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