Updates 14.11

This commit is contained in:
Frisk 2024-11-14 23:23:10 +01:00
parent a5025cd523
commit 12e0375cf9
8 changed files with 174 additions and 20 deletions

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@ -0,0 +1,48 @@
extends EventBase
func _init():
id = "IssixEvent"
var registered_special_scenes = [['IssixSlaveryIntroCont', 1]]
func sort_by_progressionpoints(a, b):
if a[1] < b[1]:
return true
return false
func shouldBeShownForcedEvent():
var current_progression_points = GM.main.getModuleFlag("IssixModule", "Progression_Points", 1)
if GM.main.getDays() == GM.main.getModuleFlag("IssixModule", "Progression_Day_Next", 0):
registered_special_scenes.sort_custom("sort_by_progressionpoints")
for scene in registered_special_scenes:
if scene[1] > current_progression_points:
return null
if GM.main.getSceneByUniqueID(scene[0]).requirements_met():
return scene[0]
return null
func registerTriggers(es):
es.addTrigger(self, Trigger.EnteringRoom, "hall_ne_corner")
func react(_triggerID, _args):
#if(doEventCheck("IssixBusy") != null):
# return false
var scene_to_show = shouldBeShownForcedEvent()
if scene_to_show != null:
runScene(scene_to_show)
return true
return false
func getPriority():
return 20
# func onButton(_method, _args):
# if(_method == "talk"):
# runScene("IssixTalkScene")
# if(_method == "pets"):
# runScene("PetsTalkScene")
# if(_method == "paper"):
# runScene("NoPetsTalkScene")
#

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@ -33,7 +33,7 @@ func run(_triggerID, _args):
var player_enslaved = getModuleFlag("IssixModule", "PC_Enslavement_Role") var player_enslaved = getModuleFlag("IssixModule", "PC_Enslavement_Role")
if player_enslaved != null and player_enslaved > 0: if player_enslaved != null and player_enslaved > 0:
saynn("You see your Master sitting on his chair in the corner, around him there is Azazel, Hiisi and Lamia.") saynn("You see your Master sitting on his chair in the corner, around him there is Azazel, Hiisi and Lamia.")
addButton("Issix", "Talk to Master", "talk") addButton("Master", "Talk to Master Issix", "talk")
addButton("Pets", "Look at Master's pets", "pets") addButton("Pets", "Look at Master's pets", "pets")
else: else:
saynn("You see Issix sitting on a chair in a corner, around him there are three leashed slaves.") saynn("You see Issix sitting on a chair in a corner, around him there are three leashed slaves.")

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@ -11,7 +11,7 @@ func react(_triggerID, _args):
if(getModuleFlag("IssixModule", "Quest_Status") == 5 and getModuleFlag("IssixModule", "Quest_Wait_Another_Day") == true): if(getModuleFlag("IssixModule", "Quest_Status") == 5 and getModuleFlag("IssixModule", "Quest_Wait_Another_Day") == true):
runScene("MedicalLamiaPeekScene") runScene("MedicalLamiaPeekScene")
return true return true
# I don't have any other way of preventing the player from entiering the medical room so we do some forcy scene on them, they would never see that coming! # I don't have any other way of preventing the player from entering the medical room so we do some forcy scene on them, they would never see that coming!
#addButton("Investigate", "Eavesdrop on large commotion in the hospital room next to you", "main") #addButton("Investigate", "Eavesdrop on large commotion in the hospital room next to you", "main")
return false return false

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@ -11,8 +11,6 @@ func getFlags():
"Azazel_Catnip_talked": flag(FlagType.Bool), "Azazel_Catnip_talked": flag(FlagType.Bool),
"Azazel_Catnip_found": flag(FlagType.Bool), "Azazel_Catnip_found": flag(FlagType.Bool),
"Azazel_Catnip_taken_today": flag(FlagType.Bool), "Azazel_Catnip_taken_today": flag(FlagType.Bool),
"PC_Enslavement_Role": flag(FlagType.Number),
"PC_Enslavement_Noncon": flag(FlagType.Bool),
"Azazel_Affection_given": flag(FlagType.Number), "Azazel_Affection_given": flag(FlagType.Number),
"Quest_Bonked": flag(FlagType.Bool), "Quest_Bonked": flag(FlagType.Bool),
"Quest_Wait_Another_Day": flag(FlagType.Bool), "Quest_Wait_Another_Day": flag(FlagType.Bool),
@ -35,8 +33,15 @@ func getFlags():
"Placed_Portrait_In_Cell": flag(FlagType.Bool), "Placed_Portrait_In_Cell": flag(FlagType.Bool),
"Hissi_RPS_data": flag(FlagType.Dict), "Hissi_RPS_data": flag(FlagType.Dict),
"Shared_Marshmallows": flag(FlagType.Bool), "Shared_Marshmallows": flag(FlagType.Bool),
# Slavery related
"PC_Enslavement_Role": flag(FlagType.Number),
"PC_Enslavement_Noncon": flag(FlagType.Bool),
"Todays_Bred_Slave": flag(FlagType.Text), "Todays_Bred_Slave": flag(FlagType.Text),
"Progression_Day_Next": flag(FlagType.Number) "Progression_Day_Next": flag(FlagType.Number),
"Last_Day_Visited_Master": flag(FlagType.Number),
"Misc_Slavery_Info": flag(FlagType.Dict),
"Progression_Points": flag(FlagType.Number)
} }
@ -91,8 +96,10 @@ func _init():
# "res://Scenes/ParadedOnALeashScene.gd" # "res://Scenes/ParadedOnALeashScene.gd"
# "res://Game/World/Floors/Closet.gd" # "res://Game/World/Floors/Closet.gd"
# "res://Game/World/Floors/Closet.tscn" # "res://Game/World/Floors/Closet.tscn"
func getPlayerRole():
return "pet" if GM.main.getModuleFlag("TaviModule", "PC_Enslavement_Role", 1) == 1 else "prostitute"
static func getPlayerRole():
return "pet" if GM.main.getModuleFlag("IssixModule", "PC_Enslavement_Role", 1) == 1 else "prostitute"
func resetFlagsOnNewDay(): func resetFlagsOnNewDay():
GM.main.setModuleFlag("IssixModule", "Azazel_Catnip_taken_today", false) GM.main.setModuleFlag("IssixModule", "Azazel_Catnip_taken_today", false)

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@ -55,6 +55,7 @@ func _run():
addButton("Exercise", "Ask Issix for explanation about your incident with the wall", "quest1bonk") addButton("Exercise", "Ask Issix for explanation about your incident with the wall", "quest1bonk")
if GM.main.getModuleFlag("IssixModule", "Quest_Status") == 3: if GM.main.getModuleFlag("IssixModule", "Quest_Status") == 3:
addButton("Gumball", "Bring back the gumball to Issix", "quest1turn") addButton("Gumball", "Bring back the gumball to Issix", "quest1turn")
addButton("Become his", "Ask if he'd like to make you his own pet", "join")
GM.ES.triggerRun(Trigger.TalkingToNPC, ["issix"]) GM.ES.triggerRun(Trigger.TalkingToNPC, ["issix"])
addButton("Leave", "Be on your way", "endthescene") addButton("Leave", "Be on your way", "endthescene")
@ -152,9 +153,12 @@ func _run():
saynn("[say=issix]-my pets submitted to me willingly. I don't subscribe to other methods. That's all.[/say]") saynn("[say=issix]-my pets submitted to me willingly. I don't subscribe to other methods. That's all.[/say]")
addButton("Back", "He gestures he is done talking on this topic", "talk") addButton("Back", "He gestures he is done talking on this topic", "talk")
else: else:
saynn("[say=issix]I'm not like this. My pets are here of their own will. They chose to give themselves to me. [/say]") saynn("[say=issix]I'm not like this. My pets are here of their own will. They chose to give themselves to me. I don't enslave people if they don't want to, that's amateur and unfun.[/say]")
saynn("[say=issix]I don't feel like you'd know a lot about slavery. Doesn't seem like you. Are you maybe an obedient puppy type of person?[/say]")
pass saynn("He smiles")
saynn("[say=issix]Well, if you are, I could show you exactly how my pets came to be my pets. If you allow, of course. All up to you.[/say]")
saynn("This feels like a serious offer.")
addButton("Back", "That's all on this topic", "talk")
if(state == "join"): if(state == "join"):
var score = calculateHaremScore() var score = calculateHaremScore()
@ -174,13 +178,13 @@ func _run():
saynn("He looks at you, his black eyes again staring into yours. His face is neutral, still hazed by wandering thoughts.") saynn("He looks at you, his black eyes again staring into yours. His face is neutral, still hazed by wandering thoughts.")
saynn("[say=issix]... Is interested, but he still needs to prove he is worthy to be owned by your master.[/say]") saynn("[say=issix]... Is interested, but he still needs to prove he is worthy to be owned by your master.[/say]")
saynn("He comes closer to you, leashes in his paw, eyes on you. There are only two steps separating you and him, but with each his tall posture makes you feel as if he is getting taller and taller, or perhaps you smaller and smaller. Eventually you can feel his body heat on yours, he is standing just in front of you, a peanut away. Your face meets his chest, you don't dare to look him in the face.\nHis paw reaches your chin to correct that. You see his black eyes again, looking down on you, as if you were a little feral kitten looking at big human. Insignificant. Tiny. His face has a serious expression.") saynn("He comes closer to you, leashes in his paw, eyes on you. There are only two steps separating you and him, but with each his tall posture makes you feel as if he is getting taller and taller, or perhaps you smaller and smaller. Eventually you can feel his body heat on yours, he is standing just in front of you, a peanut away. Your face meets his chest, you don't dare to look him in the face.\nHis paw reaches your chin to correct that. You see his black eyes again, looking down on you, as if you were a little feral kitten looking at big human. Insignificant. Tiny. His face has a serious expression.")
saynn("[say=issix]Tell me {pc.name}, do you want to be my pet or do you want to stay a stray kitten?[/say]") # TODO depending on species saynn("[say=issix]Tell me {pc.name}, do you want to be my pet or do you want to stay a stray?[/say]")
GM.main.setModuleFlag("IssixModule", "Score_Explored", score) GM.main.setModuleFlag("IssixModule", "Score_Explored", score)
addButton("Y-your pet", "Submit to Issix", "quest") addButton("Y-your pet", "Submit to Issix", "quest")
if (GM.pc.getPersonality().getStat(PersonalityStat.Subby) < 0.3) and GM.pc.getLust() < 30 and !GM.pc.isWearingHypnovisor() and !GM.pc.hasEffect(StatusEffect.Suggestible) and !GM.pc.hasEffect(StatusEffect.UnderHypnosis): # Good luck lol if (GM.pc.getPersonality().getStat(PersonalityStat.Subby) < 0.3) and GM.pc.getLust() < 30 and !GM.pc.isWearingHypnovisor() and !GM.pc.hasEffect(StatusEffect.Suggestible) and !GM.pc.hasEffect(StatusEffect.UnderHypnosis): # Good luck lol
GM.main.setModuleFlag("IssixModule", "Quest_Status", 0) GM.main.setModuleFlag("IssixModule", "Quest_Status", 0)
setModuleFlag("IssixModule", "Quest_Rejected_By_Issix", 1) setModuleFlag("IssixModule", "Quest_Rejected_By_Issix", 1)
addButton("Stray kitten", "You don't want to be his kitten", "quest") addButton("Stray", "You don't want to be his", "quest")
else: else:
addDisabledButton("Stray kitten", "Your mind doesn't allow you to make this choice") addDisabledButton("Stray kitten", "Your mind doesn't allow you to make this choice")
elif(score > 75 and score_explored < 90): elif(score > 75 and score_explored < 90):
@ -210,7 +214,7 @@ func _run():
else: else:
saynn("[say=issix]What a nice little tool you have there. I'll be honest, I'd feel bad if you had a bigger penis, all this potential would be wasted, but this makes things simpler. Bitch.[/say]") saynn("[say=issix]What a nice little tool you have there. I'll be honest, I'd feel bad if you had a bigger penis, all this potential would be wasted, but this makes things simpler. Bitch.[/say]")
saynn("He ends exploring your body and comes back to his chair.") saynn("He ends exploring your body and comes back to his chair.")
saynn("[say=issix]I like what I see. You are almost ready, but not yet. When the time comes I expect you to show up again for my judgement. Then, I'll give you a chance. Don't waste it.[/say]") saynn("[say=issix]I like what I see. You are almost ready, but not yet. When the time comes I expect you to show up again for my judgment. Then, I'll give you a chance. Don't waste it.[/say]")
GM.main.setModuleFlag("IssixModule", "Score_Explored", score) GM.main.setModuleFlag("IssixModule", "Score_Explored", score)
elif(score > 45 and score_explored < 76): elif(score > 45 and score_explored < 76):
playAnimation(StageScene.Duo, "stand", {npc="issix", npcAction="stand"}) playAnimation(StageScene.Duo, "stand", {npc="issix", npcAction="stand"})

0
Scenes/Slavery.gd Normal file
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@ -0,0 +1,28 @@
extends SceneBase
func _init():
sceneID = "IssixSlaveryIntroCont"
func requirements_met():
return getModuleFlag("IssixModule", "Misc_Slavery_Info", {"scenes_seen": []})["scenes_seen"].find("IssixSlaveryIntroCont") == -1
func _run():
if(state == ""):
playAnimation(StageScene.Duo, "kneel", {npc="issix", npcAction="stand"})
saynn("As you approach the corner your Master stands, grinning. You assume your position on your blanket.")
saynn("[say=issix]Good day, pet. [/say]")
if(OPTIONS.isContentEnabled(ContentType.Watersports)):
if GM.pc.getFluids().hasFluidTypeWithCharID("Piss", "issix"):
saynn("[say=issix]My my. My piss slut came back and {pc.he} is marked by myself. [/say]")
else:
func _react(_action: String, _args):
if(_action == "endthescene"):
endScene()
return
setState(_action)

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@ -36,10 +36,61 @@ func _run():
if state == "petrole": if state == "petrole":
setModuleFlag("IssixModule", "PC_Enslavement_Role", 1) # pet setModuleFlag("IssixModule", "PC_Enslavement_Role", 1) # pet
saynn("[say=pc]I'd like to become your pet, Master.[/say]") saynn("[say=pc]I'd like to become your pet, Master.[/say]")
saynn("[say=issix]Excellent. In that case... There is one, maybe final question for you today. None of my pets decided on that, but I figured you might be interested. I'm not going to lie, I'm not too fond of this method as I like my pets to still have some control, but what I can offer you is to completely give yourself to me. not just your body, but your very SOUL as well. Just like with becoming my pet, once you make this decision, there is no going back. You will do exactly as I say, you won't have an option to disobey me. I'll become extension of your will, at best you'll have second wheel - entirely insignificant, a mere puppet. I'll own you fully, and you'll be just a husk of yourself.[/say]") saynn("[say=issix]Of course. In this case, you'll be my pet from now on. Let's discuss what I expect of you.[/say]")
saynn("[say=issix]If that's not for you that's all the better. It's an option for those who not only want to dedicate their life in servitude, but also surrender the keys to their soul and mind - to become broken beyond any comprehension. Some people call it becoming a drone. Some people call it simply killing a person. I prefer „surrendering soul”. Kinda romantic, don't you think? Or perhaps it's just demon humor. Either way, tell me, what do you want?[/say]") saynn("[say=issix]You are free to talk. But you have to know when to talk. I'm sure you will learn your place after you spend some time in here. My other pets are already well trained, you can follow their lead on this. [/say]")
addButton("Yes", "Tell your Master that you want him to take your soul (WARNING: this is EXTREME, you won't have a chance to avoid certain content, it will literally strip you of choice and make your game MORE DIFFICULT. Not for the fainthearted, CW: parasite, soul vore, non-con, watersports, blood)", "becomepuppet")
addButton("No", "Tell your Master that you wish to retain your mind (recommended)", "normalroute")
# The following lines pertain to a functionality which in first iteration I wanted to be one of the first choices player makes when it comes to enslavement, stripping them of future choices. However as I develop the mod I think there are various reasons (wanting to be over with initial mod release, leaving significant changes to gameplay available as a reward for progression) why I decided to develop this functionality later as something player can obtain as a reward
# if state == "petrole":
# setModuleFlag("IssixModule", "PC_Enslavement_Role", 1) # pet
# saynn("[say=pc]I'd like to become your pet, Master.[/say]")
# saynn("[say=issix]Excellent. In that case... There is one, maybe final question for you today. None of my pets decided on that, but I figured you might be interested. I'm not going to lie, I'm not too fond of this method as I like my pets to still have some control, but what I can offer you is to completely give yourself to me. not just your body, but your very SOUL as well. Just like with becoming my pet, once you make this decision, there is no going back. You will do exactly as I say, you won't have an option to disobey me. I'll become extension of your will, at best you'll have second wheel - entirely insignificant, a mere puppet. I'll own you fully, and you'll be just a husk of yourself.[/say]")
# saynn("[say=issix]If that's not for you that's all the better. It's an option for those who not only want to dedicate their life in servitude, but also surrender the keys to their soul and mind - to become broken beyond any comprehension. Some people call it becoming a drone. Some people call it simply killing a person. I prefer „surrendering soul”. Kinda romantic, don't you think? Or perhaps it's just demon humor. Either way, tell me, what do you want?[/say]")
# addButton("Yes", "Tell your Master that you want him to take your soul (WARNING: this is EXTREME, you won't have a chance to avoid certain content, it will literally strip you of choice and make your game MORE DIFFICULT. Not for the fainthearted, CW: parasite, soul vore, non-con, watersports, blood)", "becomepuppet")
# addButton("No", "Tell your Master that you wish to retain your mind (recommended)", "normalroute")
#
# if state == "becomepuppet":
# playAnimation(StageScene.Duo, "kneel", {npc="issix", npcAction="stand", bodyState={leashedBy="issix"}})
# setModuleFlag("IssixModule", "PC_Enslavement_Noncon", true)
# saynn("[say=pc]I-I'd like that. I'd want to become your servant in mind and body. I don't want control of my own, Master.[/say]")
# saynn("[say=issix]That's okey my pet. That's your choice you are making, your LAST choice. If you are truthfully ready to give me everything you have, to become a forever puppet of mine then I'll make your last wish true.[/say]")
# saynn("He leans forward and attaches a leash to your collar.")
# saynn("[say=issix]Let's go then. We will do that in my cell. Azazel, you know the drill, I'm out till tomorrow, you know where to find me.[/say]")
# saynn("[say=azazel]Of course, Master![/say]")
# addButton("Continue", "Follow your Master", "walktocell")
#
# if state == "walktocell":
# processTime(5*60)
# aimCamera("cellblock_red_nearcell")
# setLocationName("Issix's Cell")
# saynn("You arrive at his cell. It feels oddly small, even claustrophobic with you two in it. Has the essentials and that's about it. It surprises you considering what character Issix is, but then, he spends most of his time in the main hall with his pets. Perhaps he doesn't need luxury in here.")
# saynn("[say=issix]Welcome. This is my cell. It's small but enough for us two. I'd say get comfortable but it's not what we are going to do here. Can you just stand behind me? Great.[/say]")
# GM.pc.addConsciousness(-0.2)
# if getModuleFlag("IssixModule", "QuestionnaireQ1", "false"):
# saynn("He kneels next to his stash in opposite side of the cell from the entrance. His paws are searching, looking for something. He pulls out various restraints.")
# else:
# saynn("He kneels next to his stash in opposite side of the cell from the entrance. His paws are searching, looking for something. Finally he puts aside what looks to be googles? Mask? Hypnovisors? Hard to tell. He pulls various restraints. His search continues for a while longer. He does find what he was looking for, pulling some kind of small object you didn't have the time to see before he hid it behind his paw.")
# saynn("[say=issix]Wonderful. I think that's should be... It. Yeah, now, put your paws above.[/say]")
# if getModuleFlag("IssixModule", "QuestionnaireQ1", "false"):
# addButton("Comply", "Put your paws in the air", "soulfull")
# else:
# addButton("Comply", "Put your paws in the air", "soulless")
#
# if state == "soulfull":
# playAnimation(StageScene.HangingDuo, "idle", {pc="pc", npc="issix", bodyState={naked=true}, npcBodyState={naked=true}})
# saynn("[say=issix]Good, good.[/say]")
# saynn("He attaches your wrists to the ceiling. Your feet paws comfortably stand on the floor, though if you were one centimeter shorter you'd likely have to make effort to stand. He then picks up ankle cuffs attaching them to the floor, you can't really do much in this state even if you wanted to.")
# saynn("[say=issix]Safety and comfort measures. I think you are ready.[/say]")
# saynn("He circles you, as much as he can with space in his cell. Being so vulnerable, your fur in full display. He touches parts of your body every now and then. You are hanging like meat on a hook.")
# saynn("[say=issix]I never thought anyone would be so easy. You willingly want to give me your very soul. I can't complain, though it makes me wonder, why? Do you really hate life so much you don't want to participate in it? Do you hate choices? Do you trust me so much, that you think I'll be better you than yourself? You will soon stop mattering in the slightest. You will be rendered nothing. There will be only me and what I want. To go this far and give up your very self to me... I can't say I understand, mortal. Maybe you are just a sucker for someone else taking control...[/say]")
# saynn("You open your mouth to explain yourself, he puts his finger on your lips.")
# saynn("[say=issix]It doesn't matter. What you have to say no longer matters. You made your last choice 10 minutes ago. Now, the only thing that matters is what I say and think.[/say]")
# saynn("You nod your head in silence.")
#
# if state == "soulless":
# playAnimation(StageScene.HangingDuo, "idle", {pc="pc", npc="issix", bodyState={naked=true}, npcBodyState={naked=true}})
if state == "normalroute": if state == "normalroute":
playAnimation(StageScene.SexMissionary, "tease", {pc="issix", npc="pc", bodyState={naked=true, hard=true}, npcBodyState={naked=true, hard=true}}) playAnimation(StageScene.SexMissionary, "tease", {pc="issix", npc="pc", bodyState={naked=true, hard=true}, npcBodyState={naked=true, hard=true}})
@ -52,12 +103,12 @@ func _run():
saynn("His face is filled with a cruel smile once again.") saynn("His face is filled with a cruel smile once again.")
if !GM.pc.isFullyNaked(): if !GM.pc.isFullyNaked():
saynn("[say=issix]Now, with decisions made, I need to tell you what I intend to happen. I want you to strip naked for me. I want to see your entire body again, completely bare. I want to know what I'm working with. You'll have to lose whatever conception of shame you have and embrace being completely naked as normal. At least for now. You will still be able to wear your inmate uniform, I don't mind. But you have to lose inhibitions you have.[/say]") saynn("[say=issix]Now, with decisions made, I need to tell you what I intend to happen. I want you to strip naked for me. I want to see your entire body again, completely bare. I want to know what I'm working with. You'll have to lose whatever conception of shame you have and embrace being completely naked as normal. At least for now. You will still be able to wear your inmate uniform, I don't mind. But you have to lose inhibitions you have.[/say]")
for slot in GM.pc.getInventory().getEquippedItems(): # Force unequip all items, why is there getEquippedItems and getAllEquippedItems doing the same thing lol
saynn("Issix took off your "+GM.pc.getInventory()[slot].getVisibleName()+".")
GM.pc.getInventory().unequipSlot(slot)
#GM.pc.unequipAllRestraints() #GM.pc.unequipAllRestraints()
else: else:
saynn("[say=issix]You are such a good pet that you are already naked. That's really good, as I want to know every part of your body before I have fun with you.[/say]") saynn("[say=issix]You are such a good pet that you are already naked. That's really good, as I want to know every part of your body before I have fun with you.[/say]")
for slot in GM.pc.getInventory().getEquippedItems(): # Force unequip all items, why is there getEquippedItems and getAllEquippedItems doing the same thing lol
saynn("Issix took off your "+GM.pc.getInventory()[slot].getVisibleName()+".")
GM.pc.getInventory().unequipSlot(slot)
saynn("He grabs a leash hanging from the armrest of his chair, shows it to you.") saynn("He grabs a leash hanging from the armrest of his chair, shows it to you.")
saynn("[say=issix]Ready to become my pet for real this time? You've already given your fate into my paws, we might as well get this over with.[/say]") saynn("[say=issix]Ready to become my pet for real this time? You've already given your fate into my paws, we might as well get this over with.[/say]")
saynn("He once again raises your head by your chin, this time more forcefully than last time. With ease he attaches the end of the leash and gives it some pulls.") saynn("He once again raises your head by your chin, this time more forcefully than last time. With ease he attaches the end of the leash and gives it some pulls.")
@ -178,8 +229,24 @@ func _run():
addButton("Continue", "End the conversation", "endthescene") addButton("Continue", "End the conversation", "endthescene")
func _react(_action: String, _args): func _react(_action: String, _args):
if _action == "walktocell":
runScene("ParadedOnALeashScene", ["issix", GM.pc.getLocation(), "cellblock_red_nearcell", [
"We're almost there, don't worry",
"Hope you are ready, there is no going back from this",
"Looking forward to letting go?",
"Thinking is too hard for you, that's why you came to me. Don't worry, I'll relieve you of this burden soon",
"You've made your choice, very soon you won't be able to make another"
], "cellblock_red_nearcell", "crawl"])
if _action == "soulfull":
var cuff = GlobalRegistry.createItem("inmateanklecuffs")
GM.pc.getInventory().forceEquipStoreOther(cuff)
if _action == "acceptslavery": if _action == "acceptslavery":
GM.pc.addExperience(100) GM.pc.addExperience(100)
setModuleFlag("IssixModule", "Misc_Slavery_Info", {"day_enslaved": GM.main.getDays(), "scenes_seen": []})
setModuleFlag("IssixModule", "Progression_Points", 1)
setModuleFlag("IssixModule", "Progression_Day_Next", GM.main.getDays()+1)
if _action == "normalroute2": if _action == "normalroute2":
var itemRef = GlobalRegistry.getItemRef("HeatPill") var itemRef = GlobalRegistry.getItemRef("HeatPill")