItem>>\n\t\t<<case "confirmRelease" "Release" "confirmProcess" "Process">><<include Donsair:Release>>\n\t\t<<case "statusChange">><<include Donsair:SC>>\n\t\t<<default>><<set _donsairMode = "idle">><<include Donsair:SC>>\n\t<</switch>></div>\n</div>\n\n<<switch $scenaDonsair.Action>><<case "feed" "useItem" "confirmFeed" "confirmUse" "interact">>/% Hide most card elements for extra print space %/\n\t<<default>>/% Standard Display %/\n/% ---------- Palette + Card %/\n\t<<if $activeShard.Palette.length gt 0>><div id="palette" class="row centerRow" style="margin-bottom: 0.4rem;">\n\t\t<div class="col" style="display: flex; justify-content: center;"><<for _i to 0; _i < $activeShard.Palette.length; _i++>>\t\t\n\t\t\t<<set $genColor.r = $activeShard.Palette[_i].r; $genColor.g = $activeShard.Palette[_i].g; $genColor.b = $activeShard.Palette[_i].b>>\n\t\t\t<<display PrintPalette>><</for>></div></div><</if>>\n\n\t\t<<include CritterCard>>\n\n\t<<if $activeShard.Trinkets.length gt 0>><div id="trinketTray" class="row centerRow" style="margin-top: 0.5rem; margin-bottom: 0.4rem; margin-left: auto; margin-right: auto;">\n\t\t<div class="col" style="display: flex; justify-content: center; flex-wrap: wrap;"><<for _i to 0; _i < $activeShard.Trinkets.length; _i++>>\n\t\t\t\t<div class="btn npcTrinket"><<if ($activeShard.Trinkets[_i].Color neq 0) and ($activeShard.Trinkets[_i].Color neq "")>><<print $activeShard.Trinkets[_i].Color>> <</if>>\n\t\t\t\t<<print $activeShard.Trinkets[_i].Display>></div><</for>>\n\t\t</div></div><</if>>\n<</switch>>\n\n\n\n/% Passage Menu Output ---------- %/ <div id="menuBar" class="row" style="order: 99; border-top: 1px solid #20C0FFC7; margin-top: 2rem;">\n\n/% ------------- Popup Menu %/<<if $scena.Menu neq 0>>\n<popScreen><popMenu><div class="col-1"></div><div class="col"><div class="row centerRow">\n<<switch $scena.Menu>>/% ------------- %/\n\t<<case "donsair">><<include Donsair:PopMenu>>\n<</switch>></div><div class="row centerRow ruleRow"></div><div class="row centerRow">\n<div class="btn eBut">[[Continue|passage()][$scena.Menu = 0; $menuStyle = "";]]</div>\n</div></div><div class="col-1"></div></popMenu></popScreen><</if>>\n\n/% ------------- Menu %/<<include Donsair:Menu>>\n</div><<display Footer>>
<<switch _statusCall>>\n/% ---------- Single-Target Weight Compression %/\n\t<<case "unfatten:belly">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.BellyDuration += _statDur; $fxUnfatten.BellyGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:belly")>>\n\n\t<<case "unfatten:chest">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,4)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.ChestDuration += _statDur; $fxUnfatten.ChestGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:chest")>>\n\n\t<<case "unfatten:thighs">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.ThighDuration += _statDur; $fxUnfatten.ThighGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:thighs")>>\n\n\t<<case "unfatten:tail">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.TailDuration += _statDur; $fxUnfatten.TailGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:tail")>>\n\n\t<<case "unfatten:cheeks">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.CheekDuration += _statDur; $fxUnfatten.CheekGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:cheeks")>>\n\n\t<<case "unfatten:neck">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.NeckDuration += _statDur; $fxUnfatten.NeckGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:neck")>>\n\n\t<<case "unfatten:arms">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.ArmDuration += _statDur; $fxUnfatten.ArmGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:arms")>>\n\n\t<<case "unfatten:sides">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.SideDuration += _statDur; $fxUnfatten.SideGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:sides")>>\n\n\t<<case "unfatten:back">>\n\t\t\t<<if _statusPot eq "default">><<set _statPot = random(1,6)>><</if>>\n\t\t\t<<if _statusDur eq "default">><<set _statDur = random(3,6)>><</if>>\n\n\t\t<<set $fxUnfatten.BackDuration += _statDur; $fxUnfatten.BackGain += _statPot>>\n\t\t<<set $scenaPers.Active.pushUnique("unfatten:back")>>\n\n<</switch>>
/% =============================== %/\n/% If you notice yourself using the same verbiage over and over? Shove it here and just call it as needed. %/\n/% =============================== %/\n<<set _chestVerb = $scenaFat.ChestType.toLowerCase()>>\n\n/% --------- Pattern Pools - deprecated %/\n\t<<set _DPatPool = ["striped","spotted","","gradiented","glittery","filigreed","bar-striped","rosetted","starry","nebulaic","rainbow","cloudy","calico","tiger-striped","badger","pied","crystalline","translucent"]>>\n\n\n/% =============================== %/\n<<switch _langInput>>\n/% =============================== %/\n/% =============================== %/\n\n<<case "spotter">><<set _langOutput = either("spot","find","note","see","notice")>>\n\n/% --------- %/\n<<case "somnixEnc">><<set _langOutput = "appears nearby, eyeing you with incredible concern!">>\n\n/% --------- %/\n<<case "garmSnug">><<set _langOutput = "is snug, but comfortable.">>\n/% --------- %/\n<<case "garmTight">><<set _langOutput = " hugs your widening body tightly...">>\n/% --------- %/\n<<case "garmTightChest">><<set _langOutput = " hugs your growing" + _chestVerb + " tightly...">>\n/% --------- %/\n<<case "garmTightBelt">><<set _langOutput = " hugs your growing belly tightly...">>\n/% --------- %/\n<<case "garmTightThigh">><<set _langOutput = " hug your thickening hips tightly...">>\n/% --------- %/\n<<case "garmTightTail">><<set _langOutput = " squeezes your growing tail tightly...">>\n/% --------- %/\n<<case "garmStrain">><<set _langOutput = " bulges dramatically, skin-tight and struggling to contain you!">>\n/% --------- %/\n<<case "garmStrainChest">><<set _langOutput = " bulges dramatically, skin-tight and struggling to contain your expanding " + _chestVerb + "!">>\n/% --------- %/\n<<case "garmStrainBelt">><<set _langOutput = " is tightening aggressively around your expanding gut!">>\n/% --------- %/\n<<case "garmStrainThigh">><<set _langOutput = " gaps at the seams, struggling to contain your expanding thighs!">>\n/% --------- %/\n<<case "garmStrainTail">><<set _langOutput = " is tightening aggressively around your plumping tail!">>\n/% --------- %/\n<<case "garmCreak">><<set _langOutput = " creaks audibly, the seams gapping as it stretches near to bursting...">>\n/% --------- %/\n<<case "garmCreakChest">><<set _langOutput = " creaks audibly, the seams gapping as your " + _chestVerb + " fill it near to bursting...!">>\n/% --------- %/\n<<case "garmCreakBelt">><<set _langOutput = " creaks audibly, stretching and distorting as your belly grows ever-fatter!">>\n/% --------- %/\n<<case "garmCreakThigh">><<set _langOutput = " groan audibly, stretched skin-tight and ready to explode!">>\n/% --------- %/\n<<case "garmCreakTail">><<set _langOutput = " creaks audibly, stretched skin-tight and ready to explode!">>\n/% --------- %/\n<<case "garmBurst">><<set _langOutput = " gives a final low, ominous creak... before finally bursting wide open at the seams!">>\n/% --------- %/\n<<case "garmBurstChest">><<set _langOutput = " gives a final low, ominous creak.. before finally bursting wide open at the seams, your " + _chestVerb + " spilling out!">>\n/% --------- %/\n<<case "garmBurstBelt">><<set _langOutput = " gives a final low, ominous creak... before finally exploding, your belly jiggling and bouncing as it bursts free!">>\n/% --------- %/\n<<case "garmBurstThigh">><<set _langOutput = " gives a final low, ominous creak... before finally shredding apart at the seams, your thighs quaking as they burst free!">>\n/% --------- %/\n<<case "garmBurstTail">><<set _langOutput = " gives a final low, ominous creak... before finally bursting wide open, your tail wobbling dramatically!">>\n\n\n\n/% --------- %/\n<<case "dPat">>\n\t<<set _DPatPool = ["striped","spotted","","gradiented","glittery","filigreed","bar-striped","rosetted","starry","nebulaic","rainbow","cloudy","calico","tiger-striped","badger","pied","crystalline","translucent"]>>\n\n<<set _patOutput = _DPatPool.random();>>\n\n\n\n/% =============================== %/\n<</switch>>\n/% =============================== %/
/% IMPORTANT NOTE!\nThis type of event is too large vertically to use flexboxes (at least for now with my current level of CSS "proficiency").\nLeave id mainColumn set to mainColumnNoFlex, or You Will Fucking Regret It.\nThe menu column is still using FLex, but... not well. So consider yourself warned. %/ \n\n<<if ndef $roileShard>><<include RoileeInit>><</if>>\n\n/% =============== Event - Nefirian Sverevere %/<<set $scena.DebugLock = 1>>\n/% -------- No persistent effects for this passage ------ Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="border-bottom: initial !important;">\n\n/% visuals built into event ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%;">\n<<switch $scena.Action>>\n/% ---------- %/<<case "Depart">>/% ??? %/<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n<p>You give Nef a big hug and a kiss, and jei gladly return them in kind before you head along on your way!</p>\n\n<p> "Take care, //damie!//" jei call after you.</p>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<case "Ask:Floutesconie">>/% Floutesconie Confirmation %/<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n<p>You ask Nefirian about //Floutesconie//, and jei nod.</p>\n<p> "//Floutesconie,// yes! I can help you with that.<br> \n At the moment, though, it'll <magenta>completely overwrite your current genes,</magenta> because we haven't gotten things set up to preserve what you don't want changed yet."</p>\n\n<p><b>"If that's alright with you, though, I'm happy to proceed!"</b></p>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<case "Floutesconie">>/% Floutesconie Menu %/\n<<include DB:Genepool>><<include InitDNA>><<display SpeciesInit>><<set $scenaPers.Active.pushUnique("Fleshsculpting")>>\n\n<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div>\n<div id="flouteIntro" class="col-9 dialogShift" style="margin-bottom: 1rem;">/% Dialog ---------- %/\n<p>Nefirian gently takes your appendage, guiding you into jeir laboratory and up into the waiting mouth of a <magenta>enormous specimen tank.</magenta><br>\nJei remind you that there's no need to hold your breath as the //vin hypotesi// fills the now-sealed tank, washing over you; the substance is perfectly breathable, and perhaps you'll accumulate a few spare calories while you do so!</p>\n\n<p>A convenient holographic menu blinks to life before your eyes, with all of the options for recreating your shardbody spread out before you...</p>\n\n</div><div class="col"></div></div>/% End Dialogue ----------- Call Floutesconie Menu %/\n<div id="flouteTray" class="row miraHolo" style="margin-top: 1rem;"><div class="col"></div><div class="col-10">\n<<include GeneModding>>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<case "Floutesconie:Set">>/% Floutesconie Output %/\n<<set $scenaPers.Active.delete("Fleshsculpting")>><<set $geneSelector.Process = 1>>\n<<include ProcessGeneSelector>><<include ProcessFatSelector>>\n\n<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n\n<p>You shiver and gasp as your body shifts, bulges, and reshapes itself to your specifications-- you're dimly aware of settling gently against the bottom of the tank as the //vin hypo// drains from it, the glass sliding away with a soft hiss.</p>\n\n<p>Nefirian is there to gather you gently up again, depositing you into the excessively-plush embrace of one of jeir best and most ornate bellychairs, finally pressing a mug of warm, fatty cocoa into your appendages to sip at as you rest and regroup from the stress of being bodily reshaped.</p>\n\n<p>"And you look //utterly enchanting,"// jei announce with a wide smile, admiring your new form.<br> \nAfter a moment's consideration, jei lift a paw with a delicate gesture, summoning a mirrorscreen so you can admire yourself, too!</p>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<case "Profile" "FormSwap">>/% Nef's profile card! %/\n\t<<if ndef $scenaRoilee>><<include RoileeInit>><</if>>\n\t<<if $scena.Action eq "FormSwap">>\n\t\t<<switch $roileForm.Current>>\n\t\t\t<<case "revec*ai">><<set $roileForm.Current = "mirai">>\n\t\t\t<<default>><<set $roileForm.Current = "revec*ai">>\n\t\t<</switch>>\t\t\n\t\t\t<<set _swapRoile = "nefirian:sverevere">> <<include FormSwapper>>\n\t<</if>>\n<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n<p>Nefirian smiles warmly, pressing jeir paws into jeir magnificently corpulent sides as you admire and examine jem.</p>\n</div><div class="col"></div></div>/% End Dialogue ----------- Call Profile %/\n<div class="row npcProfile" style="margin-top: initial;"><div class="col"></div>\n<div id="roileeProfile" class="col-10" style="flex: 5;">\n\n\t\t<<include RoileeProfile>>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<case "Front">>/% Intro, post-shapeset %/\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow"><<set _avImg = $roileForm.avImg>><<include Avatar>></div>\n<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n<p>"Well, hello, //damie!// It's good to have you here!" jei announce grandly, brushing a soft paw over your cheek.</p><p> "Now, what can I do for you?"</p>\n\n</div><div class="col"></div></div>\n/% ---------- %/<<default>>/% Intro scene + Shapesetter %/<div class="row npcDialog">\n<div class="col-2">/% Portrait + Nametag ---------- %/<div class="row centerRow">\n\n/% Roilee Setup + Shapeshifting! %/\n\t/% For new encounters, 'roll' to see what form this vix is currently taking. Change the portrait and profile calls accordingly. %/\n\n\t\t<<set $roileForm = { Current: "", avImg: "", rotImg: "", profileID: "", }>>\n\t\t/% Init Shardform Tracking Variables %/\n\t\t<<if ndef $roileShard.nefSvereVec>><<set $roileShard.nefSvereMirai = "">><</if>>\n\t\t<<if ndef $roileShard.nefSvereMirai>><<set $roileShard.nefSvereMirai = "">><</if>>\n\n\t\t<<set _nefForms = ["mirai","revec*ai"]>>\n\t\t\t<<set $roileForm.Current = _nefForms.random(); _swapRoile = "nefirian:sverevere">>\n\t\t\t\t<<include FormSwapper>>\n\n\t\t<<set _avStyle = ""; _avImg = $roileForm.avImg>><<include Avatar>>\n\n</div>/% ---------- %/<div class="row centerRow" style="text-align: center; line-height: 1.2; margin-top: 0.5rem;">\n<b>Nefirian Belsuite-Miriet Sverevere</b></div>\n\n</div><div class="col-9 dialogShift">/% Dialog ---------- %/\n<p>"Well, hello, //damie!// It's good to have you here!" jei announce grandly, brushing a soft paw over your cheek.</p><p> "Now, what can I do for you?"</p>\n\n/% Todo - if clutching, kick out current belly size and maybe some other little telltale details according to progress \n\tSome statuses should be shared across forms (bloat, clutching, etc) %/\n\n</div><div class="col"></div></div><</switch>></div>\n/% Passage Menu Output ---------- %/<div id="menuColumn" class="col-12 menuFlex">\n<div id="menuSpacer" class="row" style="order: -1; flex: 5;"></div>\n<div id="menu" class="row" style="order: 99; flex: 1;">\n\n<<if $scena.Action eq "Depart">>/% Exit Sequence ---------- %/\n<span>♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a></span>\n\n<<elseif $scena.Action eq "Floutesconie">>/% Fleshsculpting Menu ---------- %/\n\n<span>''♦ [[Finalize!|Ev:Nefirian][$scena.Action = "Floutesconie:Set"]]''</span> \n<span>''♦ [[Cancel|Ev:Nefirian][$scena.Action = "Front"]]''</span>\n\n<<else>>/% Default Menu ---------- %/\n<<if $scena.Action neq "Ask:Floutesconie">>\n\t<span>♦ <a id="navA" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'Ask:Floutesconie';">A)sk about //Floutesconie//</a></span> \n\n<<elseif $scena.Action eq "Ask:Floutesconie">>\n\t<span>♦ <a id="navF" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'Floutesconie';"><b>F)loutesconie: Begin the Procedure!</b></a></span> <</if>>\n\n<<if ($scena.Action neq "Profile") and ($scena.Action neq "FormSwap")>>\n\t<span>♦ <a id="navC" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'Profile';">C)heck Status.</a></span> <</if>>\n\n<<switch $roileForm.Current>>\n\t<<case "revec*ai">><span>♦ <a id="navW" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'FormSwap';">W) Switch to Mirai Form.</a></span>\n\t<<default>><span>♦ <a id="navW" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'FormSwap';">W) Switch to Revec*ai Form.</a></span>\n<</switch>> \n\n<span>♦ <a id="navS" class='btnClick' data-passage="Ev:Nefirian" data-setter="$scena.Action = 'Depart';">S)ay Goodbye</a></span>\n\n\n<</if>></div>/% ---------- %/</div></div><<display Footer>>
<<set $scena.DebugLock = 1>>/% =============== Event - Treasure Chest %/\n/% -------- Don't run persistent effects for this passage %/\n/% -------- Set Background %/ <<include GPS>>\n<div id="mainColumn" class="col mainColumnNoFlex">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n<<if $scenaInv.Action eq 1>>\n\t\t\t<<set _incomingItem = $scenaInv.naisPool[$scenaInv.naisID]; _addQt = _incomingItem.Qt>>\n\t\t\t\t\t<<include Inv:AddItem>>\n\t\t\t\t<<set $scenaInv.naisPool.deleteAt($scenaInv.naisID); $scenaInv.Action = ""; $scenaInv.naisID = -1>><</if>>\n\n<<if $scenaInv.naisPool.length gt 0>>/% For loop of active Nais inventory pool; buttons allow player to take what they like. %/\n\n<div class="row centerRow" style="width: 100%; margin-right: 4%;"><p>You open up the <<print $treasureBox>>, and gaze in at its contents...</p></div>\n\n\n<div id="naisPool" class="col menuColumn" style="display: flex; justify-content: center; margin-right: 8%; padding-left: 3%; padding-right: 3%;">\n<div class="row centerRow" style="margin-top: 0.1rem; margin-bottom: 0.3rem;">\n\n\t<<for _i to 0; _i < $scenaInv.naisPool.length; _i++>>\n\t\t<<print "<button class='iBut' data-passage='passage()' data-setter='$scenaInv.Action = 1; $scenaInv.naisID = " + _i + "'>\n\t\t\t<<if $scenaInv.naisPool[_i].Color neq 0>><<print $scenaInv.naisPool[_i].Color>><</if>>\n\t\t\t<<print $scenaInv.naisPool[_i].Display>>\n\t\t\t<<if $scenaInv.naisPool[_i].Qt gt 1>><mini>x</mini><<print $scenaInv.naisPool[_i].Qt>><</if>></button>">>\n\t<</for>></div>\n</div>\n\n/% ---------- %/<<elseif $scenaInv.naisPool.length eq 0>>\n\n<div class="row centerRow" style="width: 100%; margin-right: 4%;"><p>There's nothing more to be found here.</p></div>\n\n\n<</if>>\n\n</div></div>\n</div>/% Passage Menu Output ---------- %/ <div id="menu" class="row" style="order: 99;">\n\n ♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.naisInit = 0; _discardMode = 0;">C)ontinue.</a>\n\n</div>/% ---------- %/<<display Footer>></div>
/% ---------- Single-target weight gain; see Shapers for multi-target %/\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:belly")>>\n\t<<set _refWord = either("belly","belly","gut")>>\n\t<<set $fxFatten.BellyDuration--; $scenaFat.Belly += $fxFatten.BellyGain * $scenaFatMag.Belly>>\n\n\t<<if (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:tail")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest","fatten:thighs","fatten:tail"))>>\n\t\t<<if $fxFatten.BellyGain gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges and quakes, rapidly ballooning with fat!")>>\n\t\t<<elseif $fxFatten.BellyGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles as it grows steadily fatter before your eyes!")>>\n\t\t<<elseif $fxFatten.BellyGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges softer and rounder...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " puffs oddly... are you putting on weight?")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.BellyDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:belly")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped expanding.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:chest")>>\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t<<set $fxFatten.ChestDuration--; $scenaFat.Chest += $fxFatten.ChestGain * ($scenaFatMag.Chest + $sMod.chestGMag)>>\n\n\t<<if (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest")) and (not $scenaPers.Active.includesAll("fatten:thighs","fatten:chest")) and (not $scenaPers.Active.includesAll("fatten:tail","fatten:chest")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest","fatten:thighs","fatten:tail"))>>\n\t\t<<if $fxFatten.ChestGain gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges and quakes, rapidly ballooning with fat!")>>\n\t\t<<elseif $fxFatten.ChestGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggles as it grows steadily fatter before your eyes!")>>\n\t\t<<elseif $fxFatten.ChestGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulges softer and rounder...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " puffs oddly... are you putting on weight?")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.ChestDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:chest")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seems to have stopped expanding.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:thighs")>>\n\t<<set _refWord = either("thighs","thighs","legs")>>\n\t<<set $fxFatten.ThighDuration--; $scenaFat.Thigh += $fxFatten.ThighGain * ($scenaFatMag.Thigh + $sMod.thighGMag)>>\n\n\t<<if (not $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:chest","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:tail","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest","fatten:thighs","fatten:tail"))>>\n\t\t<<if $fxFatten.ThighGain gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulge and quake, rapidly ballooning with fat!")>>\n\t\t<<elseif $fxFatten.ThighGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " jiggle as they grow steadily fatter before your eyes!")>>\n\t\t<<elseif $fxFatten.ThighGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " bulge softer and wider...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " puff oddly... are you putting on weight?")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.ThighDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:thighs")>><<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord + " seem to have stopped growing.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:tail")>>\n\t<<set $fxFatten.TailDuration--; $scenaFat.Tail += $fxFatten.TailGain * ($scenaFatMag.Tail + $sMod.tailGMag)>>\n\n\t<<if (not $scenaPers.Active.includesAll("fatten:belly","fatten:tail")) and (not $scenaPers.Active.includesAll("fatten:chest","fatten:tail")) and (not $scenaPers.Active.includesAll("fatten:tail","fatten:thighs")) and (not $scenaPers.Active.includesAll("fatten:belly","fatten:chest","fatten:thighs","fatten:tail"))>>\n\t\t<<if $fxFatten.TailGain gte 5>><<set $scenaPers.PrintQueue.pushUnique("Your tail bulges and quakes, rapidly ballooning with fat!")>>\n\t\t<<elseif $fxFatten.TailGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your tail jiggles as it grows steadily fatter before your eyes!")>>\n\t\t<<elseif $fxFatten.TailGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your tail bulges softer and rounder...")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your tail puffs oddly... are you putting on weight?")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.TailDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:tail")>><<set $scenaPers.PrintQueue.pushUnique("Your tail seems to have stopped expanding.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:arms")>>\n\t<<set $fxFatten.ArmDuration--; $scenaFat.Arm += $fxFatten.ArmGain * ($scenaFatMag.Arm + $sMod.armGMag)>>\n\n\t<<if not $scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")>>\n\t\t<<if $fxFatten.ArmGain gte 3>><<set $scenaPers.PrintQueue.pushUnique("Your arms wobble and bounce, lifting gently upwards as they rapidly balloon with fat!")>>\n\t\t<<elseif $fxFatten.ArmGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your arms are fattening steadily, squishing against your sides as they expand!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your arms feel especially plump and heavy...")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.ArmDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:arms")>><<set $scenaPers.PrintQueue.pushUnique("Your arms seem to have stopped expanding.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:cheeks")>>\n\t<<set $fxFatten.CheekDuration--; $scenaFat.Cheek += $fxFatten.CheekGain * ($scenaFatMag.Cheek + $sMod.cheekGMag)>>\n\n\t<<if not $scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")>>\n\t\t<<if $fxFatten.CheekGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your cheeks puff dramatically, rapidly inflating with fat!")>>\n\t\t<<elseif $fxFatten.CheekGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your cheeks wobble, steadily growing plumper!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your cheeks feel especially plump for some reason...")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.CheekDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:cheeks")>><<set $scenaPers.PrintQueue.pushUnique("Your cheeks seem to have stopped growing.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:neck")>>\n\t<<set $fxFatten.NeckDuration--; $scenaFat.Neck += $fxFatten.NeckGain * ($scenaFatMag.Neck + $sMod.neckGMag)>>\n\n\t<<if not $scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")>>\n\t\t<<if $fxFatten.NeckGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your neck wobbles, billowing as it balloons with extra fat!")>>\n\t\t<<elseif $fxFatten.NeckGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your neck squishes beneath your chin as it slowly, steadily fattens!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your neck feels especially plump for some reason...")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.NeckDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:neck")>><<set $scenaPers.PrintQueue.pushUnique("Your neck seems to have stopped expanding.")>><</if>>\n<</if>>\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:sides")>>\n\t<<set $fxFatten.SideDuration--; $scenaFat.Side += $fxFatten.SideGain * ($scenaFatMag.Side + $sMod.sideGMag)>>\n\n\t<<if not $scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")>>\n\t\t<<if $fxFatten.SideGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your sides billow outwards, expanding into a soft cascade of thick, fatty rolls!")>>\n\t\t<<elseif $fxFatten.SideGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your sides bulge and widen, swelling with fat!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your sides feel especially fat and squidgy...")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.SideDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:sides")>><<set $scenaPers.PrintQueue.pushUnique("Your sides seem to have stopped growing.")>><</if>>\n<</if>>\n\n\n/% ---------- %/ <<if $scenaPers.Active.includes("fatten:back")>>\n\t<<set $fxFatten.BackDuration--; $scenaFat.Back += $fxFatten.BackGain * ($scenaFatMag.Back + $sMod.backGMag)>>\n\n\t<<if not $scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")>>\n\t\t<<if $fxFatten.BackGain gte 2>><<set $scenaPers.PrintQueue.pushUnique("Your back bulges and fattens rapidly!")>>\n\t\t<<elseif $fxFatten.BackGain gte 1>><<set $scenaPers.PrintQueue.pushUnique("Your back wobbles softly as it thickens with fat!")>>\n\t\t<<else>><<set $scenaPers.PrintQueue.pushUnique("Your back feels jigglier than usual...")>><</if>>\n\t<</if>>\n\n\t<<if $fxFatten.BackDuration lte 0>>\n\t\t<<set $scenaPers.Active.delete("fatten:back")>><<set $scenaPers.PrintQueue.pushUnique("Your back seems to have stopped thickening.")>><</if>>\n<</if>>\n\n\n/% ----- Universal Output %/\n\t<<set _refWord = $scenaFat.ChestType.toLowerCase()>>\n\t\n\t<<if ($scenaPers.Active.includesAll("fatten:cheeks","fatten:neck","fatten:sides","fatten:back","fatten:belly","fatten:chest","fatten:thighs","fatten:tail")) or ($scenaPers.Active.includesAll("fatten:belly","fatten:chest","fatten:thighs","fatten:tail"))>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your body jiggles and quakes as it grows steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:belly","fatten:chest")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord +" and belly jiggle and quake as they grow steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:belly","fatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord +" and thighs jiggle and quake as they grow steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:belly","fatten:tail")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your belly and tail jiggle and quake as they grow steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:chest","fatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord +" and thighs jiggle and quake as they grow steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:chest","fatten:tail")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your " + _refWord +" and tail jiggle and quake as they grow steadily fatter before your eyes!")>>\n\n\t<<elseif $scenaPers.Active.includesAll("fatten:tail","fatten:thighs")>>\n\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs and tail jiggle and quake as they grow steadily fatter before your eyes!")>>\n\t<</if>>\n\n\n
/% =============== Event - Eating Gingerbread Mound %/\n/% -------- Set Background %/ <<set $scenaStages.BG = "crystalforest">><<include GPS>>\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n<div class="col mainColumn"><div class="col eventColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>><div class="col" style="min-height:150px; flex-wrap: wrap-reverse; border-bottom: 1px solid #FFF; margin-bottom: 0.3rem;">\n/% ---------- visuals %/ <div class="row" style="margin-left: 15%; min-height: 100px;"> /% Art goes here %/ </div>\n/% ---------- text %/ <div class="row">\n<<set _grabRand = ["an enormous marshmallow","a chunk of fudge","a whorl of hardened frosting","a bright candy button","a chunk of buttery caramel","an enormous creampuff"]>>\n<p>You reach out, grabbing onto the gingerbread mound and ripping off <<print _grabRand>>, savoring the rich sweetness as you take great, hungry bites!</p>\n\n\n<<switch $scena.Action>>\n/% ---------- %/<<case "an enormous marshmallow">>\n<p>As you eat, you feel your cheeks and belly puffing softer and rounder, too...</p><<set $scenaFat.Cheek += either(0,0,1); $scenaFat.Belly += random(5)>>\n\n/% ---------- %/<<case "a chunk of fudge">>\n<p>As you eat, you feel your body growing slightly more plush...</p>\n<<set $scenaFat.Cheek += either(0,0,1); $scenaFat.Neck += random(2); $scenaFat.Arm += random(3); $scenaFat.Chest += random(5); $scenaFat.Belly += random(5); $scenaFat.Thigh += random(5); $scenaFat.Tail += random(5)>>\n\n/% ---------- %/<<case "a chunk of buttery caramel">>\n<<set _fatPick = either("belly","thighs")>><<if _fatPick eq "thighs">>\n<p>As you eat, you squeak softly as your thighs expand with a generous helping of buttery new fat, wobbling gently!</p>\n\t<<set $scenaFat.Thigh += random(5,15)>>\n\n<<else>><p>As you eat, you squeak softly as your belly spills outwards, jiggling as it expands with a generous helping of buttery new fat!</p>\n\t<<set $scenaFat.Belly += random(5,15)>><</if>>\n\n/% ---------- %/<<case "an enormous creampuff">>\n<p>As you eat, your <<print $scenaFat.ChestType.toLowerCase();>> begins to puff, feeling especially full, fat, and heavy...!</p><<set $scenaFat.Chest += random(3,9); $scenaFat.Milk += either(0,0,0.2)>>\n\n/% ---------- %/<<default>>\n<p>As you eat, you swoon a bit at the overwhelming sweetness of it..!</p>\n/% TODO; build a 'caloric load' object with a randomized value for fat gain and load it into the status array %/\n<</switch>></div>/% ---------- %/ <<display StatusPrints>></div>\n/% Passage Menu Output %/\n\n/% Todo- clauses for bursting and immobility %/\n\n<div class="row">♦<a id="navK" class='btnClick' data-passage="Ev:Gingermound" data-setter="$scena.Action = ''">K)eep Eating!</a></div>\n\n<div class="row">♦<a id="navE" class='btnClick' data-passage="Explore" data-setter="$callSubzone = '$scena.Event'; $scenaBiome.InitSub = 0; _newRegion = 'updateSubzone'">E) Enter Dungeon.</a></div>\n\n<div class="row">♦<a id="navM" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''">M)ove On.</a></div>\n\n/% ---------- %/<<display Footer>></div></div>
/% ------------ Assign abilities based on mutations. %/\n\n/% ------------ Head %/ \n\n/% ----- %/<<if $headTraits.includesAny("Crocodilian Jaws","Crushing Beak","Crushing Jaws","Draconic Face","Dunkleosteus Face","Leonine Face","Mustelid Face","Rex Head","Seal Face","Shark Jaws","Tentacled Maw","Tri-Beak","Turtle Head")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Crushing Bite")>><<else>><<set $scenaStats.Ability.delete("Crushing Bite")>><</if>>\n\n/% ----- %/<<if $headTraits.includesAny("Jagged Beak","Serpentine Face","Tentacled Maw","Tri-Beak")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Toxic Bite")>><<else>><<set $scenaStats.Ability.delete("Toxic Bite")>><</if>>\n\n/% ----- %/<<if $headTraits.includesAny("Antelope Horn","Antler","Bull Horn","Capsule Horn","Curved Horn","Spike Horn","Straight Horn")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Gore")>><<else>><<set $scenaStats.Ability.delete("Gore")>><</if>>\n\n/% ----- %/<<if $headTraits.includesAny("Capsule-Tipped Horn","Curled Horn","Fused O-Horn","Orb-Tipped Horn","Spiral Horn")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Horn Slam")>><<else>><<set $scenaStats.Ability.delete("Horn Slam")>><</if>>\n\n\n/% ------------ Torso %/\n\n/% ------------ Forelimbs %/\n\n\n/% ----- %/<<if $forelimbTraits.includesAny("Cloven Hooves","Hooves","Spike Tip")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Sharp Kick")>><<else>><<set $scenaStats.Ability.delete("Sharp Kick")>><</if>>\n\n/% ----- %/<<if $forelimbTraits.includesAny("Digging Paws","Long-Taloned Paws","Mantis Blades","Massive-Clawed Paws","Massive-Taloned Paws","Nightmare Talons")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Vicious Slash")>><<else>><<set $scenaStats.Ability.delete("Vicious Slash")>><</if>>\n\n\n/% ------------ Back %/\n\n\n/% ------------ Hindlimbs %/\n\n/% ------------ Tail %/ \n/% ----- %/<<if $tailTraits.includesAny("Club Tailtip","Crocodile Tail","Crystal Cluster Tailtip","Crystal Point Tailtip","Dragon Tail","Mace Tailtip")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Crushing Slam")>><<else>><<set $scenaStats.Ability.delete("Crushing Slam")>><</if>>\n\n\n/% ------------ Internal/Aura/Facet Powers %/\n\n\n/% ------------ Multi-Zone %/<<set _mixTraits = []>>\n\t<<for _i to 0; _i < $scenaDNA.Head.length; _i++>><<set _mixTraits.push($scenaDNA.Head[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Forelimbs.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Forelimbs[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Hindlimbs.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Hindlimbs[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Back.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Back[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Tail.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Tail[_i].Display)>><</for>>\n\n/% ----- %/<<if _mixTraits.includesAny("Angler Face","Canine Face","Crocodilian Jaws","Crushing Beak","Crushing Jaws","Draconic Face","Dunkleosteus Face","Feline Face","Hooked Beak","Insectoid Mouth","Jagged Beak","Lamprey Mouth","Leonine Face","Mustelid Face","Octopus Face","Rex Head","Seal Face","Shark Jaws","Squid Face","Tentacled Maw","Tri-Beak","Turtle Head","Vulpine Face","Maw Paws")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Vicious Bite")>><<else>><<set $scenaStats.Ability.delete("Vicious Bite")>><</if>>\n\n/% ----- %/<<if _mixTraits.includesAny("Tentacle Mane","Kelp Mane","Vine Mane","Tentacled Maw","Squid Face","Tendrils","Wing-Tendrils","Tentacle Paws","Flowering Vines","Hungry Tentacles","Tentacle Mane","Vine Tangle","Cable Bundle Tail","Hose Tail","Rose Tail","Serpent Tail","Tentacle Tail","Whiptail")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Strangling Grasp")>><<else>><<set $scenaStats.Ability.delete("Strangling Grasp")>><</if>>\n\n/% ----- %/<<if _mixTraits.includesAny("Clawed Paws","Digging Paws","Fluffy Zygodactyl Paws","Four-Clawed Paws","Furry Paws","Long-Taloned Paws","Mantis Blades","Massive-Clawed Paws","Massive-Taloned Paws","Maw Paws","Needle Tip","Nightmare Talons","Retractile-Clawed Paws","Spike Tip","Taloned Paws","Three-Clawed Paws","Zygodactyl Paws")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Swipe")>><<else>><<set $scenaStats.Ability.delete("Swipe")>><</if>>\n\n/% ----- %/<<set _mixTraits = []>>\n\t<<for _i to 0; _i < $scenaDNA.Head.length; _i++>><<set _mixTraits.push($scenaDNA.Head[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Forelimbs.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Forelimbs[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Back.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Back[_i].Display)>><</for>>\n\t<<for _i to 0; _i < $scenaDNA.Tail.length; _i++>><<set _mixTraits.pushUnique($scenaDNA.Tail[_i].Display)>><</for>>\n\n/% ----- %/<<if _mixTraits.includesAny("Tentacle Mane","Kelp Mane","Vine Mane","Tentacled Maw","Squid Face","Tendrils","Wing-Tendrils","Tentacle Paws","Digging Paws","Furry Paws","Maw Paws","Needle Tip","Nightmare Talons","Retractile-Clawed Paws","Soft Paws","Tentacle Paws","Webbed Paws","Flowering Vines","Hungry Tentacles","Tentacle Mane","Vine Tangle","Cable Bundle Tail","Crocodile Tail","Dragon Tail","Fish Tail","Hose Tail","Long Feathered Tail","Long Fluffy Tail","Paddle Tail","Rose Tail","Serpent Tail","Shark Tail","Tentacle Tail","Whale Tail","Whiptail")>>\n\t\t<<set $scenaStats.Ability.pushUnique("Stunning Slap")>><<else>><<set $scenaStats.Ability.delete("Stunning Slap")>><</if>>\n
/% =============== Event - Ominous Altar %/\n/% -------- Run persistent effects for this passage (later: unless you're dead) %/<<include Chrono>>\n/% -------- Set Background %/ <<include GPS>>\n\t<<set _partName = $scenaFat.ChestType; _partNameL = $scenaFat.ChestType.toLowerCase()>>\n\n<div id="mainColumn" class="col mainColumn">\n/% -------- Printed Section (Visible Page) %/<<display Header>>\n<div id="exploreColumn" class="col exploreColumn" style="align-content: flex-end;">\n<div id="encounterOutput" class="row" style="flex: 5; flex-direction: column-reverse; margin-right: 2rem; margin-bottom: 2rem;">\n\n/% ---------- visuals %/\n<div id="encounterArt" class="row centerRow" style="margin-bottom: 1.5rem; margin-top: 1rem; width: 100%; height: 200px; order: 99;">\n/% PH - Art goes here %/ </div>\n\n/% ---------- text %/ <div id="outputPrints" class="row" style = "width: 100%; margin-left: 5rem; order: 0; Flex: 3;">\n\n\t<p>Nervous, you climb up onto the altar and lay down, waiting for something to happen...<p>\n\t\t<p>...and it does.</p>\n\n\t<<if ($scenaFilling.Chest gte $scenaFat.Chest) or ($scenaFilling.Thigh gte $scenaFat.Thigh) or ($scenaFilling.Tail gte $scenaFat.Tail)>> /% Stuffing Conversion %/\n\t\t<<set $scenaAir.Belly += Math.round($scenaFilling.Chest + $scenaFilling.Thigh + $scenaFilling.Tail)>>\n\t\t<<set $scenaFilling.Chest = 0; $scenaFilling.Thigh = 0; $scenaFilling.Tail = 0>>\n\n\t\t<p>Your overstuffed body groans, and you wince in anticipation.<br>\n\t\tBut it suddenly, rapidly deflates-- all but your belly, which hisses and creaks softly as it blows up like a balloon!</p>\n\t\t<p>You blink and gingerly sit upright, your head swimming at the bizarre nature of the conversion of mass that just took place...</p>\n\n\t<<elseif ($scenaAir.Chest gte ($scenaFat.Chest * 1.5)) or ($scenaAir.Thigh gte ($scenaFat.Thigh * 1.5)) or ($scenaAir.Tail gte ($scenaFat.Tail * 1.5))>> /% Bloat Transfer %/\n\t\t<<set $scenaAir.Belly += Math.round($scenaAir.Chest + $scenaAir.Thigh + $scenaAir.Tail)>>\n\t\t<<set $scenaAir.Chest = 0; $scenaAir.Thigh = 0; $scenaAir.Tail = 0>>\n\n\t\t<p>Your bloated body groans, and you wince in anticipation.<br>\n\t\tBut it suddenly, rapidly deflates-- all but your belly, which hisses and creaks softly as it blows up like a balloon!</p>\n\t\t<p>You blink and gingerly sit upright, your ballooned belly wobbling in your lap...</p>\n\n\t<<elseif $scenaProducts.Milk gte ($scenaFat.Chest * 1.2)>> /% Milk Condensation %/\n\t\t<<set $scenaProducts.MilkRate = Math.round($scenaProducts.MilkRate * 0.33)>>\n\t\t<<set $scenaProducts.Milkfat = Math.round($scenaProducts.Milkfat * 1.5)>>\n\t\t<<set $sfxRange = { potency: [1,1], duration: [0,0], }>>\n\t\t<<set $sfxRange.potency[0] = Math.round($scenaProducts.Milk * 0.1); $sfxRange.potency[1] = $sfxRange.duration[0]>>\n\t\t<<set $sfxRange.duration[0] = random(6,12); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<<set $scenaProducts.Milk = 0>>\n\t\t<p>Your milk-bloated <<print _partNameL>> bubbles and creaks, and for a moment you wonder if it'll begin producing even more.<br>\n\t\tBut after a few moments, it begins to <i>deflate,</i> the contents within seeming to concentrate as the flow slows!</p>\n\t<p>Curious, you give your <<print _partNameL>> a appraising squidge-- crying out in surprise when it suddenly drains completely into your belly.<br>\n\tYou lurch upright, watching for a moment as your body begins to fatten, before hauling yourself up and waddling away!</p>\n\n\t<<elseif ($scenaMetabolic.Load gte ($scenaMetabolic.Sated * 3))>> /% Caloric Fattening %/\n\t\t<<set $scenaStats.Voracity += 15; $scenaMetabolic.Gain += 0.5; $scenaProducts.Milkfat += 0.5>>\n\t\t<<set $sfxRange = { potency: [1,1], duration: [0,0], }>>\n\t\t<<set $sfxRange.potency[0] = Math.round($scenaMetabolic.Load * 0.1); $sfxRange.potency[1] = $sfxRange.duration[0]>>\n\t\t<<set $sfxRange.duration[0] = random(6,12); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<<set $scenaMetabolic.Load = 0>>\n\t\t<p>The curious sensation of being appraised like a fatted offering sweeps over you; you shiver.<br>\n\t\tSuddenly, your belly snarls like a clap of thunder, and you feel its contents being soaked up by your body all at once!</p>\n\t\t<p>As your body begins to soften, you feel corpulent, bloated, and <i>hungry--</i> eager to fill your belly and grow into an even fatter and more succulent morsel for the thing waiting to feast upon your meat...</p>\n\n\t<<elseif ($scenaFat.Weight gte 2000) and ($scenaStats.Mobile eq false)>> /% Bloated Strength %/\n\t\t<<set $scenaFatMag.Belly += 1; $scenaFatMag.Cheek += 0.3; $scenaFatMag.Arm += 1; $scenaFatMag.Side += 1>>\n\t\t<<set $scenaStats.Strength = Math.round($scenaStats.Strength * 2); $scenaStats.Speed = Math.round($scenaStats.Speed * 0.8)>>\n\t\t<<set $sfxRange = { potency: [5,12], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(12,25); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:btype">><<include SetStatus>>\n\t\t<p>An incredible strength begins to flow through your body!<br>\n\t\tBut as you marvel at the sensation of your musculotendrils expanding, you realize your already-corpulent form has begun to swell even fatter, too!</p>\n\t\t<p>You hear a mysterious voice laughing in your head as muscle and fat pour onto you-- leaving you considerably stronger, but is it enough to help when you're growing fatter than ever?</p>\n\n\t<<else>> /% Fatten Belly %/\n\t\t<<set $scenaFatMag.Belly += 1; $scenaFatMag.Side += 1>>\n\t\t<<set $sfxRange = { potency: [16,33], duration: [0,0], }>>\n\t\t<<set $sfxRange.duration[0] = random(4,12); $sfxRange.duration[1] = $sfxRange.duration[0]>>\n\t\t<<set _statusCall = "fatten:guguetelle">><<include SetStatus>>\n\t\t<p>You find yourself beginning to feel fat... very, <i>very fat.</i><br>\n\t\tAs you consider it, you glance up to catch your belly and sides inflating rapidly, rippling and quaking as they pump up with an enormous amount of gelatinous flesh!</p>\n\t<</if>>\n\n\n</div>/% ---------- %/ <<display StatusPrints>></div>\n</div>/% Passage Menu Output %/<div id="menu" class="row" style="order: 99;">\n\n/% Todo - clauses for becoming bloated/blimped and for bursting %/\n\n♦<a id="navC" class='btnClick' data-passage="Explore" data-setter="$scena.Action = '';">C)ontinue</a>\n\n</div>/% ---------- %/<<display Footer>></div>
<<include Status:Fattening>><<include Status:Unfattening>>\n<<include Shaper:Fatter>>\n<<include Shaper:Round>><<include Shaper:Guguetelle>><<include Shaper:Pear>><<include Shaper:Hourglass>><<include Shaper:BottomHeavy>>\n<<include Shaper:Bulging>><<include Shaper:Viviere>>\n<<include Shaper:Boviete>><<include Shaper:Pudding>>\n\n
/% ----------- Fat Content %/\n<<set _partName = "Tail">><<if $scenaFat.Tail gt 0>>\t\n\t<<for _tailScale to $tailScale.String.length-1; _tailScale > -1; _tailScale-->>\n\t\t<<if $scenaFat.Tail gt $tailScale.Int[_tailScale]>><<set _partSize = $tailScale.String[_tailScale]>><<break>>\n\t\t<<elseif $scenaFat.Tail lt $tailScale.Int[1]>><<set _partSize = $tailScale.String[0]>><<break>><</if>>\n\t<</for>>\n<</if>><<set $tailFatness = _partSize>>\n\n\n/% ----------- Air Inflation %/<<if $airPressure.Tail gte ($scenaFat.Tail * 0.4)>>\t\n<<if $airPressure.Tail gte ($scenaFat.Tail * 1.2)>><<set _partBloat = "Blimped">>\n\t<<elseif $airPressure.Tail gte ($scenaFat.Tail * 1)>><<set _partBloat = "Over-Inflated">>\n\t<<elseif $airPressure.Tail gte ($scenaFat.Tail * 0.75)>><<set _partBloat = "Ballooned">>\n\t<<elseif $airPressure.Tail gte ($scenaFat.Tail * 0.6)>><<set _partBloat = "Bloated">>\n\t<<elseif $airPressure.Tail gte ($scenaFat.Tail * 0.5)>><<set _partBloat = "Full">>\n\t<<elseif $airPressure.Tail gte ($scenaFat.Tail * 0.4)>><<set _partBloat = "Puffed">><</if>>\n<</if>>\n\n/% ----------- Liquid Inflation %/<<if $liqPressure.Tail gt ($scenaFat.Tail * 0.4)>>\t\n<<if $liqPressure.Tail gte ($scenaFat.Tail * 1.2)>><<set _partLiquid = "Liquid-Blimped">>\n\t<<elseif $liqPressure.Tail gte ($scenaFat.Tail * 1)>><<set _partLiquid = "Liquid-Ballooned">>\n\t<<elseif $liqPressure.Tail gte ($scenaFat.Tail * 0.75)>><<set _partLiquid = "Swollen">>\n\t<<elseif $liqPressure.Tail gte ($scenaFat.Tail * 0.6)>><<set _partLiquid = "Jiggling">>\n\t<<elseif $liqPressure.Tail gte ($scenaFat.Tail * 0.5)>><<set _partLiquid = "Sloshing">>\n\t<<elseif $liqPressure.Tail gte ($scenaFat.Tail * 0.4)>><<set _partLiquid = "Squishy">><</if>>\n<</if>>\n\n/% ----------- Extra Stuffing %/<<if $stuffingPressure.Tail gt ($scenaFat.Tail * 0.4)>>\t\n<<if $stuffingPressure.Tail gte ($scenaFat.Tail * 1.2)>><<set _partStuffing = "Creaking">>\n\t<<elseif $stuffingPressure.Tail gte ($scenaFat.Tail * 1)>><<set _partStuffing = "Bloated">>\n\t<<elseif $stuffingPressure.Tail gte ($scenaFat.Tail * 0.75)>><<set _partStuffing = "Overstuffed">>\n\t<<elseif $stuffingPressure.Tail gte ($scenaFat.Tail * 0.5)>><<set _partStuffing = "Stuffed">>\n\t<<elseif $stuffingPressure.Tail gte ($scenaFat.Tail * 0.4)>><<set _partStuffing = "Full">><</if>>\n<</if>>\n/% ----------- Texture Appraisal %/\n\t<<if ($airPressure.Tail gt $liqPressure.Tail) and ($airPressure.Tail gt $stuffingPressure.Tail)>>\n\t\t<<if def _partBloat>><<set _partTex = _partBloat>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($liqPressure.Tail gt $airPressure.Tail) and ($liqPressure.Tail gt $stuffingPressure.Tail)>>\n\t\t<<if def _partLiquid>><<set _partTex = _partLiquid>><<else>><<set _partTex = "">><</if>>\n\t<<elseif ($stuffingPressure.Tail gt $airPressure.Tail) and ($stuffingPressure.Tail gt $liqPressure.Tail)>>\n\t\t<<if def _partStuffing>><<set _partTex = _partStuffing>><<else>><<set _partTex = "">><</if>>\n\t<<else>><<set _partTex = "">><</if>>\n\n/% ----------- %/<<switch $scenaTex.Tail>>/% Todo %/\n\t<<case "Solid">> \n\t<<case "Turgid">> \n\t<<case "Aerated">>\n\t<<case "Cotton">>\n\t<<case "Spongy">>\n\t<<case "Fatty">>\n\t<<case "Flabby">>\n\t<<case "Gelatinous">>\n\t<<default>>/% Fleshy = Standard mode %/\n<</switch>>\t\n\n\n/% ----------- Output %/\t\n\t<<if _partTex neq "">><<set _tailPrint = _partSize + " " + _partTex>>\n\t<<else>><<set _tailPrint = _partSize>><</if>>\n\n/% deprecated\n\t\t<<if _partTex neq "">><<set _tailPrint = _partSize + " " + _partTex + " " + _partName + " (" + $scenaFat.Tail + ")">>\n\t<<else>><<set _tailPrint = _partSize + " " + _partName + " (" + $scenaFat.Tail.toFixed(1) + ")">><</if>>\n\t<div class="btn eFat"><<print _tailPrint>></div> %/
<<switch _statusCall>>\n/% ---------- Injection/Invenomation Status Effects %/\n\t<<case "inject:PH">>\n\n\n<</switch>>
/% ----------- Combined Bloat + Stretch Handling %/\n<<if $scenaContents.Thigh gte (_thighStretch * 2.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>The pain of your moon-sized, bloated blimp-thighs <b>tearing itself open is unbearable..!</b></red>")>>\n\t\t/% -----hp, chance to increase thigh elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,6)>>\t\n\t\t<<set _rand = random(1,16)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Thigh += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your thighs eases ever so slightly...")>><</if>>\n\n\n<<elseif $scenaContents.Thigh gte (_thighStretch * 2.0)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<red>Your thighs creak angrily as they stretch and distort to obscene proportions and beyond, slowly tearing open...</red>")>>\n\t\t/% ----hp, chance to increase thigh elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,4)>>\t\n\t\t<<set _rand = random(1,24)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Thigh += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your thighs eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Thigh gte (_thighStretch * 1.8)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You gasp softly, gingerly clutching your massively-blimped, creaking thighs!</gold>")>>\n\t\t/% ---hp, chance to increase thigh elasticity %/\t\t\t\n\t\t<<set $scenaStats.burstHP -= random(0,2)>>\n\t\t<<set _rand = random(1,32)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Thigh += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your thighs eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Thigh gte (_thighStretch * 1.5)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("<gold>You can barely move or think with how tightly, painfully overblown your thighs have ballooned, creaking angrily all the while...!</gold>")>>\n\t\t/% --hp, small chance to increase thigh elasticity %/\t\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,1)>>\n\t\t<<set _rand = random(1,64)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Thigh += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your thighs eases ever so slightly...")>><</if>>\n\n<<elseif $scenaContents.Thigh gte (_thighStretch * 1.2)>>\n\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up thighs creak in loud complaint. <gold>It's far too tight in there...</gold>")>>\t\n\t\t/% -hp, small chance to increase thigh elasticity %/\t\n\t\t<<set $scenaStats.burstHP -= either(0,0,0,0,0,1)>>\n\t\t<<set _rand = random(1,128)>><<if _rand eq 1>>\n\t\t\t<<set $scenaStretch.Thigh += 0.1; $scenaPers.PrintQueue.push("You feel a faint sense of momentary relief as the pressure in your thighs eases ever so slightly...")>><</if>>\n<</if>>\n\n/% ----------- Texture Appraisal %/\n\t<<if ($scenaAir.Thigh gt $scenaLiquid.Thigh) and ($scenaAir.Thigh gt $scenaFilling.Thigh)>><<set _bloatStyle = "balloon">>\n\t<<elseif ($scenaLiquid.Thigh gt $scenaAir.Thigh) and ($scenaLiquid.Thigh gt $scenaFilling.Thigh)>><<set _bloatStyle = "bloat">>\n\t<<else>><<set _bloatStyle = "stuff">><</if>>\n\n<<switch _bloatStyle>>\n/% ----------- Air Bloat %/<<case "balloon">>\n\t\t<<if $scenaAir.Thigh gte ($scenaFat.Thigh * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs creak loudly-- blown up into huge, round blimps!")>>\n\t\t\t\n\t\t\t<<elseif $scenaAir.Thigh gte ($scenaFat.Thigh * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your blimped-up balloon thighs creak in loud complaint.")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaAir.Thigh gte ($scenaFat.Thigh * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated thighs look and feel like balloons.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaAir.Thigh gte ($scenaFat.Thigh * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your puffed-up thighs protrude outward.")>><</if>><</if>>\n\n/% ----------- Liquid Bloat %/<<case "bloat">>\n\t\t<<if $scenaLiquid.Thigh gte ($scenaFat.Thigh * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your hugely-bloated thighs bulge dramatically, sloshing and bouncing with the slightest motion!")>>\n\t\t\t\n\t\t\t<<elseif $scenaLiquid.Thigh gte ($scenaFat.Thigh * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your thighs ooze ponderously outward, jiggling and sloshing like great, fat water-balloons!")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaLiquid.Thigh gte ($scenaFat.Thigh * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your bloated thighs jiggle and slosh heavily with every motion you make.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaLiquid.Thigh gte ($scenaFat.Thigh * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your thighs squish and wobbles, swollen up full and fat.")>><</if>><</if>>\n\n/% ----------- Stuffing/Catchall %/<<default>>\n\t\t<<if $scenaFilling.Thigh gte ($scenaFat.Thigh * 1.3)>>\n\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your overstuffed thighs creak, stretching wider!")>>\n\t\t\t\n\t\t\t<<elseif $scenaFilling.Thigh gte ($scenaFat.Thigh * 1.2)>>\n\t\t\t\t<<set $scenaPers.PrintQueue.pushUnique("Your bloated thighs wobble heavily as you waddle about.")>>\t\n\t\t\t\n\t\t\t<<elseif $scenaFilling.Thigh gte ($scenaFat.Thigh * 1)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your well-stuffed thighs feel heavy, tight and extra-fat.")>><</if>>\n\t\t\t\t\n\t\t\t<<elseif $scenaFilling.Thigh gte ($scenaFat.Thigh * 0.75)>>\n\t\t\t\t<<set _rand = random(1,3)>><<if _rand eq 1>><<set $scenaPers.PrintQueue.pushUnique("Your thighs puff impressively from all the extra stuffing.")>><</if>><</if>>\n<</switch>>
/% Confirm discard, then delete item from arrays %/\n<<if ndef _discardMode>><<set _discardMode = 0>><</if>>\n<<switch _discardMode>>\n\t/% --------- Nais Mode %/<<case 1>>\n\t<<set $scenaInv.activeRef = $scenaInv.Carried[$scenaInv.Active]>>\n\t<div class="row centerRow" style="width:100%;">\n/% --------- %/ <<if $scenaInv.Action eq 3>>\n\t\t\n\t<p>You gift your <<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>> <</if>><<print $scenaInv.activeRef.Display>><<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>> to the //Nais//. \n\tThe //Naisie// claps in delight and appreciation!</p>\t\t\n\t\t\n\t\t<<set $scenaInv.naisPool.push($scenaInv.Carried[$scenaInv.Active])>>\n\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active)>>\n\t\t<<set $scenaInv.Active = -1; $scenaInv.activeRef = ""; $scenaInv.Action = "">>\n\n/% --------- %/ <<else>><div class="row centerRow" style="width:100%;">\n\t<p>Are you sure you want to ''give \n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>>\n\t\t<<print $scenaInv.activeRef.Display>>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>>?''</p>\n\n\t<div id="confirmMenu" class="row centerRow" style="width:100%;">\n\t\t<button class='iBut' data-passage='Ev:Nais' data-setter='$scenaInv.Action=""'>Cancel</button>\n\t\t<button class='iBut' data-passage='Ev:Nais' data-setter='$scenaInv.Action= 3'>''GIVE'' <<print $scenaInv.activeRef.Display>>\n\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>></button>\n\t</div><</if>></div>\n\n/% --------- Standard Mode %/<<default>>\n\t\t<div class="row centerRow" style="width:100%;"><<if $scenaInv.Action eq "Discard">>\n\n\t\t\t<<print $scenaInv.activeRef.Display>>\n\t\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>> was discarded.\t\t\t\n\n\t\t\t<<set $scenaInv.Carried.deleteAt($scenaInv.Active); $scenaInv.Carried.deleteAt($scenaInv.Active)>>\n\t\t\t<<set $scenaInv.Active = -1; $scenaInv.activeRef = "">>\n\t\t\t<<set $scenaInv.Action = "">>\n\n\t\t<<else>>\n\n\t\t\tAre you sure you want to ''<span style="color: #FF0000;">discard \n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Color neq 0>><<print $scenaInv.Carried[$scenaInv.Active].Color>><</if>>\n\t\t\t<<print $scenaInv.activeRef.Display>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>>?</span>''\n\n\t\t<div class="row centerRow" style="width:100%;">\n\t\t\t<button class='iBut' data-passage='Inventory' data-setter='$scenaInv.Action=""'>Cancel</button>\n\t\t\t<button class='iBut' data-passage='Inventory' data-setter='$scenaInv.Action= "Discard"'>''DISCARD'' <<print $scenaInv.activeRef.Display>>\n\t\t\t<<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>></button>\n\n\n\t\t</div><</if>></div>\n\n<</switch>>
/% Item Name Output Setup %/\n<<if $scenaInv.activeRef.Type eq "Clothing">>\n\t<<set _iName = $scenaInv.activeRef.stretchStatus + $scenaInv.activeRef.Color + " " + $scenaInv.activeRef.Display>>\n<<else>>\n\t<<set _iName = $scenaInv.activeRef.Display>>\n\t<<if ($scenaInv.activeRef.Color neq 0) and ($scenaInv.activeRef.Color neq "")>><<set _iName = $scenaInv.activeRef.Color + " " + _iName>><</if>>\n<</if>>\n\n<div id="menuBar" class="row" style="order: 98; border-top: 1px solid #00ABFF57; margin-top: 1.5rem;">\n/% ---------- Active Item Menu %/<<if $scenaInv.Active gt -1>>\n\n\n<<if $scenaInv.activeRef.Type eq "Consumable">>\n\n<<if $scenaInv.activeRef.UseLink.length gt 0>>\n<<for _i to 0; _i < $scenaInv.activeRef.UseLink.length; _i++>>\n\t<span>♦ <<print "[['" + $scenaInv.activeRef.UseLink[_i] + "'|passage()][$scenaInv.Action = 'Use'; $scena.Action = '" + $scenaInv.activeRef.UseAction[_i] +"'; $usePassage = '" + $scenaInv.activeRef.UsePassage[_i] + "']]">></span> <</for>>\n\n<<else>>\n\t<span>♦<a id="navU" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Use'; $usePassage = '';">U)se <<print _iName>>.</a> </span><</if>>\n\n\n<<elseif $scenaInv.activeRef.Type eq "Clothing">>\n<<if $scenaInv.activeRef.Worn eq 0>>\n\t<span>♦<a id="navW" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Wear';">W)ear <<print _iName>>.</a> </span>\n<<else>>\n\t<span>♦<a id="navA" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Remove';">A) Take Off <<print _iName>>.</a> </span>\n<</if>>\n\n/% If miracrystal dust in inventory, enable dying %/\n<span>♦<a id="navY" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Dye';">Y) Dye <<print _iName>> (NYI).</a> </span>\n\n/% If clothing is burstable, enable tailoring/repair %/\n<<if $scenaInv.activeRef.Burstable eq 1>>\n\t<<if $scenaInv.activeRef.Burst eq 1>>\n\t\t<span>♦<a id="navR" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Repair';">R)epair <<print _iName>>.</a> </span>\n\t<<else>>\n\t\t<span>♦<a id="navR" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'Refit';">R)efit <<print _iName>>.</a> </span><</if>>\n<</if>>\n\n<</if>>\n\n<<if $scenaInv.activeRef.Type eq "Clothing">>\n\t<<if $scenaInv.activeRef.Worn neq 1>><span>♦<a id="navS" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'ConfirmStash';">S)end <<print _iName>><<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>> to Mound Stash.</a> </span><</if>>\n\t<<else>><span>♦<a id="navS" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'ConfirmStash';">S)end <<print _iName>><<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>> to Mound Stash.</a> </span>\n<</if>>\n\n\n<span style="color: #FF0000; margin-right: 1rem;">♦<a id="navD" style="color: #FF0000;" class='btnClick' data-passage="passage()" data-setter="$scenaInv.Action = 'ConfirmDiscard';">D)iscard <<print _iName>><<if $scenaInv.Carried[$scenaInv.Active].Qt gt 1>> <mini>x</mini><<print $scenaInv.Carried[$scenaInv.Active].Qt>><</if>>.</a> </span>\n\n\n\n<</if>></div>/% ---------- Static Menu %/\n<div id="menuBar" class="row" style="order: 99;">\n<span>♦<a id="nav1" class='btnClick' data-passage="Crafting" data-setter="$scena.Action = ''; $scenaInv.Active = -1; $scena.Event = ''; $takeItem = -1; $scenaInv.Page = 0;">1) Crafting.</a> </span>\n<span>♦<a id="nav2" class='btnClick' data-passage="Wardrobe" data-setter="$scena.Action = ''; $scenaInv.Active = -1; $scena.Event = ''; $takeItem = -1; $scenaInv.Page = 0;">2) Wardrobe.</a> </span>\n<span>♦<a id="nav3" class='btnClick' data-passage="BodyInteract" data-setter="$scena.Action = 'intro'; $scena.Event = ''; $scenaInv.Page = 0;">3) Shardbody.</a> </span>\n<span>♦<a id="nav4" class='btnClick' data-passage="Donsair" data-setter="$scena.Action = ''; $scena.Event = ''; $scenaInv.Page = 0;">4) Donsair.</a> </span>\n<span>♦<a id="nav0" class='btnClick' data-passage="Explore" data-setter="$scena.Action = ''; $scenaInv.Action = ''; $scenaInv.Active = -1; $scenaTime.Pause = 0; $usePassage = ''; $itemMode = ''; $scenaInv.Page = 0;">0) Return to Scenario.</a></span>\n</div>\n