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<?xml version="1.0" encoding="utf-8" ?>
<Defs >
<RitualOutcomeEffectDef >
<defName > Gangbang</defName>
<description > Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days.</description>
<workerClass > RitualOutcomeEffectWorker_Consumable</workerClass>
<extraPredictedOutcomeDescriptions >
<li > If the {0} is satisfying, one of the participants might gain an inspiration.</li>
</extraPredictedOutcomeDescriptions>
<comps >
<li Class= "RitualOutcomeComp_RolePresentNotSubstituted" >
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<roleId > initiator</roleId>
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<label > moral guide present</label>
<qualityOffset > 0.10</qualityOffset>
</li>
<li Class= "RitualOutcomeComp_ParticipantCount" >
<label > participant count</label>
<curve >
<points >
<li > (1, -0.20)</li>
<li > (3, -0.05)</li>
<li > (5, 0.05)</li>
<li > (10, 0.10)</li>
</points>
</curve>
</li>
<li Class= "RitualOutcomeComp_RitualTargetDefs" >
<allowAltars > true</allowAltars>
<label > started at altar</label>
<qualityOffset > 0.2</qualityOffset>
<expectedThingLabelTip > an altar</expectedThingLabelTip>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > victim broken</label>
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<qualityOffset > 0.15</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.3</minSeverity>
<roleId > victim</roleId>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > victim extremly broken</label>
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<qualityOffset > 0.15</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.5</minSeverity>
<roleId > victim</roleId>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > victim completely broken</label>
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<qualityOffset > 0.3</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.9</minSeverity>
<roleId > victim</roleId>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_NeedBased" >
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<label > statisfied participants</label>
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<qualityOffset > 0.4</qualityOffset>
<needDef > Sex</needDef>
<minAvgNeed > 0.7</minAvgNeed>
</li>
<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_NeedBased" >
<label > completly statisfied participants</label>
<qualityOffset > 0.4</qualityOffset>
<needDef > Sex</needDef>
<minAvgNeed > 0.9</minAvgNeed>
</li>
</comps>
<outcomeChances >
<li >
<label > Terrible</label>
<chance > 0.05</chance>
<memory > TerribleGangbang</memory>
<description > The {0} was terrible! The speech was stuttering and incoherent, and the victim was botched - everyone was waiting for it to end.</description>
<positivityIndex > -2</positivityIndex>
</li>
<li >
<label > Boring</label>
<chance > 0.10</chance>
<memory > BoringGangbang</memory>
<description > The {0} was boring. The speech was repetitive and the victim was noticeably flawed. It just didn't feel dignified.</description>
<positivityIndex > -1</positivityIndex>
</li>
<li >
<label > Satisfying</label>
<chance > 0.6</chance>
<memory > FunGangbang</memory>
<description > The {0} was satisfying. The speech felt meaningful, and the victim was precise and dignified.</description>
<potentialExtraOutcomeDesc > There's a 5% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 1</positivityIndex>
</li>
<li >
<label > Spectacular</label>
<chance > 0.25</chance>
<memory > UnforgettableGangbang</memory>
<description > The {0} was spectacular! The speech brought everyone to the edge of a frenzy and the victim was like succubus.</description>
<potentialExtraOutcomeDesc > There's a 10% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 2</positivityIndex>
</li>
</outcomeChances>
</RitualOutcomeEffectDef>
<RitualOutcomeEffectDef >
<defName > Gangbang_Consensual</defName>
<description > Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days.</description>
<workerClass > RitualOutcomeEffectWorker_Consumable</workerClass>
<extraPredictedOutcomeDescriptions >
<li > If the {0} is satisfying, one of the participants might gain an inspiration.</li>
</extraPredictedOutcomeDescriptions>
<comps >
<li Class= "RitualOutcomeComp_RolePresentNotSubstituted" >
<roleId > initiator</roleId>
<label > moral guide present</label>
<qualityOffset > 0.10</qualityOffset>
</li>
<li Class= "RitualOutcomeComp_ParticipantCount" >
<label > participant count</label>
<curve >
<points >
<li > (1, -0.20)</li>
<li > (3, -0.05)</li>
<li > (5, 0.05)</li>
<li > (10, 0.10)</li>
</points>
</curve>
</li>
<li Class= "RitualOutcomeComp_RitualTargetDefs" >
<allowAltars > true</allowAltars>
<label > started at altar</label>
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<qualityOffset > 0.2</qualityOffset>
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<expectedThingLabelTip > an altar</expectedThingLabelTip>
</li>
<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_NeedBased" >
<label > statisfied participants</label>
<qualityOffset > 0.4</qualityOffset>
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<needDef > Sex</needDef>
<minAvgNeed > 0.7</minAvgNeed>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_NeedBased" >
<label > completly statisfied participants</label>
<qualityOffset > 1.0</qualityOffset>
<needDef > Sex</needDef>
<minAvgNeed > 0.8</minAvgNeed>
</li>
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</comps>
<outcomeChances >
<li >
<label > Terrible</label>
<chance > 0.05</chance>
<memory > TerribleGangbang</memory>
<description > The {0} was terrible! The speech was stuttering and incoherent, and the victim was botched - everyone was waiting for it to end.</description>
<positivityIndex > -2</positivityIndex>
</li>
<li >
<label > Boring</label>
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<chance > 0.10</chance>
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<memory > BoringGangbang</memory>
<description > The {0} was boring. The speech was repetitive and the victim was noticeably flawed. It just didn't feel dignified.</description>
<positivityIndex > -1</positivityIndex>
</li>
<li >
<label > Satisfying</label>
<chance > 0.6</chance>
<memory > FunGangbang</memory>
<description > The {0} was satisfying. The speech felt meaningful, and the victim was precise and dignified.</description>
<potentialExtraOutcomeDesc > There's a 5% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 1</positivityIndex>
</li>
<li >
<label > Spectacular</label>
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<chance > 0.25</chance>
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<memory > UnforgettableGangbang</memory>
<description > The {0} was spectacular! The speech brought everyone to the edge of a frenzy and the victim was like succubus.</description>
<potentialExtraOutcomeDesc > There's a 10% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 2</positivityIndex>
</li>
</outcomeChances>
</RitualOutcomeEffectDef>
<RitualOutcomeEffectDef >
<defName > BestialGangbang</defName>
<description > Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days.</description>
<workerClass > RitualOutcomeEffectWorker_Consumable</workerClass>
<extraPredictedOutcomeDescriptions >
<li > If the {0} is satisfying, one of the participants might gain an inspiration.</li>
</extraPredictedOutcomeDescriptions>
<comps >
<li Class= "RitualOutcomeComp_RolePresentNotSubstituted" >
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<roleId > initiator</roleId>
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<label > moral guide present</label>
<qualityOffset > 0.10</qualityOffset>
</li>
<li Class= "RitualOutcomeComp_ParticipantCount" >
<label > participant count</label>
<curve >
<points >
<li > (1, -0.50)</li>
<li > (3, -0.30)</li>
<li > (5, -0.15)</li>
<li > (10, -0.10)</li>
</points>
</curve>
</li>
<li Class= "RitualOutcomeComp_RitualTargetDefs" >
<allowAltars > true</allowAltars>
<label > started at altar</label>
<qualityOffset > 0.2</qualityOffset>
<expectedThingLabelTip > an altar</expectedThingLabelTip>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > breedee broken</label>
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<qualityOffset > 0.45</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.3</minSeverity>
<roleId > victim</roleId>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > breedee extremly broken</label>
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<qualityOffset > 0.45</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.5</minSeverity>
<roleId > victim</roleId>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_HediffBased" >
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<label > breedee completely broken</label>
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<qualityOffset > 0.8</qualityOffset>
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<hediffDef > FeelingBroken</hediffDef>
<minSeverity > 0.9</minSeverity>
<roleId > victim</roleId>
</li>
</comps>
<outcomeChances >
<li >
<label > Terrible</label>
<chance > 0.05</chance>
<memory > TerribleGangbang</memory>
<description > The {0} was terrible! The speech was stuttering and incoherent, and the victim was botched - everyone was waiting for it to end.</description>
<positivityIndex > -2</positivityIndex>
</li>
<li >
<label > Boring</label>
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<chance > 0.10</chance>
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<memory > BoringGangbang</memory>
<description > The {0} was boring. The speech was repetitive and the victim was noticeably flawed. It just didn't feel dignified.</description>
<positivityIndex > -1</positivityIndex>
</li>
<li >
<label > Satisfying</label>
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<chance > 0.65</chance>
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<memory > FunGangbang</memory>
<description > The {0} was satisfying. The speech felt meaningful, and the victim was precise and dignified.</description>
<potentialExtraOutcomeDesc > There's a 5% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 1</positivityIndex>
</li>
<li >
<label > Spectacular</label>
<chance > 0.2</chance>
<memory > UnforgettableGangbang</memory>
<description > The {0} was spectacular! The speech brought everyone to the edge of a frenzy and the victim was like succubus.</description>
<potentialExtraOutcomeDesc > There's a 10% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 2</positivityIndex>
</li>
</outcomeChances>
</RitualOutcomeEffectDef>
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<RitualOutcomeEffectDef >
<defName > BestialGangbang_Consensual</defName>
<description > Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days.</description>
<workerClass > RitualOutcomeEffectWorker_Consumable</workerClass>
<extraPredictedOutcomeDescriptions >
<li > If the {0} is satisfying, one of the participants might gain an inspiration.</li>
</extraPredictedOutcomeDescriptions>
<comps >
<li Class= "RitualOutcomeComp_RolePresentNotSubstituted" >
<roleId > initiator</roleId>
<label > moral guide present</label>
<qualityOffset > 0.10</qualityOffset>
</li>
<li Class= "RitualOutcomeComp_ParticipantCount" >
<label > participant count</label>
<curve >
<points >
<li > (1, 0.20)</li>
<li > (3, 0.40)</li>
<li > (5, 0.65)</li>
<li > (10, 1.20)</li>
</points>
</curve>
</li>
<li Class= "RitualOutcomeComp_RitualTargetDefs" >
<allowAltars > true</allowAltars>
<label > started at altar</label>
<qualityOffset > 0.2</qualityOffset>
<expectedThingLabelTip > an altar</expectedThingLabelTip>
</li>
</comps>
<outcomeChances >
<li >
<label > Terrible</label>
<chance > 0.05</chance>
<memory > TerribleGangbang</memory>
<description > The {0} was terrible! The speech was stuttering and incoherent, and the victim was botched - everyone was waiting for it to end.</description>
<positivityIndex > -2</positivityIndex>
</li>
<li >
<label > Boring</label>
<chance > 0.10</chance>
<memory > BoringGangbang</memory>
<description > The {0} was boring. The speech was repetitive and the victim was noticeably flawed. It just didn't feel dignified.</description>
<positivityIndex > -1</positivityIndex>
</li>
<li >
<label > Satisfying</label>
<chance > 0.65</chance>
<memory > FunGangbang</memory>
<description > The {0} was satisfying. The speech felt meaningful, and the victim was precise and dignified.</description>
<potentialExtraOutcomeDesc > There's a 5% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 1</positivityIndex>
</li>
<li >
<label > Spectacular</label>
<chance > 0.2</chance>
<memory > UnforgettableGangbang</memory>
<description > The {0} was spectacular! The speech brought everyone to the edge of a frenzy and the victim was like succubus.</description>
<potentialExtraOutcomeDesc > There's a 10% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 2</positivityIndex>
</li>
</outcomeChances>
</RitualOutcomeEffectDef>
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<RitualOutcomeEffectDef >
<defName > DrugOrgy</defName>
<description > Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days.</description>
<workerClass > RitualOutcomeEffectWorker_RemoveConsumableBuilding</workerClass>
<extraPredictedOutcomeDescriptions >
<li > If the {0} is satisfying, one of the participants might gain an inspiration.</li>
</extraPredictedOutcomeDescriptions>
<comps >
<li Class= "RitualOutcomeComp_DestroyConsumableBuilding" />
<li Class= "RitualOutcomeComp_ParticipantCount" >
<label > participant count</label>
<curve >
<points >
<li > (1, -0.50)</li>
<li > (3, 0.0)</li>
<li > (5, 0.10)</li>
<li > (10, 0.30)</li>
</points>
</curve>
</li>
<li Class= "RitualOutcomeComp_RoomStat" >
<label > room impressiveness</label>
<statDef > Impressiveness</statDef>
<curve >
<points >
<li > 0, 0</li>
<li > 50, 0.1</li>
<li > 120, 0.2</li>
</points>
</curve>
</li>
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<li Class= "RJWSexperience.Ideology.RitualOutcomeComp_NeedBased" >
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<label > statisfied participants</label>
<qualityOffset > 0.7</qualityOffset>
<needDef > Sex</needDef>
<minAvgNeed > 0.7</minAvgNeed>
</li>
</comps>
<outcomeChances >
<li >
<label > Terrible</label>
<chance > 0.05</chance>
<memory > TerribleOrgy</memory>
<description > The {0} was terrible!</description>
<positivityIndex > -2</positivityIndex>
</li>
<li >
<label > Boring</label>
<chance > 0.10</chance>
<memory > BoringOrgy</memory>
<description > The {0} was boring.</description>
<positivityIndex > -1</positivityIndex>
</li>
<li >
<label > Satisfying</label>
<chance > 0.6</chance>
<memory > FunOrgy</memory>
<description > The {0} was satisfying.</description>
<potentialExtraOutcomeDesc > There's a 5% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 1</positivityIndex>
</li>
<li >
<label > Spectacular</label>
<chance > 0.25</chance>
<memory > UnforgettableOrgy</memory>
<description > The {0} was spectacular!</description>
<potentialExtraOutcomeDesc > There's a 10% chance that a random participant gets an inspiration.</potentialExtraOutcomeDesc>
<positivityIndex > 2</positivityIndex>
</li>
</outcomeChances>
</RitualOutcomeEffectDef>
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</Defs>