mirror of
https://github.com/amevarashi/RJW-Sexperience.git
synced 2024-08-14 23:54:08 +00:00
400 lines
No EOL
16 KiB
XML
400 lines
No EOL
16 KiB
XML
<?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">
|
|
<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>
|
|
<qualityOffset>0.2</qualityOffset>
|
|
<expectedThingLabelTip>an altar</expectedThingLabelTip>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>victim broken</label>
|
|
<qualityOffset>0.15</qualityOffset>
|
|
<hediffDef>FeelingBroken</hediffDef>
|
|
<minSeverity>0.3</minSeverity>
|
|
<roleId>victim</roleId>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>victim extremly broken</label>
|
|
<qualityOffset>0.15</qualityOffset>
|
|
<hediffDef>FeelingBroken</hediffDef>
|
|
<minSeverity>0.5</minSeverity>
|
|
<roleId>victim</roleId>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>victim completely broken</label>
|
|
<qualityOffset>0.3</qualityOffset>
|
|
<hediffDef>FeelingBroken</hediffDef>
|
|
<minSeverity>0.9</minSeverity>
|
|
<roleId>victim</roleId>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_NeedBased">
|
|
<label>statisfied participants</label>
|
|
<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>
|
|
<qualityOffset>0.2</qualityOffset>
|
|
<expectedThingLabelTip>an altar</expectedThingLabelTip>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_NeedBased">
|
|
<label>statisfied participants</label>
|
|
<qualityOffset>0.4</qualityOffset>
|
|
<needDef>Sex</needDef>
|
|
<minAvgNeed>0.7</minAvgNeed>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_NeedBased">
|
|
<label>completly statisfied participants</label>
|
|
<qualityOffset>1.0</qualityOffset>
|
|
<needDef>Sex</needDef>
|
|
<minAvgNeed>0.8</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>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">
|
|
<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, -0.50)</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>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>breedee broken</label>
|
|
<qualityOffset>0.45</qualityOffset>
|
|
<hediffDef>FeelingBroken</hediffDef>
|
|
<minSeverity>0.3</minSeverity>
|
|
<roleId>victim</roleId>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>breedee extremly broken</label>
|
|
<qualityOffset>0.45</qualityOffset>
|
|
<hediffDef>FeelingBroken</hediffDef>
|
|
<minSeverity>0.5</minSeverity>
|
|
<roleId>victim</roleId>
|
|
</li>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_HediffBased">
|
|
<label>breedee completely broken</label>
|
|
<qualityOffset>0.8</qualityOffset>
|
|
<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>
|
|
<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>
|
|
|
|
<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>
|
|
|
|
<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>
|
|
<li Class="RJWSexperience.Ideology.RitualOutcomeComp_NeedBased">
|
|
<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>
|
|
</Defs> |