rjw-sexperience-ideology/1.4/Defs/Rituals/Ritual_Outcomes_sex.xml

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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">
<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>